r/onednd • • 7d ago

Moderator Announcement MODERATOR ANNOUNCEMENT: Wizards of the Coast Unionization Efforts.

338 Upvotes

Some of you may already be aware that employees at Wizards of the Coast are pursuing unionization efforts. There is also a petition circulating for those who wish to express their support.

For anyone interested in learning more or supporting the effort, you can find the petition here:

https://actionnetwork.org/forms/uwotcpetition/

Sharing this information should not be interpreted as an endorsement or opposition by the r/onednd moderation team. We're simply making the information available to members who may be interested.

Unfortunately, previous discussions surrounding this topic have repeatedly devolved into personal attacks, hostility, and violations of our community rules. We've had to remove multiple posts and comments, shut down discussions, and issue bans as a result.

We recognize that people have strong opinions about this subject, and they're entitled to those opinions. However, disagreement does not excuse treating other members disrespectfully.

For the time being, we will not be hosting further discussions about this topic in r/onednd. This announcement is being provided for informational purposes, and comments will be locked. Additional posts attempting to restart the discussion will be removed.

This is not a judgment on the merits of unionization or anyone's position on the issue. It's a moderation decision based on the conduct we've encountered and our responsibility to maintain a civil community.

Thank you for understanding.

The r/onednd Moderation Team


r/onednd • • 17h ago

Hot Take I think there should be more class-restricted spells

291 Upvotes

I'm playing a Warlock and I'm disappointed how few exclusive spells the Warlock gets as well as how many of the spooky spells are available to wizards and sorcerers at large instead of their spooky sublcasses.

It really undermines the idea that the eldritch magic of Warlocks is different and apart from the rest besides just getting less casts with faster recharges.

I get it that Wizards are the casters, but maybe they could just have access to like 60% of spells instead of like 80-90%


r/onednd • • 16h ago

WotC Announcement Ready Your Champion: All 9 World of Warcraft Subclasses

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198 Upvotes

Oath of the Ebon Blade (Paladin → Death Knight). Death Coil replaces Lay on Hands and can either deal damage or heal Undead. Rune Strike swaps in for Divine Smite and deals Necrotic damage. You pick a Blood, Frost, or Unholy rune for your weapon, and your steed can be Undead and pass through solid objects.

Demon Hunter (Ranger). Uses an Arcane Focus and has a Fighting Style option for Warlock cantrips. Collects Soul Fragments from slain enemies to fuel spells and a damaging, healing Soul Cleave. Spectral Sight starts as 10 ft of Blindsight and scales up to 30 ft of Truesight.

Warrior of Mystic Brews (Monk). A drunken-master style. You get Performance and Brewer’s Supplies, Patient Defense also grants speed and an Unarmed Strike, and you can redirect missed attacks. You brew potions for resistances, healing, or a cone of fire, and at high level you can combine two recipes.

Oath of the Holy (Paladin). A dedicated healer. Beacon of Light passes extra healing to a marked ally. You refill Lay on Hands by dealing Radiant damage, and your capstone aura sheds sunlight and heals Bloodied allies.

Discipline Domain (Cleric → Priest). Holy Bolt damages a foe and heals an ally at once. Atonement lets your damage heal allies you recently healed, and Luminous Barrier grants Temp HP plus resistance to all damage.

Shadow Domain (Cleric → Priest). Shadowform makes it easier to Hide and boosts Psychic and Necrotic spells. Devouring Plague drains life. Dispersion is a reaction that lets you vanish for a round, then regain HP and fly away.

Swashbuckler (Rogue). Keeps Fancy Footwork and Rakish Audacity. Panache and Dashing Strikes are now built on Cunning Strike options such as goading, charming, and parrying. Master Duelist grants a follow-up attack after Sneak Attack.

Path of the Spiritual Guardian (Barbarian → Shaman). Spirits Distract, Hinder, or Strike on a hit, and you can shield allies. You can cast Divination spells without material components, and your capstone grants an extra attack.

Path of the Elements (Barbarian → Shaman). While raging, you cycle between ice, lava, and lightning, and each element empowers the next damage type. You can spend Rage on utility spells. Players have been debating whether this is a full rework of Storm Herald.


r/onednd • • 3h ago

Question How important is concentration for partial casters?

