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| #1balor_Aug 23, 2015 6:40:10 | First of all, i apologize if this is the wrong forum for this, MODs please feel free to move if needed.
I am currently involved in my first ever D&D game ever, and i am looking for advice. We play using roll20, using 5e our DM is great and very helpfull for our group (we are all new) and he has done a great job teaching us how to play. After about a month or so of playing I would like to ask the forum for some advice.
First a little background we started out at level 1 with no gold, and only our start pack (scholar pack). I am a level 1 wizard. My wizard is a hot headed young man, was basiclly left at the doorstep of this town's wizard school as a child, and was rised by the school. He jumps into bad situations and often a act first ask questions later type of guy
I struggle with what to do when you are not in combat and are currently inbetween adventures. No money, and our wizard school in the city has been destroyed (no learning opportunities/ or the ability to train ). We are stuck here about a "week or so" this is not my birth city and is unfamilair to our party just a stop on our travels.
Any advice on things to do around the town that could potentially help out my character with no wizard school. I was thinking about doing some magic tricks at the local taven for money.
Below is my build.
cantrips: Light, Mage hand, Prestidigation
Spells: Acid Arrow, Thunder wave, Magic Missle
STR 8
DEX 13
CON 8
INT 16
WIS 15
CON 10
Please any ideas, also sorry to ramble a bit on the post!
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| #2Coredump00Aug 23, 2015 6:51:32 | No worries.
You have been playing for a month, and still don't have any money?
I would probably do as you suggest and try and entertain some folks at a tavern. This will *also* let you pick up rumors about potential adventures... lost treasures, goblin raiding parties, caravans leaving town, etc.
Similarly, you may be able to get a job as a bodyguard.... magic missile is a pretty effective deterent. And again, this could lead to gathering information for future adventures.
Since your (apparent) goal is to gain power and make money, *nothing* is as good as adventuring.... so anything you do should lead to gathering info/leads towards potential adventures.
The other common 'activity' is to just handwave the downtime. If you guys don't have anything worthwhile to do in town you all just say "Okay, we spend a week in town....done." And move on from there.
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| #3SquirrelLKAug 23, 2015 8:09:08 | I agree with Core. Go ahead and just say you've spent a week in town. Also, try setting up raids(?) if you are feeling naughty. Talk to your DM about money. You should start out with some. Try reading chapters 4 and 5, as they might tell you a thing or two about money. For starter money, you are allowed to roll 4d4, multiply by 10, and that is your starter money (in Gold Pieces [g.p.]). Also, every time you play, you should get some experience. Talk to your DM about that if you have not been getting xp. Finally, choose the sage background (backgrounds are in chapter 4), and you should get a few gold. Sorry if I have been chattering a little too much, but iI am just trying to help. Have Fun!
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| #4KahlessAug 23, 2015 10:12:05 | He took the Background option (Scholar) so he doesn't get to roll for cash. Also, DM might be playing with Milestones, so he might not get XP.
Best bet is yes, find a job DM should be giving you these. Loot the bodies, etc. In 5e, you tend to not get a whole lot of cash from pocket change, like you would in previous editions. Also, gold isn't as essential in 5e, since you don't have to buy (can't buy) magic items to keep up with the power curve (assuming the core assumptions of 5e). So if you just want a bunch of gold to lug around, fine, but I wouldn't worry about it. Most of the time you can afford mundane items you might need with a handful of "loose change". Remember, 1gp is a fortune to most people in the world.
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| #5bidAug 23, 2015 13:40:09 | |
| #6balor_Aug 24, 2015 4:20:00 | |
| #7KahlessAug 24, 2015 5:58:24 | Backgrounds should be taken at character creation since it gives you skills and proficiencies. If you mean switching out a background mid-campaign, you might need DM permission. Remember, you'll be swapping out skill and tool proficiences, and possibly starting gear (depending on what pack you take).
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| #8KahlessAug 24, 2015 6:02:02 | One thing the DMG offers that you could spend gold on is training. So if you want new skill proficiencies or new tool proficiencies, the DMG has price and time guidelines for that, if your DM allows it. Feats, also, I believe. They are a considerable investment in time and money, though. (I know in AL it's 250 days).
Also there are lifestyle expenses to pay for in 5e, as well.
