The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit.
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Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) Wizards RPG Team on Amazon.com.FREE. shipping on qualifying offers. Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination. The dmg can also be used by new DMs to structure the more nebulous parts of DnD such as overland travel. I personally found that hard to conceptualise prior to reading the section. Turns out most people just handwave travel anyway, but thats probably more due to a failure of creativity, narratively and mechanically. Dec 09, 2014 An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Dungeon Master’s Guide Errata This document corrects and clarifies some text in the fifth edition Dungeon Master’s Guide. Recent printings of the book, starting with the third, include these changes. Chapter 1 The Calendar of Harptos (p. Shieldmeet takes place after Midsummer, not Midwinter. Chapter 6 Crafting a Magic Item (p. DMG means Dungeon Master Guide, one of the core books of the D&D system, which helps DMs in their job, describing how to run your adventure, how to create your own stuff (cities, monsters, magic items) and offers some additional optional rules as guidance, for example Flanking rules and Injury rules (losing limbs, etc), which are not default in.
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It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. If the number is 1-5, all the attackers hit; if it’s 6-12, 1/2 of them hit; etc., up to 1 in 20 of the attackers hitting on a 20.
I ran a big set-piece battle yesterday: 8 mid-level PCs and 10 gnomes against 20+ drow and other assorted creatures, including a drow spider chariot and a sinister angel. With a wizard and a sorcerer PC and two drow wizards, all slinging fireballs, the mob attacks weren’t much of a factor. With all those fireballs, what I COULD have used was rules for mob saving throws.
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If I’d thought about it, I’d have realized that the same chart can be used for saving throws. Instead of subtracting attack bonus from AC, subtract saving throw bonus from DC, and use the chart as normal. For instance, a fireball save DC of 15, minus the drow dex save (+2) is 13, which, according to the chart, means that 1/3 of the drow succeed on their saving throw (and probably survive with 1 or 2 HP left).
In fact, this same chart can be used for ability/skill checks (how many orcs managed to climb the wall? DC minus skill bonus) or any other d20 roll.
To me, it seems this is all you need to run fairly simple battles with dozens or hundreds of creatures per side. The amount of HP tracking is not excessive: for instance, in this unit of 50 ogres, 24 have 15 damage and the other 25 have 30 damage. (For ease of bookkeeping, assume that melee attacks always target the most-damaged creature.)
You might also care about the base size of big units. I assumed that a close-packed formation of 10 Medium troops took up the size of one Large creature. I’d say that 25 troops are Huge and 50 are Gargantuan.
If we do any bigger-scale battles, I might find other rules that I need (after all, the Chain Mail rules are much longer than this blog post) but right now, this is looking pretty good for running big D&D skirmishes. Nfs dmg.
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.
Oath Spells
You gain oath spells at the paladin levels listed.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate
Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
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At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Ipad mini preferences dmg. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
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While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
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https://ppcsnfm.weebly.com/can-you-delete-dmg-files.html. After activating the aura, you can't do so again until you finish a long rest.
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