#dnd campaign
This is Arlo Bernoulli Carlotta Draccini III, my sweet Dragonborn Sorcerer!
Drew my beautiful DND party! It’s a heavily flavored 5e campaign, set in the magical metropolis known as Nieuw Port City (NPC).
The Draccini family is one of the most notorious mafias in Nieuw Port. Zarafin, daughter of the Boss, made here name by pulling some of the best heists the city has ever seen.
Here are two of my favorite NPCs from the campaign I DM!
[ITA: PER ASCOLTARE IL PODCAST DELLA CAMPAGNA, TROVATE IL LINK AL CANALE YOUTUBE QUI]
Chapter 15- Spare the Dying
In which our adventurers fought a Wraith, which resulted in a gravely injured ranger, a warlock on the brink of death, a cleric who lost every last bit of patience, and a horrifying amount of emotional damage in addition for everyone.
Well, at least the wizard got a spell-book out of this, so it wasn’t that bad after all (?????)
Thank you as always to our DMs S'Aafir and SeD ❤️
Wait.. how does multiclassing work?
It’s me again, back on my high horse to scream into the void about D&D. Today I’ll be talking about multiclassing, since it can get confusing and the PHB doesn’t do a great job of explaining it. However, some context first. I’ve never multiclassed. I’ve only ever played a warlock up to about level 4 and a fighter that’s at level 9 (I did, however, join the campaign at level 8.) And I’m going to fighter 20 and you can’t stop me. Muahaha. Despite this, 2 party members I play with have multiclassed and I’ve looked into it in case any players I DM for want to multiclass. So let’s get into it.
First off. What is multiclassing? When you make a D&D character, you get to choose a class. This class gives you certain abilities, like extra attacks for fighters, rangers, barbarians, monks, and paladins. The players handbook lists 12 classes, however I usually include the Artificer as an option in my games. The classes listed are: Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. At level 3 with most classes (thanks sorcerer) you get a subclass that grants extra bonuses. However, when you level up, you can choose between 2 options. You can take a level in your current class or you can take a level in another class at the DM’s discretion.
Let’s set an example. Say you’re playing a rogue. You’ve just reached enough XP to level up to level 6. But, for example purposes, you want to be able to cast damaging spells. So, with the DM’s permission, you take a level in sorcerer. Now, your class levels will be written as “Rogue 5 Sorcerer 1”. Overall, though, your character is at level 6. So, in order to level up again, you need to get enough XP to reach level 7. Let’s say you take another level in sorcerer. Now your levels are Rogue 5, Sorcerer 2. You can choose what class you want to take a level in every time you level up. You may be a level 5 rogue and a level 2 sorcerer, but your overall character level is 7, meaning you need enough XP to get to level 8. It’s important to note that your overall level cannot go over 20. So, using our rogue as an example, if your level distribution is Rogue 17 Sorcerer 3, you can’t level up any further since your overall character level is 20. From what I’ve seen, 17/3 is the most common distribution of class levels, since you get a subclass from both and some pretty cool perks from the higher class.
Now, what about things like extra attack? If I take 5 levels in fighter, 5 in ranger, 5 in paladin, and 5 in barbarian, does that mean I can attack 5 times on my turn? No. The only class capable of gaining extra extra attacks is the fighter. Things like Extra Attack and Channel Divinity do not stack. In addition, you can’t stack Unarmored Defense either. You do not receive any of the extra class’s starting equipment.
You need to meet certain prerequisites in order to take a level in another class. These prerequisites are ability scores. I’ll list them here. -Artificer: Intelligence of 13 or higher. -Barbarian: Strength of 13 or higher. -Bard: Charisma of 13 or higher. -Cleric: Wisdom of 13 or higher. -Druid: Wisdom of 13 or higher. -Fighter: Strength or Dexterity of 13 or higher. -Monk: Dexterity and Wisdom of 13 or higher. -Paladin: Strength and Charisma of 13 or higher. -Ranger: Dexterity and Wisdom of 13 or higher. -Rogue: Dexterity of 13 or higher. -Sorcerer: Charisma of 13 or higher. -Warlock: Charisma of 13 or higher. -Wizard: Intelligence of 13 or higher.
Now, hit dice. If the two classes you take levels have the same hit dice, like cleric and druid(d8), great! You just add the hit dice from both together, and that’s your total. However, if they have different hit dice, like our rogue(d8) and sorcerer (d6) from earlier, you just take the number of hit dice you have from each class and mark them down. So for our Rogue 5/Sorcerer 2, they’d have 5d8/2d6. You can choose to roll either hit dice during a short rest to regain hp.
