I wanted to dm for along time now and I Just want some intriguing ways to mess with my crew. They are getting a little cocky and I want a little punishment for them. I will now list there races and classes.
A Human bard
A high elf cleric
A wood elf druid
And a goliath paladin/warlock
I am also homebrewing a campaign for them so you have unlimited potential here. Thanks ;)
What parts of dnd are they most used to? If the campaign focuses more on combat, add some interesting ability checks, puzzles and social interaction. Or the other way around.
Have you done anything with boats and water? Combat is very interesting at sea- it adds a whole new aspect. A cleric in heavy armor might have some trouble…
What type of monsters have the players encountered? Melee fighters? Spell casters? Flying monsters? Monsters that prompt saving throws? Try a type they haven’t fought in a while.
With a magic based party like yours a magic resistance/immune monster would prove challenging. Or maybe normal monsters in an anti magic zone.
My only comment would be to thoroughly review lesser used (some consider optional?) rules buried within the Dungeon Master Guide for ideas of new kinds of challenges. Diseases! Poisons! Madness! Lingering injuries!!! Combat is all fine n' dandy, definitely creates a real challenge n' all... BUT are the players accustomed to also doing the accounting work of figuring out exactly 'How' to lug around all their coins and treasure without a pack mule and cart or possibly finding a bank to desposit, keeping track of arrows, rations, water, etc. and generally surviving the harsh elements of extreme heat and cold as laid out within the rules? Want to enforce Langauges (and the barriers caused by not being able to speak X or Y)? Overall those things are worth looking over, as it adds nuance beyond just the basic fight-fight-fight mentality of many D&D sessions (*that sort of play style is entirely fun and valid *I'm only offering alternatives to consider as you find your own "brand" as a DM so you don't overly limit yourself or your own potential).
I will step aside now and allow other, erudite and more illustrious DMs provide better and more constructive feedback for approaches of how manage being a brand new DM...
Nothing messes with a player like subverting expectation. If you build a story with twists and turns that they never see coming, they will find it thrilling but it also makes them think. If they believe they have you on the ropes and you are having to work hard to beat them, then they are going to be cocky. A story devise which can change this is betrayal but you need to do it carefully as it can be easy to spot.
Who is the ring leader? Who do they look to when they need hope. Know what that character is good at when it comes to saving throws and let them watch as they go down.
Homebrewing your own monsters that do weird things, that have specific ways to defeat can be good. When you tell them their attack, which they are used to dealing massive amounts of damage, do absolutely nothing, they will be taken a back. If you have monsters which split them up and force them to fight on their own, that can also be scary for them. And finally, having some kind of elemental force which they can only out run and can't destroy, will give them a taste of defeat which can help temper them.
When they get to a high enough level to take down an adult dragon, you show them who’s boss. To TPK a party using a dragon, always take the ready action on your turn, and use the wing legendary action to knock an opponent over, and then follow through with the ready action by attacking the prone character. Always end your turn behind some form of cover away from the ground. Target ranged attackers and spellcasters.
NOTE: This is a guide on how to KILL players using a dragon. It’s also not my guide. Blaine Simple made a video on this, and he does a better job of explaining this.
Since every PC has the ability to cast spells, if you’re willing to give up control throw a wild magic zone at them. Every time a spell slot is used in the wild magic zone roll on the Wild Magic table for sorcerers.
Back in the 2e era, our party ran afoul of the 'Dungeon Bully': A hill giant that we could not kill, knocked us unconscious and then stole all of our magic items. We probably deserved it as we were getting to cocky in the campaign.
Stretch the buggers - too many players I DM with for the first time are used to having unlimited time to do things. Limit the rests they get with a fast paced story and watch them sweat.
Shadow lllusionist: Whilst in dim light or darkness the lllusionist can become completely invisible.
Surprised: When the lllusionist is invisible they have advantage on all attacks. Damage dealt by attacks with advantage has a 25% chance to be crit. If the attack is already a crit it deals an extra 2d6 damage of its type.
Reactive: After taking damage the lllusionist can take a reaction to teleport up to 120ft. to a creature and make an attack.
Spellcasting: The lllusionist is a 16th level spellcaster. His spellcasting ability Intelligence (spell save DC 22, +14)
Infinite Illusions: The lllusionist creates 2 illusions of himself that he can remotely control. If he already has illusions he doubles them.
Switch it up: The lllusionist can switch positions with an illusion even if it has been created by a
different spellcaster.
