I designed a weapon for my dnd character :]
Let me know if you use it in any campains!

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I designed a weapon for my dnd character :]
Let me know if you use it in any campains!
DM Tips - The statement "What's in it for me?" Is your excuse to recap all the information your players have conveniently forgotten over the last few sessions.
And if they continue to ask "What's in it for me?", turn the question back on them and force them to answer. That's they're responsibility.
Okay soo uhhhhhhh I think I'll be spending an hour or two for reading the rules of dnd TwT this shit seems interesting BUT I CAN'T EVEN CREATE A CHARACTER TwT I might use Grally XD since she's already pretty detaliated in my head.
Dnd Rules: Combat
Adventurers encounter many dangerous monsters and nefarious villains. In those moments combat often breaks out.
THE ORDER OF COMBAT: A typical combat encounter is a clash between 2 sides: a flurry of weapon swings feints parries footwork and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents 6 seconds in the game world. During a round each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn the fight continues to the next round if neither side is defeated.
Combat Step by Step: Combat unfolds in these steps
Establish Positions: The DM determines where all the characters and monsters are located. Given the adventurers marching order or their stated positions in the room or other location the DM figures out where the adversaries are how far away and in what direction.
Roll Initiative: Everyone involved in the combat encounter rolls Initiative determining the order of combatants' turns.
Take Turns: Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn the round ends. Repeat this step until the fighting stops.
Initiative: Initiative determines the order of turns during combat. When combat starts every participant rolls Initiative they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creatures the DM makes a single roll so each member of the group has the same Initiative.
Surprise: If a combatant is surprised by combat starting that combatant has Disadvantage on their Initiative roll. For example if an ambusher starts combat while hidden from a foe who is unaware that combat is starting that foe is surprised.
Initiative Order: A combatant's check total is called their Initiative count or Initiative for short. The DM ranks the combatants from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.
Ties: If a tie occurs the DM decides the order among tied monsters and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player chracter.
Your Turn: On your turn you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. A character's features and a monster's stat block also provide action options
Communicating: You can communicate however you are able through brief utterances and gestures as you take your turn. Doing so uses neither your action nor your move. Extended communication such as a detailed explanation of something or an attempt to persuade a foe requires an action. The Influence action is the main way you try to influence a monster.
Interacting with Things: You can interact with one object or feature of the environment for free during either your move or action. For example you could open a door during your move as you stride toward a foe. If you want to interact with a second object you need to take the Utilize action. Some magic items and other special objects always require an action to use as stated in their descriptions. The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance the DM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.
Doing Nothing on your Turn: You can forgo moving taking an action or doing anything at all on your turn. If you can't decide what to do consider taking the defensive Dodge action or the Ready action to delay acting.
Ending Combat: Combat ends when one side or the other is defeated which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.
MOVEMENT AND POSITION: On your turn you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing crawling jumping and swimming. These different modes of movement can be combined with your regular movement or they can constitute your entire move. However you're moving with your Speed you deduct the distance of each part of your move from it until it is used up or until you are done moving whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block.
Difficult Terrain: Combatants are often slowed down by Difficult Terrain. Low furniture rubble undergrowth steep stairs snow and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot even if multiple things in a space count as Difficult Terrain.
Breaking up your Move: You can break up your move using some of its movement before and after any action Bonus Action or Reactions you take on the same turn. For example, if you have a speed of 30 feet you could go 10 feet take an action and then go 20 feet.
Dropping Prone: On your turn you can give yourself the Prone condition without using an action or any of your Speed but you can't do so if your Speed is 0.
Creature Size: A creature belongs to a size category which determines the width of the square space the creature occupies on a map as shown below. The table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by species and a monster's size is specified in the monster's stat blocks.
CREATURE SIZE AND SPACE
Size Space (Feet) Space (Squares)
Tiny 2 1/2 by 2 1/2 feet 4 per square
Small/Medium 5 by 5 feet 1 square
Large 10 feet by 10 feet 4 squares (2 by 2)
Huge 15 by 15 feet 9 squares (3 by 3)
Gargantuan 20 by 20 feet 16 squares (4 by 4)
Moving around Other Creatures: During your move you can pass through the space of an ally a creature that is Incapacitated a Tiny creature or a creature that is 2 sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature you have the Prone condition unless you are Tiny or are of a larger size than the other creature.
MAKING AN ATTACK: When you take the Attack action you make an attack. Some other actions Bonus Actions and Reactions also let you make an attack. Whether you strike with a Melee weapon fire a Ranged weapon or make an attack roll as part of a spell an attack has the following structure:
Choose a Target: Pick a target within your attack's range a creature an object or a location.
Determine Modifiers: The DM determines whether the target has Cover and whether you have Advantage or Disadvantage against the target. In addition spells special abilities and other effects can apply penalties or bonuses to your attack roll.