14 Upvotes

This would be Paladin, Ranger, Artificer, Eldritch Knight, and Arcane Trickster. Obviously concentration is important, but this is mostly about if it is worth it to go out of your way to get war caster or con save proficiencies. They get less spells, so I imagine the concentration is more important since losing it is more painful but also I don’t see people do multiclasses of these too much aside from Paladin/Warlock or Artificer/Wizard, though I am aware of Sorcerer/Paladin.


r/onednd • • 26m ago

Homebrew Reworked Origin Feats from Arcana Unleashed

• Upvotes

I wasn't particularly fond of how the Origin Feats in that book were designed, so I decided to to rework them to be more distinct and appealing. Here are the ones that represent the 8 magic schools. What do you think of them?

| Arcane Eloquence

Origin Feat

You gain the following benefits.

Charmer. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

Imposing Will. You always have the Command spell prepared. You can cast it once without a spell slot as a Bonus Action, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

| Arcane Infiltrator

Origin Feat

You gain the following benefits.

Disguise Self. You always have the Disguise Self spell prepared. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Elusive Appearance. While your real appearance is concealed by an Illusion spell, you can take the Dodge action as a Bonus Action. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.

| Arcane Omens

Origin Feat

You gain the following benefits.

Guidance. You learn the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Guided Premonition. When an ally you can see makes a saving throw, you can take a Reaction to roll 1d20 and choose whether to use that roll in place of the d20 rolled for the save. Then, you gain Heroic Inspiration if you lack it. Once you use this benefit, you can't do so again until you finish a Long Rest.

| Arcane Overload

Origin Feat

You gain the following benefits.

Arcane Burst. You learn the Sorcerous Burst cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Power Surge. When you cast an Evocation spell and deal damage with it, you can add your Proficiency Bonus to one damage roll of that spell. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.

| Arcane Safeguard

Origin Feat

You gain the following benefits.

Resistance. You learn the Resistance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast that cantrip as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Share Vitality. At the end of a Short Rest, you can magically share your vitality with up to three allies of your choice that rested with you. Roll one or two of your unexpended Hit Point Dice. Each chosen ally regains a number of Hit Points equal to the total rolled + your Constitution modifier. Those dice are then expended. Once you use this benefit, you can't do so again until you finish a Long Rest.

| Arcane Undertaker

Origin Feat

You gain the following benefits.

Minor Necromancy. You learn one Cleric or Wizard cantrip of your choice. The cantrip must be from the Necromancy school. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Familiar to Death. When you fail on a Death Saving Throw, you can choose to succeed instead. Once you use this benefit, you can't do so again until you finish a Long Rest.

Funereal Knowledge. You have Advantage on Wisdom (Medicine) checks made when inspecting a corpse.

| Familiar Friend

I didn't change it because it is already good enough and is the base for other feats in the book.

| Transmuted Anatomy

Origin Feat

You gain the following benefits.

Anatomical Transmutation. You gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can change your choice.

• Amphibiousness. You can breathe air and water.

• Darkvision. You have Darkvision with a range of 60 feet.

• Haste. Your Speed increases by 5 feet.

Augmented Organism. You have Advantage on saving throws against effects that would compel you to shape-shift against your will. Additionally, when you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success.


r/onednd • • 9h ago

Discussion What are your thoughts on spells that emulate martial abilities?

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11 Upvotes

r/onednd • • 2h ago

5e (2024) Do we know if the starwars rules will be compatible with the standard rules? It would be cool to do custom settings with scifi and magic classes.

3 Upvotes

I love genre mixing. Barrier peaks has always been one of my favorite DND adventures, so I hope these new universe beyond books are compatible.

Is there any official word on this?


r/onednd • • 4h ago

Question what changes should steel wind strike have to be apropiated for 3 level?

0 Upvotes

the spell does 6d10 is 30 foot radious and is an individual attack per target (max 5) and tps you to one target

so what chages should it have in dmg and range to lower it to 3 lv? weapon dmg+2d6? 3d10+spell mod? 3d10 flat? is the range fine at 30 or should it be 20 ? in unsure right now and like some help

edit: i forgot to add that i would make it a weapon attack not a spell attack XD, wizards shouldnt be the better users of this spells


r/onednd • • 1d ago

Hot Take Hot Take: The WotC devs clearly care less about balance than this subreddit.

137 Upvotes

As much as this subreddit loves to bang the gong of about X class being useless in combat, or Y class being overpowered, or Z feat doing too much, you all have to realize that this isn't the priority of the developers.

They are just happy with classes that successfully sell a fantasy at a rudimentary table, in a good enough fashion. They don't care that there is no fighter equivalent to wall of force. It's not on the radar, and it isn't something they think about.