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| #9WorBladeAug 24, 2015 11:13:34 | Another downtime activities mentioned in the DMG and PHB is "researching". You can research anything - dungeons or old tombs in the area, stories about lost army payrolls, whatever. A means for the Dm to set up your next adventure and give you some extra starting info.
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| #10BRJNAug 25, 2015 17:37:26 | OP:
- Your character can take his Prestidigitation and Mage Hand to any representative of the Thieves Guild in exchange for cash ... but the Town Guard will treat you like an enemy thereafter. (Also prevents using most of what follows as a 'second job'.)
- Sherlock Holmes or a P.I. might find need of those same two spells in the course of HIS efforts.
- For small change, offer to escort (drunken?) nobles home after their party, using Light to show the path. Not everybody remembers to pre-order a coach.
- The Town Guard might be willing to let you cast Thunderwave - from a high tower, aimed at the sky - at noon, as a sort of public timekeeper.
- The local Goldsmiths Guild can direct you to members who need that Acid Arrow to aid them with smelting and other chemical preparations. Other reactive metals also possible.
After doing all this for a few weeks, the city just might begin to feel like a new home.
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| #11Jordan175Aug 25, 2015 22:13:59 | |
| #12Jordan175Aug 25, 2015 22:17:41 | Carousing (roll d100)
- Result 01-05 You are robbed and beaten while in your stupor; too drunk to defend yourself, your money and effects are stolen. You are reduced to 1 hit point at the beginning of the next day. Your wealth and any expensive items are stolen. You can find your items in various shops and stores around town, costing you 1d6 × 100 gp to regain them – if you can’t afford them, then you can’t get them back until you can. Hopefully you didn’t offend your party members during the night, too. At the DM’s discretion, you may make Charisma skill checks to attempt to negotiate with those beings that purchased your stolen goods (magic items stolen were sold without the sellers or buyers knowing what they were or their true value)
- 06-10 You get caught up in a spree of gambling through your night out and end up losing 4d6 × 10 gp; if you do not possess enough gold to cover your gambling debts, the party members may pay off your debt…if they want. If not, you owe that money to another shady individual of the Dungeon Master’s choosing, with predictable results.
- 11-15 You, in your night out, insult a person of rank in the city, and that person demands satisfaction. You can, of course, make some sort of apology, costing you 1d4 × 20 gp for reparations. If you do not possess that money, or do not feel that you should have caused offense, the offended party may challenge you to a duel.
- 16-20 In your drunken stupor, you become romantically entangled with a person of relatively high standing, and get married to the poor person. Assuming your adventuring life isn’t finished, you may have to discover a way out of the marriage. Additionally, roll 1d6; if the result is a 1-3, the person you end up with is attractive enough and the correct gender for your preference. On the result of a 4 or 5, your new spouse is…not as attractive to you as you’d like, but the correct gender. If the result is a 6, however, your budding bride/groom is the incorrect gender for your preference.
- 21-30 You regain consciousness in a strange place with no memory of how you got there, and missing 3d6 × 5 gp.
- 31-47 No effect, other than the loss of your lifestyle expenses.
- 48-53 Roll on the special events table
- 54-70 No effect, other than the loss of your lifestyle expenses.
- 71-80 You agree to an outrageous dare, or at least you remember something about a dare. Make a Strength, Dexterity, or Constitution check (your choice) against a DC of 8 + your character level. If you succeed, you gain a reputation as an excellent sport and have Advantage on Charisma-based skill checks made against anyone who witnessed the dare for the next 1d4 months.
- 81-85 You made quite the acquaintance for the evening, and even remember most of it as being the best night of your life (so far), or at least fairly up there. The NPC you spent it with is more than a little interested in you, and he or she is just your type. You gain him or her as an NPC ally as long as you continue the relationship.
- 86-90 You have quite the luck at the gambling table. Roll a d6. On a 1-3, you earn back your lifestyle expenses. On a 4-5, you recoup your expenses plus 1d20 × 4 gp. On a 6, you make back your lifestyle expenses plus 4d6 × 10 gp.
- 91-95 While carousing, you have a chance to rescue a powerful NPC from a predicament. If you succeed (the DM may roleplay this out, or else have you simply roll a skill check of his or her choosing with a DC equal to 8 + your character level), he or she becomes your sworn ally.
- 96+ Feeling sentimental, a (profoundly) drunk NPC presses something into your hands – a valuable item worth 1d6 × 50 gp. If your result was 101 or more, add an additional 1d6 × 50 gp to the item’s cost, and the item is magical.
