Well I am not excited about Dnd 5.5 so more rules and more specialized.
It has been quite a bit learning curve for me to adjust to Dnd 5 from Dnd 3.5 in real pen and paper Dnd 5 distance roleplaying (we use Discord voice communication and RollD20 for dice rolls and graphics to show tactical map and character tokens and enemies).
After years from break from actual Pen and Paper Dungeons Dragons roleplaying I have strarted playing
now Dungeons Dragons 5th edition distance roleplaying pen and paper official Wizards of the coast rules. This done also in modern COVID 19 time as distance playing using Discord voice communication and Rolld20 for dice rolls and grahical map layoyt and character tokens and enemies tokens.
Dnd 5.0 feels new and fresh for me and September 2022 is the first time I have played Dnd 5 pen and paper.
I did join later the groups so have played with them more or less from level 4 and now my character is level 5.
Well so in this campaign I did not start at level 1 I was allowed to level up as to same level as other players.
I had ultra fun with my Paladin yesterday evening.
We are on a mission to save a town that has been transferred to a Devil dimension.
I will not spoil the other characters because they maybe do not want to know that or tell other players personal information.
In addition I will not spoil my race or character name.
I can tell that I play Paladin Oath of Vengeance.
Cool enemies encounterer example this:
Bearded Devil
Medium fiend (devil), lawful evil
Armor Class 13 (Natural Armor)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR
16 (+3) DEX
15 (+2) CON
15 (+2) INT
9 (-1) WIS
11 (+0) CHA
11 (+0)
Saving Throws Str +5, Con +4, Wis +2
Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 10
Languages Infernal, Telepathy 120 Ft.
Challenge 3 (700 XP)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.
Actions
Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Last edited by Terminator2020; 15/10/22 04:29 AM.