They also clearly don't care about the Ranger's ability to deal damage equal to other classes. They just care that the ranger can sell the fantasy of being a nature warrior with two weapon fighting or bows, and calling upon some spells for utility and some damage.

They don't care that fighters do not get a way to spend a long rest resource to charm someone, or traverse a wall. They just want the fighter to realistically be the guy who does a shitload of pushups and can contribute to the party.

If you want to homebrew fixes to this, that's great! I encourage you to get into writing and tinkering to your hearts' content!

If you are waiting for the devs to do a 180 on the direction they're clearly happy with, you will be waiting longer than Seymour waited for Phillip J Fry.


r/onednd • • 1d ago

5e (2014) have you ver used this optional rule? if you what did how was it?

26 Upvotes

so i was reading the old 2014 dungeon master guide reading the optional rules (i was bored) and in the optional rules i find this one here:

Mark

This option makes it easier for melee combatants to harry each other with opportunity attacks.

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

martials ability to crow control is non existent, i always think allowing more attack of oportunity is a way to grant then a little tiny bit of presence that can just be ignore by enemie creatures, such imagine my surprise when i found this was an optional rule in the 2014 dmg XD, i this was how the UA for the cavalier (which is unlikely to leave UA) unwavering mark was rewriten maybe the subclass could be woth taking over a battlemaster with sentinel feat

so have you ever use this? i think is cool you could even give the fighter the ability to have more than one marked target and more OA either by class or subclass feature and wont break anything (i think) so did you ever used it?


r/onednd • • 22h ago

Character Building Are Mind Crystals (Phandelver) the only magic items that grant access to meta magic for non-sorcerers?

6 Upvotes

Don't want to take a Sorc dip or the Metamagic Adept feat, but my Warlock is our parties Face and I'd like a way to subtle cast charm/illusion spells in a pinch as well as a quickend spell in combat here and there


r/onednd • • 12h ago

Discussion Combining weapon masteries for quarter staff, club, and great club.

0 Upvotes

Would it be overpowered to allow a fighter who took club, great club, and quarterstaff weapon masteries to be able to use all of the weapon masteries with just a quarterstaff depending on how they're holding it?

They would not be able to use more than one mastery on a single attack but could switch it up between attacks if they want.

Player doesn't want to do the weapon swapping thing and wants to just be a quarterstaff master. Essentially, a quarterstaff wielded one-handed is a club(slow), two handed baseball grip style is a great club(push) and a split grip style is a quarterstaff(topple). Instead of swapping weapons they would swap grips as needed. They argue that the quarterstaff is the same as a club/ great club damage-wise already depending on how many hands they use.


r/onednd • • 1d ago

Hot Take Hot Take (I think?): ALL Classes should be Good or GREAT in both Combat (yes, even Rogues) & Out of Combat (yes, even Fighters), equally

165 Upvotes

No, I don't want hominization, I don't want all classes doing the same thing, but I do want better balance in all aspects.

I dislike the idea some (not all, but some) have that "The Rogue shouldn't be as good in combat as the Fighter because they should be better at Outside it than them" and other similar things.

They don't need all to be doing Nova Burst Damage with 130+ every single round, but I want to few that every class has something they can do different from others and still be equivalent. The Rogue doesn't need to be all damage, Cunning Strike this nicely, but this could be even more, and their damage shouldn't lag behind because of it. Let me a Barbarian that uses its knowledge from its primal instincts to detect lies by sniffing, hear whispers like no one, etc.

We have 13 very inspiring concepts for classes that CAN work for both in and out of combat just as well as the other. Why can't Fighters be good outside combats? Why can't Rogues be just as good in combat as a Fighter? Same for Rangers, Paladins, Barbarians, Monks, Artficers (the martials and Halfcasters really)

And of course, dial back on the power of Fullcaster. Period. They have too much already.

"Ah, but if every class will be good with skills, what's left to them?" Make them the best of manipulating luck. They already do with stuff like Reliable Talent & Stroke of Luck. Make them THE "Never tell me odds, because they are always in my favor".


r/onednd • • 1d ago

Discussion What exactly was the point of taking all the good martial AOE away?

100 Upvotes

Hadn't realised until recently, but there's been a bunch of really good martial AOE in D&D's past. Hell, a quick google tells me that last edition the best AOE class was monks. Although it seems wizard was the most capable overall class, so I guess some things never change.

Thing that confuses me is like... why? I get the idea that there are some things martials shouldn't be good at, but whirlwinding a crowd of goblins away with a big axe doesn't seem like one of them. Maybe it's because I spent my childhood holding down B in Ocarina of Time to get Link doing spin attacks, but it really seems like good AOE should be completely within the acceptable thematic purview for martials?