Proficiencies. The PHB says you gain “some” proficiencies, but you really gain all of them for most classes. Here are the proficiencies per class. -Artificer: Light armor, medium armor, shields, thieves’ tools, tinkerer’s tools. -Barbarian: Shields, simple weapons, martial weapons. -Bard: Light armor, one skill of your choice, one musical instrument of your choice. -Cleric: Light armor, medium armor, shields. -Druid: Light armor, medium armor, shields. (Druids will not wear armor or use shields made of metal.) -Fighter: Light armor, medium armor, shields, simple weapons, martial weapons. -Monk: Simple weapons, shortswords. -Paladin: Light armor, medium armor, shields, simple weapons, martial weapons. -Ranger: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list. -Rogue: Light armor, one skill from the class’s skill list, thieves’ tools. -Sorcerer: N/A. -Warlock: Light armor, simple weapons. -Wizard: N/A.
Now for the hard part. Spells. I’m not gonna lie to you here, I hate keeping track of and understanding spell slots. I couldn’t explain upcasting to you without 30 minutes of research. But for the sake of this post, I’ve looked into the abyss and discovered the secrets of spell slots when multiclassing. First up, what spells do you know and have prepared? If you have spellcasting in more than one class, follow these rules. You determine what spells you know and can prepare based on your level in each class. If you’re a ranger 4/wizard 3, you know 3 first level spells from the ranger spell list based on your level in ranger. As a 3rd level wizard, you know 3 wizard cantrips and your spellbook contains 10 wizard spells, 2 of which can be 2nd level. If your Intelligence is a 16 or higher, you can prepare six wizard spells from your spellbook. Each spell is associated with the class you gained it from, and you use that class’s spellcasting ability when casting it. In addition, a spellcasting focus (for example, a holy symbol) can only be used when casting spells from the class associated with that symbol. If a cantrip becomes more powerful based on your level, it scales off your overall character level, not your level in the class you gained the cantrip from.
You determine your spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the ranger and paladin classes, and a third of your levels (rounded down) in rogue or fighter, provided you took the Arcane Trickster/Eldritch Knight subclass. Use this total number to determine your spell slots using the table attached.
Sometimes this table will give you spell slots of higher level than the spells you know or can prepare. In this instance, you still have the spell slot, but it can only be used for upcasting. For example, if you had an empty 5th level spell slot but had a spell that increases in effect when cast at higher levels, like Cure Wounds or Blight, you can use your 5th level spell slot to cast it.
If you have both Spellcasting and Pact Magic from warlocks, you can use the spell slots gained from Pact Magic to cast spells gained from the usual Spellcasting. In addition, you can use spell slots gained from Spellcasting to cast spells gained from Pact Magic.
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Aaaaand that’s it! If you have any other questions about multiclassing or D&D in general, feel free to hop into my ask box and fire away. I plan on posting a lot more D&D content, both entertaining and educational, to help this hobby reach more people. D&D can be expensive, but I hope to help at least some people out by spending the money so you don’t have to. Anyways, that’s all from me! Stay safe and happy adventuring!
Been a while since I’ve made a post about dnd! But here I am again, back on my bullshit. And today, I’d like to bring you..
The Unspoken Rules of Dungeons and Dragons
- Rule number 1, and the most important. Always watch your fellow PCs’ backs. I don’t care how much your character doesn’t like their character and I don’t care how deep into a shit hole you are. Better to heal them somehow than leave it to chance with death saves. If there’s anything you can do to prevent your teammate from dying, do! It!! My fighter took a fireball to the face to keep the sorcerer (who’d failed 2 death saves) and the bard (whom the fighter doesn’t like) from taking more damage, and our ranger managed to get them back on their feet. Nobody wants to roll up a new character because you wanted to be cool in combat.
- Rule 2, this one has been talked about to death and back. Don’t. Split. The. Party. Especially not in a dungeon or combat. One, it’s a surefire way to get everybody killed. God forbid you or anyone else in your group doesn’t know healing spells because the cleric took a different path. Two, it can cause some players to feel left out. Someone I play with left a campaign because the DM ran 3 hours of dnd in which they were the only PC not included. Splitting the party never leads to good things happening. It’s fine to split the player characters from NPCs, but don’t separate the PCs.
- Rule 3. Don’t metagame. If you don’t know what metagaming is, the best way I can describe it is using out of game knowledge to affect things that happen in game. For example, if you know you’re fighting a certain enemy later, and you look up its stats and see it’s resistant to fire damage. So your spellcaster doesn’t cast fireball. Or, an easier example, looking up a creature’s armor class so you automatically know what hits and what doesn’t. This can spoil the fun for everyone at the table, including you. So don’t do it.
