Category Archives: DnD

Packing for a Paladin

paladin_gear_a

Something that came up a while back in a random 4chan thread, I found some notes while tidying up. What should a lady paladin take with her on a week-long excusrion?

Starting Equipment

Firstly we must consider equipment and resources already at hand1:

  • My arming sword Beatrix
  • My iron-rimmed oaken shield
  • Stout leather gauntlets 2
  • Bassinet2
  • Maille hauberk2
  • Gambeson2
  • Five javelins
  • A wooden holy symbol issued by my holy order
  • Backpack3
  • Bedroll3
  • Mess kit3
  • Tinderbox3
  • 10 Torches3
  • 10 days’ rations3
  • Waterskin3
  • 50′ Hempen rope3
  • A lacquered rosary the Sisters left with me when I was given over to my holy order4. I think it was my mother’s.
  • Book of Common Prayers4
  • 5 sticks of incense4
  • My habit4 (tunic, scapular, belt, underskirts, shoes)
  • My work clothes4 (dress, apron, belt, underskirts, hat, boots)
  • A velvet purse4
  • 15 gold crowns4

Altogether this leaves my backpack bursting at the seams. It can only hold 30 pounds, and the food and torches alone leave no room for the rest of my things. Clearly we will have to trim things down to something more workable.

paladin_gear_c-jpg

Additional Items

Additional items to consider, reflecting outside suggestions:

  • Iron cooking pot
  • An extendible pole
  • Knife
  • Ball bearings (bag of 1,000)
  • Lamp
  • Flask of oil
  • Bag of 20 caltrops
  • Block and tackle
  • Whetstone
  • Fishing tackle
  • Weaver’s tools
  • Robes (poncho)
  • Healer’s Kit
  • Disguise kit

The mess kit is usable as a small cooking pot or pan. Enough for rice, beans or stew. A proper iron pot is ten pounds, bringing us back to the concern about luggage weight. Obviously I can pack smaller items inside it, so space isn’t the issue. I strongly prefer restaurants to camp cooking, but cooking and eating group meals could be nice for teambuilding and forging common bonds with my fellow travelers.

The commissary doesn’t have any collapsible or extendable poles in stock5. Lugging around a ten-foot stick doesn’t strike me as practical. Maybe a sturdy whittling knife would pack better?

Also at the commissary they didn’t have marbles as such5. The clerk directed me to maintenance, where they had two pounds of ball bearings for one gold crown. The custodian said he’d give me a drawstring bag to hold them in, so I figured it was a good deal.

Torches are bulky, smokey, and somewhat low-class. The kind of thing you’d associate with mobs of peasants, not crusading holy warriors. A simple lamp and some oil can do the trick.

While I was in maintenance I was able to get the custodian to put together a couple pounds of nails into caltrops. He was super-helpful.

The Block & Tackle is a bit bulky at five pounds. I’ll try to fit it in.

A whetstone! How did I forget? I must keep Beatrix properly honed, after all.

Somebody suggested a net. A net reminds me of fishing down by the lake. I’ll add some fishing tackle to the list. It’s about four pounds all together, but such a great way to spend a morning away from the hustle and bustle.

Trip wire and a garrote? Two points: first, what kind of paladin do you think I am? Second, shouldn’t these be one item? A spindle of sewing thread can replace the tripwire and raise far fewer awkward questions at Customs & Immigration than a garrote I won’t use. Thanks for bringing up the needle & thread, by the way. You never know when a minor alteration or repair will be necessary! At the commissary they had a box labeled “weaver’s tools.” I was assured it had everything I needed for such things.

For a rain cloak I got a hooded poncho. It cost as much as a full robe, but the baja pattern seems appropriate for the destination. It’s also a bit bulky. I can’t wait for somebody to invent plastic.

I’m going to skip on the medicine kit. They didn’t have one available and the box labeled “herbalism kit” was full of things I didn’t know what to do with. Oh look, a little white and red box labeled “Healer’s Kit.” Sounds useful.

It turns out that a disguise kit is way outside my budget, so that can’t make the cut.