Resolve the Attack: Make the attack roll. On a hit you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
COVER: Walls trees creatures and other obstacles can provide cover making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover only the most protective degree of cover applies the degrees aren't added together. For example if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover the target has Three-Quarters Cover.
Half Cover gives +2 Bonus to AC and Dexterity saving throws. Three Quarters cover grants a +5 bonus to AC and Dexterity Saving Throws. Total cover means you can't be targeted directly.
RANGED ATTACKS: When you make a ranged attack you fire a bow hurl an axe or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. Ranged Attacks use your Dexterity modifier unless specified otherwise.
Range: You can make ranged attacks only against targets within a specified range. If a ranged attack such as one made with a spell has a single range you can't attack a target beyond this range. Some ranged attacks such as those made with a Longbow have 2 ranges. The smaller is the normal range and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range and you can't attack a target beyond long Range.
Ranged Attacks in Close Combat: Aiming a Ranged Attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon a spell or some other means you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and isn't Incapacitated.
MELEE ATTACKS: A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an unarmed strike. Many monsters make melee attacks with claws teeth or other body parts. A few spells also involve melee attacks. Melee attack rolls use your Strength Modifier unless specified otherwise.
Reach: A creature has a 5 foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet.
Opportunity Attacks: Combatants watch for enemies to drop their guard. If you move heedlessly past your foes you put yourself in danger by provoking in danger by provoking an Opportunity Attack.
Avoiding Opportunity Attacks: You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement action Bonus Action or Reaction. For example you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy.
Making an Opportunity Attack: You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.
MOUNTED COMBAT: A willing creature that is at least 1 size larger than a rider and that has an appropriate anatomy can serve as a mount using the following rules.
Mounting and Dismounting: During your move you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example if your Speed is 30 feet you spend 15 feet of movement to mount a horse.
Controlling a Mount: You can control a mount only if it has been trained to accept a rider. Domesticated horses mules and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it and it has only 3 action options during that turn: Dash Disengage and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast an independent mount one that lets but ignores your control retains its place in the Initiative order and moves and acts as it likes.
Falling Off: If an effect is about to move your mount against its will while you're on it you must succeed on a DC 10 Dexterity saving throw or fall off landing with the Prone condition in an unnocupied space within 5 feet of the mount. While mounted you must make the same save if you're knocked Prone or the mount is.
UNDERWATER COMBAT: A fight underwater follows these rules.
Impeded Weapons: When making a melee attack roll with a weapon underwater a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range and the attack roll has Disadvantage against a target within normal rnage.
Fire Resistance: Anything underwater has Resistance to Fire damage
PLAYING ON A GRID: If you play using a square grid and miniatures or other tokens follow these rules.
Squares: Each square usually represents 5 feet.
Speed: Rather than moving foot by foot move square by square on the grid using your Speed in 5 foot segments (or however much a square is) You can translate your Speed into squares by dividing it by 5. For example a Speed of 30 feet translates into 6 squares. If you use a grid often consider writing your Speed in squares on your character sheet.
Entering a Square: To enter a square you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.
Corners: Diagonal movement can't cross the corner of a wall a large tree or another terrain feature that fills its space.
Ranges: To determine the range on a grid between 2 things whether creatures or objects count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Hi people !
My bf, our friend and I would like to get into DND but we have no idea how to play nor do we have people to play with, does anyone knows a discord server maybe where we can join and play DND with other people ?
DnD idea:
If, within two seconds of the DM saying “roll for initiative” a player says an action they want to take then they can have that action for free.
The catch being they have to do the action no matter what.
Want to fireball the halfling rogue that just jumped out of the shadows? Sure, you did it on reflex, but you also hit the cleric who was in the radius. No you can’t take that back.
You said you wanted to run backwards out of the rogues attack range? You came up a flight of stairs, have fun falling down them next turn.
You want to grab them out of the air by their throat mid jump? And intimidate them? Roll dexterity to catch and then roll to intimidate.
My only real "gripe" about bg3 is that enemies can hit downed characters?
Which, to my knowledge, really is not cool in the actual rules
DND ideas
So when a player character is downed they start rolling something called a death saving throw. The character is unconscious but still alive and the player rolls a d20 and enough successes they stabilize enough failures they die. A nat 20 you wake up with one health. This is a really good system except the character is out of the fight entirely. It prevents a character from sacrificing himself and ruins some cool roleplay opportunities so I want to present an alternative. I call it the last gasp rule and I've seen variations on it before. The way it works is when a player starts to roll his death saving throws they have the option to instead keep fighting but their character will die. Instead of being knocked unconscious the character receives a mortal wound that they can fight through for four rounds. They have all the abilities and spell slots they had when they fell to 0 hit points and they cannot be knocked down again. At the end of 4 rounds regardless of whether the fight is over they will die. The other characters cannot reverse this except through spells that bring the dead back to life. It gives your players a little additional agency, allows them to really make a difference if they are down to the wire and is really good for roleplay.