And then I find out that D&D had that, and then deliberately got rid of it all. Why?

Sure, there are like fifteen kobolds should excite the sorcerer who has fireball ready. But it should also excite the barbarian with a big ass hammer, surely? That seems like good gameplay.


r/onednd • • 1d ago

5e (2014) Playing 2014 DnD for the first time

13 Upvotes

I’m about to join my first 2014 campaign after only ever having played using the 2024 rules, do you have some things I need to be aware of before playing the game?

I’m gonna be playing a variant human, nature domain cleric.


r/onednd • • 15h ago

Discussion How do I create or generate engaging combat environments for 5.5e?

3 Upvotes

Bonus points if there's a PDF guide that can help me with this.


r/onednd • • 15h ago

Question What is the best gastromancy class for 5.5e?

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1 Upvotes

r/onednd • • 15h ago

Discussion Is there a modular/free-form cooking system for 5.5e (besides Heliana's Guide to Monster Hunting?

1 Upvotes

I want to be able to cook with monster parts to create meals that give a variety of effects.


r/onednd • • 1d ago

Discussion Genuine question: Do Rogues really have a problem with damage or is this a White Room Theorycrafting problem?

81 Upvotes

Aksing because I both never played as or with a Rogue in any D&D 5e/5.5e party.

I seen in many places people saying that Rogues lag behind with damage at higher levels, but I've seen people saying that they nerfed Rogue's Sneak Attack because it was too much.

So, which is the truth? Are their damage low, too high or just fine?

EDIT: Okay, so the current consensus is "in average, yes, they CAN lack the damage of an optimized Fighter or Paladin, because their damage is very swingy thanks to only having one attack but an attack with many, MANY dice at higher levels, however if they can get to hit this attack with frequency (and even a second time with reactions), their damage levels out."

With that said, isn't then the Nick Weapon Mastery a must have for a Melee Rogue? And hidind a must have tactic for a Ranged Rogue?

EDIT: Some extra context, I play in a tble that is the middle point between "Roleplay Focused Casuals" & "Hardcore Optimizers", in that way we play whatever we want and THEN we optimize the option chosen to a point that its fun for everyone, including the players, the party and the DM.


r/onednd • • 22h ago

Character Building What Feats to Take as a Support/Damage Peace Cleric

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2 Upvotes

r/onednd • • 1d ago

Self-Promotion D&D Beyond's Project_Lamordia (Review & Deep Dive)

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101 Upvotes

My review of Project_Lamordia on D&D Beyond. This article was written by a human (me) and no AI was used in its creation. I also did not receive a review copy from Wizards of the Coast and purchased the supplement at my own expense.


r/onednd • • 1d ago

Discussion Barkskin

4 Upvotes

I understand the whole, if my AC is 14, and barkskin is cast it's now 17.

But I have taken the warlike familiar feat. Is the bonus to AC stacked onto the 17? Or is the spell still a weird, not armour, not a base calculation, and just a weird overwrite of AC?

Edit: SAC says no. But many people homebrew.

My takeaway is the spell should be worded as so "The targets AC becomes 17, unless it is already higher. The targets AC can not be lowered or increased in anyway for the duration."

RAW all it does is, If less than 17, increase to 17. RAI it nullifies modifiers for some reason, without stating it in the spell.

Update from the table: We're playing it so barkskin fills the base AC, such as a set of armour, mage armour or Unarmoured defence. Modifiers that add to ac treat the 17 as a base. Anything that gives a +x gives the +


r/onednd • • 16h ago

Discussion What are your on he Chromatic Dragons as Monsters to fight?

0 Upvotes

In truth, the only dragon I've ever used against my players was a modified Half-Dragon with "Battlefield Actions" (aka actions the could use for free at the start of every round if the players don't stop it).

When I look at the stats block of each color dragon, I like the Legendary Actions, but its main turn seems very uninspired. Its just Multiattack with A) a few bland high damage attacks or B) fewer attacks + 1 spell, and the breath weapon is just a lot of damage in an area, no extra pizzazz, nothing too memorable.

Again though, the Legendary Actions has something what I was look for and I've also never used a True Dragon in combat.