All together I’m looking at having one gold crown and change (three silver shields, nine copper galleys to be exact) in spending money for a week. Assuming I’m wearing my armor and carrying my weapons my luggage is going to weigh almost 111 pounds. I’d need to buy another three backpacks or lug around a steamer trunk. The heaviest items, far and away, are the rations and the cooking pot. Ditching those gets me down to two backpacks worth of equipment. Should I leave my vestments back at the convent? I feel like I may have to represent the order from time to time and I don’t want to hurt our reputation. Purchasing a chest to carry the excess will bust the budget, at five gold crowns.

paladin_gear_b

Dialing it In

The javelins just aren’t my thing. They don’t carry well, they bang into things, and are just generally a nuisance to have around. They don’t make the cut. The rest of the martial gear comes along, of course.  The hempen rope and trail rations are a bit much, and the torches have many of the same problems as the javelins plus they’re sticky. Cut down to a little trail mix to keep my blood sugar up, cut the rest of that bulk. The knife, lamp, oil, and whetstone are all super-great suggestions that are affordable, compact, and totally useful. Taking all of this into account this leaves me with:

  • My arming sword Beatrix
  • Iron-rimmed oaken shield
  • Stout leather gauntlets
  • Bassinet
  • Maille hauberk
  • Gambeson
  • Wooden holy symbol
  • Backpack
  • Bedroll
  • Mess kit
  • Tinderbox
  • 3 days’ rations
  • Waterskin
  • Mom’s rosary
  • Book of Common Prayers
  • 5 sticks of incense
  • Habit (tunic, scapular, belt, underskirts, shoes)
  • Work clothes (dress, apron, belt, underskirts, hat, boots)
  • Knife
  • Lamp
  • Oil (flask)
  • Whetstone
  • Velvet purse
  • 11 gold crowns, 8 silver shields, 9 copper kettles in walking-around money.
With the bedroll and waterskin tied to the outside, my backpack is a little over half-full. This leaves room for incidentals, souvenirs, and what-have-you. Including the armor, sword, and shield, I’m looking at carrying roughly 100 pounds. This is workable, if a bit inconvenient6.

Footnotes

1 – Equipment resulting from standard character creation in the Player’s Handbook for the Paladin class, Acolyte background
2 – Individual items that together constitute “chain mail” armor
3 – Individual items that together constitute an “explorer’s pack”
4 – Equipment resulting from the Acolyte background
5 – No such item in the PHB
6 – Assuming a Strength of 16, this paladin is well within her carrying capacity under normal rules, though encumbered under the variant rule. This would penalize her movement rate by 10′. Setting down her backpack would leave her fully unencumbered. This would also be true for any Strength attribute of 13, though that would be cutting things close. Chainmail is heavy.

Old-timey Morale for 5e

basic_monsters

Dungeons & Dragons had a lovely feature missing from Advanced Dungeons & Dragons and some of its successors: morale.  By this I mean a mechanism by which the Dungeon Master could determine if an antagonist was willing to fight it out to the bitter end or choose the better part of valor. A mechanism transparent to the rest of the players and therefore fostering a general feeling of trust in the DM as a fair arbiter of the rules. The evil henchmen didn’t doggedly stick to it because the DM wanted to whittle down your hit points and force you to expend resources. They did so because their basic stats and the dice said so.

An old copy of the Basic D&D Creature Catalogue says you simply roll two six-sided dice and compare the result to the “morale” stat listed for a given creature.  Second Edition used two ten-sided dice and a broader scale. Personally I like to use a twelve-sided die in my Type V campaign. It’s one of the few times that die is used, and my players are learning to associate it with morale checks.  If the die roll is greater than the creature’s morale check, it bugs out.  When is the check called for? Whenever the narrative seems to justify it. A few times I’m likely to pull out the d12:

  • A creature first takes damage (and hadn’t been expecting to)
  • A creature is reduced to under half its hit point total
  • A creature witnesses an ally fall or flee
  • A creature witnesses half its allies fall or flee
  • A creature is subjected to explicit intimidation

These are more-or-less in keeping with the rules available from the battered old Red Box of my youth. While this basically works out fine, one big missing factor is a direct translation from the Basic D&D to 5th Edition D&D creatures.  We could compile an exhaustive listing of all the newer monsters and their closest Basic Edition analogs, but the return on investment seems out of whack.  Instead perhaps we rattle off a few well-known creatures and their morale values as points of reference for winging it. Keep the improvisation of stats to prep-time whenever possible, of course.