Black Magic: +14 to hit, 15ft. One target creature in range must make a DC 22 Wis. save or they have an ability of the lllusionists choice stolen. They are also grappled until they break free.
Shadow Dagger: +13 to hit, 5ft. 2d6 necrotic damage on a hit.
Hellfire Revolver: +13 to hit, 60ft.-120ft. 2d6 piercing damage + 1d8 necrotic damage on hit. Necrotic damage dealt this way reduces soul HP.
The lllusionist’s lair is a Noir-like town with shadows roaming like people. Alleyways and shops constantly change, twisting and turning like a maze. The sky is either always cloudy, or raining, obscuring visitors’ vision even more. Sound is diluted like all colors, making even the loudest scream distant.
Effects:
Passive Perception is reduced by 2, and all checks to do with eyes or ears are made with Disadvantage.
There is a 50% chance that an alleyway will change to a different position. You can tell this if a wall is colored red. If it is colored green
Darkvision is useless, only Truesight works in darkness.
Any color is turned black and white in this area except for red.
Lair Actions
When fighting inside its lair, the lllusionist can invoke dark magic to take lair actions. On initiative count 20 (losing initiative ties), the lllusionist can take one lair action to cause one of the following effects:
One creature of the lllusionist’s choice must make a DC 22 Wisdom saving throw or be Blinded and Deafened for 1 minute.
Up to three changeable alleyways of a particular color of the lllusionist’s choice are changed.
Two 30ft. lines of hellfire and two 20ft. lines of hellfire appear in a position of the lllusinist’s choice. Hellfire deals 1d8 necrotic and 1d8 fire damage every time a creature touches the fire. Necrotic damage dealt this way deals soul damage. The lines disappear after the end of the round.
One random creature within the lair (excluding the lllusionist) must make a DC 22 Wisdom save or go under the effects of the confusion spell. They will also teleport 40ft. to an area of the lllusionists choice. The effect of the spell ends at the end of the round.
They don't have a rogue, so maybe fill the place with traps. You could also check if there is a characteristic or skill they are particularly bad about, for example, my current group is a five players party and the highest intelligence score among them is a +1 so investigation and illusions are a bit of a weak spot for them.
Another suggestion that one of my players brought up recently is to add one level of exhaustation whenever their hit points hit 0.
And if you want them frustrated... Well, how new are them? Might as well take inspiration from tomb of anhilination? I think there was a 5e version in Tales From the Yawning Portal. I only took a cursory look but the size of some of those dungeons make them seen really frustrating to delve in.
I feel like your best bet for messing with them, if they're cocky, is to twist their efforts.
If they're really cocky at combat, put them in a situation where they're fighting the wrong people, and find out afterwards.
If they're cocky with riddles, give them a riddle which, if cracked, releases an ancient evil.
If they're cocky at working out plot twists, make a mission where the ous answer is the true one, but give hints as to other answers which, if taken as true, will make their mission a failure.
I ran a couple events for different groups where there were things or creatures that would 'warp' luck. Every so often I would have them roll a d20... evens got a luck boost and odds got a luck decrease. Then they rolled a d10 and took 1/2. This was now their luck adjustment to all attacks, saves and ability checks. Oh did this mess with the status quo in fun ways.
now I didn't look at all that was said. but have you considered diseases (wouldn't work if immune)
For instance the cleric gets something that can disrupt his/her ability to cast spells. this means no healing from him/her.
or maybe the bard gets giant tapeworms which restrict his/her movements giving him/her disadvantage with rolls like athletics and performance. you could also turn this into a combat encounter where they have to get the worms out of him then kill the tapeworms.
you could also go goofy and make one that turns a character into a goblin for a day
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I wanted to dm for along time now and I Just want some intriguing ways to mess with my crew. They are getting a little cocky and I want a little punishment for them. I will now list there races and classes.
A Human bard
A high elf cleric
A wood elf druid
And a goliath paladin/warlock
I am also homebrewing a campaign for them so you have unlimited potential here. Thanks ;)
What parts of dnd are they most used to? If the campaign focuses more on combat, add some interesting ability checks, puzzles and social interaction. Or the other way around.
Have you done anything with boats and water? Combat is very interesting at sea- it adds a whole new aspect. A cleric in heavy armor might have some trouble…
What type of monsters have the players encountered? Melee fighters? Spell casters? Flying monsters? Monsters that prompt saving throws? Try a type they haven’t fought in a while.