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| #13Jordan175Aug 25, 2015 22:20:56 | Philanthropy d100
- 01-05 Recipients of your charity are a front for a seedy, ill-perceived organization. You are their dupe – but most of the people in town don’t know that you weren’t in on the scam. You have Disadvantage on all Charisma-based skill checks with the local townsfolk for the next 1d4 months.
- 06-10 Your donations attract the interest of thieves, who mark you as an appetizing and worthwhile target. For the next 1d4 months, whenever you are in this town, you will be the target of some manner of theft or scam. Sorry.
- 11-15 Your donations arouse envy from a local, and a powerful one at that. Gain an enemy of good standing – a noble, gentleman, or local hero – who works to besmirch you for the next 1d4 months at every opportunity, unless dealt with in some way.
- 16-20 Your donations arouse envy from a local of decent means. Gain an enemy of modest standing – a shopkeeper, innkeeper, or even the town crier – who will work to besmirch you at every opportunity for the next 1d4 months, unless dealt with in some way.
- 21-30 Your generosity irks the pride of the receiving group. Your gift is accepted, but you may not practice philanthropy in this location or with this group for the next 1d4 months.
- 31-47 No effect, other than the loss of your lifestyle expenses.
- 48-53 Roll on the special events table
- 54-70 No effect, other than the loss of your lifestyle expenses.
- 71-80 You gain some information that could be useful in the current adventure (or a future one if between adventures) from grateful beneficiaries of your largess.
- 81-85 You gain an excellent reputation in the location, and have Advantage on Charisma-based skill checks with anyone from that location for the next 1d4 months (this includes people who aren’t necessarily located in that area, but are from there)
- 86-90 You gain an ally; a local resident of modest standing (see above) who will support you about town when you need it, within reason. They may offer you a place to room and board at a reduced cost, a discount on purchased goods, invitations to local gatherings, and the like.
- 91-95 You gain an ally; a local resident of good standing (see above) who will support you about town when you need it, within reason. They may offer you a place to room and board at a reduced cost, a discount on purchased goods, invitations to local gatherings, and the like.
- 96 or higher A local institution honors you and becomes your ally. If your result was 101 or higher, then your largess attracts the attention of true royalty (or the local equivalent), and you may find yourself being bequeathed a noble title (or the local equivalent) as a reward. If the institution was already your ally or if you already possessed a title, then instead you have Advantage on Charisma-based skill checks with every member of the group throughout the realm, regardless of location, for the next 1d4 months.
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| #14Jordan175Aug 25, 2015 22:25:28 | Research d100
- 01-05 You have a sanity-shattering revelation. Roll a d6. On a 1-2, you lose 1 point of Intelligence; on a 3-4, it’s Wisdom, and on a 5-6, it’s Charisma. However, you now know of a terrible peril. The ability loss persists for 1d4 months.
- 06-10Your research attracts the attention of those who would rather keep the truth hidden. Violently, if necessary. And it is, or at least they feel that it is. For the next 1d4 months, you will likely come under attack while in this locality.
- 11-15 While researching, you accidently insult the curator of a major library or learning institution. You may not perform Research during your downtime in this locale for the next 1d4 months; any attempt to do so with be stymied with harassment, false leads, and missing material.
- 16-20 Your curiosity arouses suspicion, and you gain a local NPC enemy who has something to hide. Roll a d6. On a 1-5, the NPC is simply paranoid – you have nothing on them, not that they are likely to believe you. On a 6, you actually do know something that they wish you didn’t, the nature of which is up to the DM.
- 21-30 You gain some false information that leads you the wrong way in the current adventure or intrigue, or a future one if not currently involved in an adventure.
- 31-47 No effect, other than the loss of your lifestyle expenses.
- 48-53 Roll on the special events table
- 54-70 No effect, other than the loss of your lifestyle expenses.
- 71-80 You gain some information that could be useful in either this adventure, or a future one if not currently involved in an adventure.
- 81-85 Your research has been the culmination of several months of work. Choose one – learn a new language; or gain proficiency in a new tool, weapon, or kit (you did not learn this overnight; the assumption is that you have been practicing with this tool, weapon, or kit for some time, and your time spent in Research simply represents the final perfecting of your skill).
- 86-90 Your research has been the culmination of several months of work. Gain proficiency in a new skill of your choice.