  • 5 – Herd animal, Rat
  • 6 – Kobold
  • 7 – Normal dog, Sprite
  • 8 – Bandit, Elf, Orc, Small White Dragon
  • 9 – Ghost, Goblin, Treant
  • 10 – Dwarf,  Elemental, Grizzly Bear, Hobgoblin, Troll
  • 11 – Archon, Huge Red Dragon War dog
  • 12 – Beholder, Berserker, Golem, Skeleton, Zombie

Modifiers can apply, naturally, such as when there is a particularly charismatic or renown leader present, bolstering an adversary’s confidence. Or if a player character just decapitated the same renown or charismatic leader. Common sense, as always, is welcome when adjudicating rules. Doubly so with old rules home-cooked into new systems.

A Few Simple Admonitions

gank_dat_owlbear

Some things never chance. Observe, for a moment, the “Tips to the Players” found at the back of D&D Module B2: Keep on the Borderlaneds (published in 1979 when I was but a wee lad):

It often helps for beginning players to have advice on how to play D&D. Many points are overlooked by novices is their eagerness to get on with the adventure, The following points are given to help these players.

Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the DM with this information quickly and accurately if asked. As parties will usually involve a variety of alignments and classes, players should work together to use their abilities effectively. Arguing among players will cause delays, attract monsters, and often result in the deaths of some or all of the members.

Cooperation should also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, and accept whatever the DM decides. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it.

Planning is another important part of play. Players should be well equipped, comparing each member’s list and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells.

Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost.

Above all a player must think. The game is designed to challenge the minds and imaginations of the players.

Those who tackle problems and use their abilities, wits, and new ideas will succeed more often than fail. The challenge of thinking is a great deal of the fun of the game.

It’s like a Five Commandments of tabletop roleplaying. They keep releasing new rules and we keep adapting our own house rules, but the game’s the same it’s always been in the ways that matter most.

Variant 5e Genasi

fire_genasi

It can’t be helped. They’re putting out more playable races and character options for Type V Dungeons & Dragons. It would be foolish to think they wouldn’t, but we’re about to find out whether they’re capable of exercising a little restraint. It’s expected at least four additional races will be introduced, cribbed from material previously available going back at least to the Planescape setting, the Genasi.

Genasi are plane-touched people, humans native to the various major inner planes of fire, earth, air, and water. They exhibit characteristics that make them better suited for survival in strange worlds dominated by forces hostile to normal life, as well as features that tie them in thematically with their affiliated element. The literal and allegorical natures of air, earth, fire, and water vary tremendously. By some ways of thinking they vary absolutely, which is why they were ever thought of as the fundamental building-blocks of the universe. Clearly they cannot be a single race for game purposes. Most of their characteristics would differ.

Let’s start by taking a look at how previous incarnations of this oddball cluster of player character races worked before.

2nd Edition Genasi

genasi

The Genasi of Planescape are the direct offspring of an elemental native (a djinn, sylph, ifrit, dao, etc.) and a mortal, and are exceedingly rare. They don’t get along with each other or other mortals very well and do not form communities among even same-type Genasi. They are described in terms that closely associate them with the themes of their elemental parent. From the Planewalker’s Handbook entry for Fire Genasi:

Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior – they are avatars of this fearful, destructive energy. It’s easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.