- Rule 4. This one’s important. It’s ok for your characters, or even players, to argue. If your cleric thinks what the rogue and bard are doing is a dumb fucking idea, it’s ok for your cleric to voice that. My fighter and the bard at my table argue all the fucking time, to the point where an NPC and our sorcerer have compared them to a married couple. But it is important to separate the game from real life. Yes, the fighter and bard argue often. But we don’t hate each other in real life. We’ve had our issues with each other, but I’m not gonna call him a stupid fucking bitch.
- Rule 5. If you don’t say it, it doesn’t happen. If the DM isn’t present, it doesn’t happen. For an example, my DM pulled the sorcerer into a different voice chat and told me and the other 2 party members to talk about what the course of action was. And we did talk about it. In character. Big mistake. When DM got back 20 minutes later, he immediately retconned our conversation and told us to redo it with him there. In hindsight, it’s funny as fuck. But in the moment, it was kinda dumb.
- Rule 6, this one added in post. It’s common to have quieter players at the table, whether they themselves are quiet or it’s their character. Try your best to help them feel included. And if it’s someone at the table who’s making them go quiet, address it. For example, my group recently had to kick a player. I’d only played 2 sessions without this person, and the other 3 people in the group agreed that I did better without them. So we kicked them from our party and I’m doing better now. But while they were still there, our ranger often had to pitch into conversations like “*insert fighter name*, what do you think?” Or things of the like. I didn’t talk because I never got the chance. If you see something like this going on, or notice that any other player is beginning to feel upset, bring it up to at least the Dungeon Master. D&D is about fun, and nobody should be spoiling the fun for someone else.
Now for some more rapid fire tips.
- If a character’s accent or manner of dialect changes, no it didn’t.
- Saying “what’s the worst that can happen” is the most surefire way to assure that the worst will happen.
- Have fun! Start bar fights. Trick the red dragon with a deck of illusions. Be an idiot. Dnd is about fun.
- Don’t betray the party.
- Don’t edit/write on someone else’s character sheet.
- Don’t mock other players.
- ALL players should have their chance to shine. This goes just as well for the players and the dungeon master.
- If you do something shitty because “it’s just what my character would do”, don’t be surprised when your character gets beaten to death and thrown down a well.
- Don’t start genuine PvP. Sparring and fighting is ok, but PCs trying to kill each other won’t go over well.
- Stay off your phone at the table.
- If the DM says no, the answer is no.
- A tip for the DMs: your goal is to make a fun world for the characters to interact with. Your goal is not to make a world that the characters just kinda. Inhabit.
- Don’t let the rogue get you into a situation the fighter can’t get you out of.
- Everything has consequences. Yes, even that.
- If it can’t be solved by violence, you aren’t using enough violence.
- If all else fails, scatter.
- Don’t use D&D as a revenge fantasy against a player.
And that’s all! I hope this was insightful and at least entertaining to read. I’ve got plenty of D&D stories and advice to share, so expect me to talk more. Til next time!
Hello everyone I have a new dnd oc for you to meet
Meet Annabelle “Dusk Rider” Mountainheart(if that really is her name~)!
She’s a wealthy noble who left it all behind to become a rootin tootin shootin cowboy, despite never having seen a cow before. Or ever ridden a horse. Maybe this won’t turn out so well for Annabelle :’)
A “quick doodle” of Alice that somehow turned into something more
I am once again making self-indulgent Hyrule Hop fanart as I ignore my other projects.
But this time around, NPCs are calling people gay sluts because @kr4zykoala told them it was an affectionate term.
Bases used were found on Pinterest, original source unknown. Sword Stance signed by “Kago.” Second base was not signed.
✨New item!✨
Spicy Tom’s Secret Sauce
Potion, rare
After drinking this potion, you must succeed on a DC 16 Constitution saving throw or become poisoned and take 1d6 fire damage at the start of each turn. You can repeat the saving throw at the end of each turn, ending the effect on a success. If you fail this saving throw two times, the fire damage increases to 3d6 and your movement speed is doubled.
While poisoned in this way, you can use a bonus action to exhale fire at a target within 20 feet of you. The target must succeed on a DC 16 Dexterity saving throw or catch fire, taking 3d6 fire damage immediately and at the start of each of its turns until someone takes an action to douse the fire.
Spicy Tom’s Secret Sauce will really make your face sweat and your gullet burn. And the longer it lasts, the worse it gets! Buy some today!
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