- 91-95 Treasure map! No further explanation needed. Have fun!
- 96 or higher You learn something of real value: a spell, a prayer, a recipe for a potion, or some other piece of magic, at the DM’s discretion. On a result of 101 or higher, the benefit gained is unique in all the world, or close to it – a unique spell, the location of an artifact, or the like.
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| #15Jordan175Aug 25, 2015 22:27:51 | Special events d10
- 1 During your downtime, you encounter a bewitching individual – literally – and insult him or her in some way. They consider you to be swine, and curse you to be just that. Treat this as a polymorph effect with a Wisdom save DC equal to 8 + your character’s level. If you fail the save, you become a pig monster. While a pig monster, you cannot use any item, racial ability, or class ability (including spellcasting), and you speak only one language – oink. At the end of each long rest, you may make a new Wisdom save at the same DC to end the effect; the effect wears off naturally after 1 week in any event, or if subject to a remove curse.
- 2 You, through no fault of anyone’s else, start a conflagration in the building you find yourself in. You roll 2d6. On the first die, a result of a 1 or 2 means that your favorite tavern or inn is burned to the ground. On a 3 or 4, another inn or tavern is burned down. On a 5 or 6, the majority of the buildings in the city are burned to the ground in the conflagration. On the second die, a result of a 1 or 2, your anonymity is safe, and no one is aware of your participation in the events that preceded. On the result of a 3 or 4, only your party members are aware of your involvement. On a 5, one person outside the party is aware of the character’s involvement in the destruction, who will most likely blackmail you into something worse; on a 6, however, you are caught red-handed and arrested for arson.
- 3 During your drunken revelry, attempt to prove your philanthropy, or the course of your research, as appropriate, you are accosted by an apprentice mage or alchemist who wishes for you to serve as a test subject for his or her latest experiment. You agree, and the result is…not what was intended. Roll on the magical mishap table. All effects on the table are permanent unless subject to a remove curse spell – which, of course, the alchemist or mage doesn’t know.
- 4 One of us! One of us! Quite accidentally and with alarming rapidity, you find yourself having become part of a cult. This cult may be benign, malignant, or just plain weird, but regardless of this it is above all else secret and will not take kindly to you revealing the details of its rites, beliefs, or plans to others. You are expected to work towards the cult’s goals, and will find it to be an implacable enemy if you turn on it – but an unwavering and generous ally as long as you remain loyal. The DM may come up with any details about the cult, and is encouraged to be devious.
- 5 While nursing your tenth or eleventh drink, you meet a smooth-talking merchant who knows an easy mark when he sees one. You invest in his schemes, spending 1d6 × 100gp. You then roll 1d6. On the result of a 1 through 4, your ‘investment’ is a scam, and your money is gone. On the result of a 5, you are implicated in the merchant’s frankly criminal activities and must prove your innocence before the Lord or Lady of the Land. However, if the result of that d6 is a 6, the merchant reappears 1d4 months later with your original investment plus 1d% additional profits. How about that?
- 6 Despite your best efforts, adventure found you during your downtime. You still lose your lifestyle expenses but do not gain any of the normal benefits of downtime activity as you found yourself dragged into one fool adventure or another. On the bright side, however, you gain treasure as though you had 1d3 encounters, each with an EL equal to your character level minus 1d2, and you lose 20% of your maximum hit points (to a minimum of 1 hit point), as well as having expended a number of spells or per-rest abilities, as determined by the DM. The DM may rule that some of your consumable items (potions, ammunition, and so on) were expended during your little adventure, up to a total value of 50% of your wealth (alternatively, if there is time, the DM may role play this short adventure with you).
- 7 During your drunken revelry, attempt to prove your philanthropy, or the course of your research, as appropriate, you are accosted by an apprentice mage or alchemist who wishes for you to serve as a test subject for his or her latest experiment. You agree, and the result is…actually what was intended! Which the apprentice is very surprised by, and unfortunately he or she can’t figure out how to duplicate it for your friends. Roll on the magical benefits table. All effects on the table are permanent unless otherwise specified.
- 8 The person you met during your downtime was substantially more than he or she appeared to be – a powerful fairy, outsider, or even a god, in fact, who most closely matches your alignment and ideals. And it turns out that they took a liking to you and extended to you a boon. You gain a blessing of your choice, as outlined on pages 227-228 of the Dungeon Master’s Guide. The blessing is permanent unless the entity that bestowed it chooses to remove it. Be warned that the blessing may also come with some expectation or quest from your benefactor, however.