I'm asking mostly because I just thought of a cool design space for Dragons that I want to try out but fear it being too much:

  • Every Chromatic Breath Weapon deals an extra effect to does who fail (but maybe the breath weapon deal less damage to compensate).
  • Every Rend Attack deal a lesser version of the Breath Weapon's effect.
  • The terrain affected by the Breath Weapon is afflicted with a hazard. (It goes away after the Dragon regains its breath weapon)
  • Instead of Legendary Resistance, they have immunity to must "shutdown" effects so long some threshold isn't met.
  • (Optional for important fights) Make them Mythic Monsters... Damn, I miss Mythic Monsters...

For example, a White Dragon can 1) Leave a creature that fails its save agains its BW Restrained 2) Slows a creature with each hit of its Rend 3) Creates a spiky difficult terrain that slows and damages cretatures walking though it and 4) if the party deal enough fire damage in a single turn, the break part of its scale and so it becomes more vulnerable.


r/onednd • • 1d ago

5e (2024) Epic boons at earlier levels

8 Upvotes

If you're not expecting your campaign to reach level 19/20, I suggest considering allowing an epic boon earlier.

When my party hit lvl 11 I allowed everyone to take a boon without any sort of restrictions and it's been super fun. We debated the +1 or not, seeing as it's an extra feat, but I allowed it. Due to the boon being entirely extra pretty much the whole party used the +1 for a minor stat to push up a modifier from 0/1 to 1/2. It's been super fun so far, we have: combat prowess, dimensional travel, and spell recovery. The party is only 3 members and theyre all quite squishy, none are very good at optimization which I think helps with the boons not being crazy. But I dont know, even they were more optimized, I think it's a fun option for if your campaign is ending at earlier levels. A little taste of high level play.

In the future I may consider doing it at 12, it seems reasonable to just allow the choice to take it in place of a regular feat then.

It's probably worth mentioning that in general our table is pretty high power, I give out a lot of magic items and tailored rewards to the party


r/onednd • • 1d ago

Discussion What new/novel resource system do you want in new classes? Or what underutilized resource system do you want to see used more often?

0 Upvotes

By resource system I'm not talking class mechanic per se, but what the features of class/subclass might use as power. For instance some are pretty simple.

  1. Stat Modifier times per long rest or short rest. If it is long rest it might have a 1 use regen on a short rest. Bardic Inspiration is a perfect example that jumps from long rest to short rest at level 5.

  2. Flat number of uses per long rest or short rest. If it is a long rest it might have a 1 use regen on a short rest. Action surge is once per long or short rest and gets a bump to two uses at 17.

  3. Table number of uses per long rest or short rest. Might have a 1 use regen on a short rest. Think Channel Divinity (Paladin and Cleric), Rages, Second Wind, and Wild Shape. Favored Enemy doesn't get a 1/short rest regen. Sometimes this table is it's own thing, sometimes like Favored Enemy it follows PB (or psionic energy die its twice the PB for a monoclass), and sometimes like Rage it is close to PB but not exactly.

  4. For non-class/non-subclass features, like species and feats you can get some PB times per long rest (like Goliath Ancestry).

  5. Spell casting has multiple flavors with 1/3 casting for Monk/Rogue/Fighter subclasses, half casting, and full spell casting.

But what about the single use resources. What do you want to see more of? Monk's Focus is just a resource system. 1 point per Monk level, regens on a short rest, powers abilities. If the UA psion wasn't a spellcaster, I think this would be a fine system. (LaserLlama's Psion is fairly close to this).

What about a long rest point system like Sorcery Points. Something that is more powerful and augments other abilites?

Pact Casting is only used for one class. I think this is ripe for use on another class. Maybe a INT or WIS based one? Dungeon Dudes built their Apothecary class in their book Sebastion Crowe's Guide to Drakkenheim as an INT based short rest, auto scaling up to level 5 spell slots with 1/long rest level 6-9 spells. I think a Shaman would work as a WIS based caster similarly. There are no multiclassing rules if you have "pact" slots from more than one class, so that would need to be worked out

What about new resources systems or new expressions of the systems? What do you want to see? Occasionally I see someone put up a new class that is a 2/3 caster or 3/4 caster. The get spells faster than half caster but slower than a full. They get a 6th or 7th spell slot depending on the build. You have to work out the multiclassing rules, but it might work.

What about variants on pact casting? The blood hunter has a subclass that is basically a 1/3 caster variant of a "pact caster." What about a half caster version? spells are slightly slower, they don't get the 6 and above spells, probably are martials like the Paladin and Ranger.

What ideas do you wish they'd at least explore? (Might need to follow through, the UA Mystic from 2014 was so point heavy and didn't work for many reasons).