With a magic based party like yours a magic resistance/immune monster would prove challenging. Or maybe normal monsters in an anti magic zone.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Welcome to behind the screen!
My only comment would be to thoroughly review lesser used (some consider optional?) rules buried within the Dungeon Master Guide for ideas of new kinds of challenges. Diseases! Poisons! Madness! Lingering injuries!!! Combat is all fine n' dandy, definitely creates a real challenge n' all... BUT are the players accustomed to also doing the accounting work of figuring out exactly 'How' to lug around all their coins and treasure without a pack mule and cart or possibly finding a bank to desposit, keeping track of arrows, rations, water, etc. and generally surviving the harsh elements of extreme heat and cold as laid out within the rules? Want to enforce Langauges (and the barriers caused by not being able to speak X or Y)? Overall those things are worth looking over, as it adds nuance beyond just the basic fight-fight-fight mentality of many D&D sessions (*that sort of play style is entirely fun and valid *I'm only offering alternatives to consider as you find your own "brand" as a DM so you don't overly limit yourself or your own potential).
I will step aside now and allow other, erudite and more illustrious DMs provide better and more constructive feedback for approaches of how manage being a brand new DM...
Boldly go
Nothing messes with a player like subverting expectation. If you build a story with twists and turns that they never see coming, they will find it thrilling but it also makes them think. If they believe they have you on the ropes and you are having to work hard to beat them, then they are going to be cocky. A story devise which can change this is betrayal but you need to do it carefully as it can be easy to spot.
Who is the ring leader? Who do they look to when they need hope. Know what that character is good at when it comes to saving throws and let them watch as they go down.
Homebrewing your own monsters that do weird things, that have specific ways to defeat can be good. When you tell them their attack, which they are used to dealing massive amounts of damage, do absolutely nothing, they will be taken a back. If you have monsters which split them up and force them to fight on their own, that can also be scary for them. And finally, having some kind of elemental force which they can only out run and can't destroy, will give them a taste of defeat which can help temper them.
When they get to a high enough level to take down an adult dragon, you show them who’s boss. To TPK a party using a dragon, always take the ready action on your turn, and use the wing legendary action to knock an opponent over, and then follow through with the ready action by attacking the prone character. Always end your turn behind some form of cover away from the ground. Target ranged attackers and spellcasters.
NOTE: This is a guide on how to KILL players using a dragon. It’s also not my guide. Blaine Simple made a video on this, and he does a better job of explaining this.
Thanks for the advice I will try out the boat combat it seems fun and yes the cleric has heavy armor.
Try out the Ghosts of Saltmarsh book, full of nautical know-how and fun
Boldly go
okay I will look into that too.
Since every PC has the ability to cast spells, if you’re willing to give up control throw a wild magic zone at them. Every time a spell slot is used in the wild magic zone roll on the Wild Magic table for sorcerers.
Hmm…..I’m going to use this against my players.
Professional computer geek
Introduce a deal with a devil?
Back in the 2e era, our party ran afoul of the 'Dungeon Bully': A hill giant that we could not kill, knocked us unconscious and then stole all of our magic items. We probably deserved it as we were getting to cocky in the campaign.
-TC
Stretch the buggers - too many players I DM with for the first time are used to having unlimited time to do things. Limit the rests they get with a fast paced story and watch them sweat.
Have fun!
P.S. Soul damage health from Charisma or Wisdom, it works like normal HP.
The lllusionist
HP 138
AC 17
Speed 30ft. of flying (hover) 120ft. of teleportation
Str. 14 (+2) Dex. 24 (+7) Con. 16 (+3) Int. 26 (+8) Wis. 18 (+4) Cha. 16 (+3)
----------------------------------------------------------------------------------------------------
Saving Throws: Dex. +13 Int. +14 Cha. +9
Skills: Deception +9 Sleight of Hand +13 Arcana +14
Resistances: Slashing, Bludgeoning, Piercing, and Force damage.
Immunities: Psychic, Necrotic
Condition Immunities: Paralyzed, Frightened, Charmed, Exhaustion, Poisoned, Blinded, Stunned
Senses: Blindsight 400ft. Truesight 120ft. Passive Perception 30
Languages: All
-----------------------------------------------------------------------------------------------------------------------
Shadow lllusionist: Whilst in dim light or darkness the lllusionist can become completely invisible.
Surprised: When the lllusionist is invisible they have advantage on all attacks. Damage dealt by attacks with advantage has a 25% chance to be crit. If the attack is already a crit it deals an extra 2d6 damage of its type.