- 9 When in a drunken stupor, you find yourself in dire need of assistance to break free from some shackles – probably literally – and call out to the gods or spirits for assistance. For once in your life, they listen, and free you from your situation. However, this comes at a price. At this point, the DM has two options to choose from for your fate; he or she can decide that the being in question can ask you to perform an errand or a quest; or command that for 1d6 months, you are required to act according to that god’s or spirit’s alignment and portfolio, as determined by the DM. Every infraction against said alignment and portfolio forces the character to suffer an automatic natural 1 on any d20 die roll at a time of the Dungeon Master’s choosing.
- 10 Your night out didn’t result in anything bad happening! All you have to ask is how long is your luck going to hold out? You begin the next day with 5 temporary hit points, and advantage on Constitution saving throws until you take another long rest.
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| #16Jordan175Aug 25, 2015 22:31:06 | Magical Mishap d10
- 1 Roll a d10. Your height changes by a number of inches equal to the die, shrinking if the result is odd, growing if the result is even.
- 2 Your skin turns an alarming and embarrassing shade of purple that absolutely no one finds attractive, even if they like the color purple. This gives you Disadvantage on all Charisma-based skill checks.
- 3 You are transformed into the opposite of your current gender.
- 4 Roll 1d20; if the result is a 1-10, you grow younger to the age of 10. If the result is 11-20, you age to 80% of your race’s maximum age. This aging may affect your ability scores, at the DM’s discretion.
- 5 You learn one language of the GM's choice that you did not know before, and can no longer speak or write the languages you know. If cured, this effect is undone, and you forget the language you learned while under its effect.
- 6 Your hair falls out, and cannot grow until the curse has been lifted.
- 7 You forget all of your acquaintance’s names and cannot recall them, no matter how hard you try (and even if told them repeatedly).
- 8 Everything you eat tastes as if it was rotted and diseased.
- 9 You grow an extra limb, which does not function correctly. It seems to be…possessed, and is controlled by the GM. It acts on your initiative.
- 10 Everyone and everything you touch with your hands, besides yourself, turns into gold if it fails a Constitution saving throw (DC 8 + your character level). This includes both food and water, making it hard to eat or drink. Close inspection of the gold reveals it to be pyrite – fool’s gold, and therefore worthless (or very nearly so).
Magical Benefits d10
- 1 Your gain or lose up to 10 inches of height, at your choice.
- 2 Choose one or both of the following – you gain a mark on your body somewhere, essentially a tattoo created out of magic (though the mark itself is not magic), looking however you wish it to look; and/or you are transformed into the opposite of your current gender.
- 3 You find yourself imbued with nearly supernatural panache, charm, and libido. Whenever you roll a Charisma-based skill check and the d20 result is less than 10, you may choose to have it be treated as though the d20 came up 10 instead.
- 4 You become up to 20 years older or younger, at your choice, to as young as 10 or as old as 80% of your race’s maximum age. This aging may affect your ability scores, at the DM’s discretion.
- 5 You learn one language of your choice that you didn’t know before (and retain the knowledge of all the other languages you already knew).
- 6 Your hair becomes thick and luxurious. It will never fall out, though it can be cut and styled as normal and grows at a normal rate. It additionally becomes, naturally, the color of your choice.
- 7 You never forget a name or face that you have heard or seen clearly (including those heard or seen before you gained this benefit).
- 8 You gain the ability to eat any organic material without the fear of contracting food poisoning or disease (though substances that are poisonous in and of themselves, such as snake venom or arsenic, still affect you normally), and indeed such fare is actually palatable to your tastes.
- 9 You gain a supernatural sense of the world around you, and gain a permanent +1 bonus to your Initiative.
- 10 One item in your possession, of your choice, becomes a magical item of appropriate level for your character and as appropriate for the item chosen, subject to DM approval. For example, you may turn a weapon into a +1 weapon, your backpack into a Heward’s handy haversack, and so on.
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| (Reply to #4)akr71 | |
| #18YunruAug 26, 2015 8:26:20 | Not to mention, if you don't choose cash, you get equipment from both your class and background. |
| #19balor_Aug 27, 2015 4:12:42 | Everyone thank you for all of your help and ideas! what a great community!
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