Reactive: After taking damage the lllusionist can take a reaction to teleport up to 120ft. to a creature and make an attack.
Spellcasting: The lllusionist is a 16th level spellcaster. His spellcasting ability Intelligence (spell save DC 22, +14)
Minor Illusion (at will)
Disguise Self (at will)
Silent Image (at will)
Color Spray (5 per day)
Arcanist’s Magic Aura (2 per day)
Blur (4 per day)
Mirror Image (4 per day)
Shadow Blade (4 per day)
Silence (3 per day)
Major Image (3 per day)
Dream (3 per day)
Mislead (2 per day)
Seeming (2 per day)
Programmed Illusion (2 per day)
Mirage Arcane (1 per day)
Illusory Dragon (1 per day)
-------------------------------------------------------------------------------------------------------------------------
Actions:
Infinite Illusions: The lllusionist creates 2 illusions of himself that he can remotely control. If he already has illusions he doubles them.
Switch it up: The lllusionist can switch positions with an illusion even if it has been created by a
different spellcaster.
Black Magic: +14 to hit, 15ft. One target creature in range must make a DC 22 Wis. save or they have an ability of the lllusionists choice stolen. They are also grappled until they break free.
Shadow Dagger: +13 to hit, 5ft. 2d6 necrotic damage on a hit.
Hellfire Revolver: +13 to hit, 60ft.-120ft. 2d6 piercing damage + 1d8 necrotic damage on hit. Necrotic damage dealt this way reduces soul HP.
------------------------------------------------------------------------------------------------------------------------
Legendary Actions
Move: Increase your movement speed by 30ft. then move or use Switch it up.
Shoot: Make an attack with your Hellfire Revolver.
Cast 1-3: Cast a spell.
------------------------------------------------------------------------------------------------------------------------
Lair:
The lllusionist’s lair is a Noir-like town with shadows roaming like people. Alleyways and shops constantly change, twisting and turning like a maze. The sky is either always cloudy, or raining, obscuring visitors’ vision even more. Sound is diluted like all colors, making even the loudest scream distant.
Effects:
Passive Perception is reduced by 2, and all checks to do with eyes or ears are made with Disadvantage.
There is a 50% chance that an alleyway will change to a different position. You can tell this if a wall is colored red. If it is colored green
Darkvision is useless, only Truesight works in darkness.
Any color is turned black and white in this area except for red.
Lair Actions
When fighting inside its lair, the lllusionist can invoke dark magic to take lair actions. On initiative count 20 (losing initiative ties), the lllusionist can take one lair action to cause one of the following effects:
one word
tarrasque
They don't have a rogue, so maybe fill the place with traps. You could also check if there is a characteristic or skill they are particularly bad about, for example, my current group is a five players party and the highest intelligence score among them is a +1 so investigation and illusions are a bit of a weak spot for them.
Another suggestion that one of my players brought up recently is to add one level of exhaustation whenever their hit points hit 0.
And if you want them frustrated... Well, how new are them? Might as well take inspiration from tomb of anhilination? I think there was a 5e version in Tales From the Yawning Portal. I only took a cursory look but the size of some of those dungeons make them seen really frustrating to delve in.
I feel like your best bet for messing with them, if they're cocky, is to twist their efforts.
If they're really cocky at combat, put them in a situation where they're fighting the wrong people, and find out afterwards.
If they're cocky with riddles, give them a riddle which, if cracked, releases an ancient evil.
If they're cocky at working out plot twists, make a mission where the ous answer is the true one, but give hints as to other answers which, if taken as true, will make their mission a failure.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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For situations like this, I bring out my Dungeon Mimic.
Not a mimic filled dungeon, but an entire dungeon inside a gargantuan mimic.
I ran a couple events for different groups where there were things or creatures that would 'warp' luck. Every so often I would have them roll a d20... evens got a luck boost and odds got a luck decrease. Then they rolled a d10 and took 1/2. This was now their luck adjustment to all attacks, saves and ability checks. Oh did this mess with the status quo in fun ways.
now I didn't look at all that was said. but have you considered diseases (wouldn't work if immune)
For instance the cleric gets something that can disrupt his/her ability to cast spells. this means no healing from him/her.
or maybe the bard gets giant tapeworms which restrict his/her movements giving him/her disadvantage with rolls like athletics and performance. you could also turn this into a combat encounter where they have to get the worms out of him then kill the tapeworms.
you could also go goofy and make one that turns a character into a goblin for a day