  • Air – +1 Dex +1 Int -1 Wis -1 Cha, can cast Levitate as a 5th level wizard, +1 on saves versus air-based magic for every five levels. May be priests, fighters, wizards, fighter/clerics, or fighter/wizards. Specialist wizards must specialize in air elementalism.
  • Earth +1 Str +1 Con -1 Wis -1 Cha, natural AC 8, appraising proficiency, can cast Pass Without Trace as a 5th level wizard, +1 on saves versus earth-based magic for every five levels. May be fighters, wizards, or priests. Specialist wizards must specialize in earth elementalism
  • Fire – +1 Int – 1 Cha, immune to normal flame, infravision 60′, can cast Affect Normal Fires as a 5th-level wizard, +1 on saves versus air-based magic for every five levels. May be fighters, wizards, or fighter/wizards. Specialist wizards must specialize in fire elementalism.
  • Water – Amphibious, +1 Con -1 Cha, can cast Create Water as a 5th level wizard, +1 to saves versus water-based magic for every five levels. May be fighters, wizards, priests, rogues (including bards), fighter/priests, and fighter/thieves. Specialist wizards must specialize in water elementalism.

3rd Edition Genasi

3e_genasi

The Forgotten Realms Campaign Guide was our introduction to 3rd Edition Genasi. In the Forgotten Realms they are presented as the descendants (but not direct offspring) of elemental creatures. They get lots of bullet points for maximum d20 splatbook satisfaction. Mmmm… Bullet points…

  • Air – +2 Dex +2 Int -2 Wis -2 Cha, medium size, 30′ speed, darkvision 60′, can cast Levitate as 5th level sorcerer, +1 saving throw versus all air-based effects for every five levels, do not breath, outsider creature type, favored class fighter, +1 level adjustment.
  • Earth – +2 Str +2 Con -2 Wis -2 Cha, medium size, 30′ speed, darkvision 60′, can cast Pass Without Trace as a 5th level druid, +1 saving throw versus all earth effects for every five levels, outsider creature type, favored class fighters, +1 level adjustment.
  • Fire – +2 Int -2 Cha, medium size, 30′ speed, can cast Control Flame as a 5th level sorcerer, +1 saving throw versus fire effects for every five levels, outsider creature type, favored class fighter, +1 level adjustment.
  • Water – +2 Con -2 Cha, medium size, 30′ speed, 30′ swim speed, darkvision 60′, can cast Create Water as a 5th level druid, +1 saving throw versus water effects for every five levels, Breathe Water as an extraordinary ability, outsider creature type, favored class fighter, +1 level adjustment.

Here we see a fair amount of standardization between the four. They’re all the same size, the same land speed, they all get darkvision, they’re all outsiders, they all have the same level adjustment value.

4th Edition Genasi

4e_genasi

In 4th Edition we see the four separate races turned into one race with five kinds of souls and five manifestations to match. They all get +2 Strength and +2 Intelligence, are medium-sized, have a 6-square speed, with normal vision, +2 endurance, +2 nature.

  • Earthsoul – +1 fortitude defense, +1 bonus to saving throws, Earthshock encounter power that knocks opponents prone as a minor action.
  • Firesoul – +1 reflex defense, resist vs fire, Firepulse encounter power that deals damage as a reaction.
  • Stormsoul – +1 fortitude defense, resist vs lightning, Promise of Storm encounter power that increases damage of lightning and thunder effects as a minor action.
  • Watersoul – can breathe underwater, +2 on saves versus ongoing effects, Swiftcurrent encounter power that lets you shift your movement rate as a minor action.
  • Windsoul – resist vs cold, Windwalker encounter power that lets you fly 8 squares as a move action.

In this edition they are treated as a species unto themselves with no particular animosity or affinity towards other races. This is a long stretch from their lone-wolf elemental-bastard origin from Planescape, but we can see here that the primary constant between takes on this character concept is change.

5e Genasi – Speculative

5e_genasiWhen putting together the Genasi for Type V Dungeons & Dragons, it is not necessary to tie yourself closely to previous takes on the theme considering all this flux. Trying to bear in mind the rough trajectory we’ve seen from 2nd edition to 4th and combining with what we’ve seen from the PHB playable races, I suspect we’ll see something like the following:

Common Features – +2 Charisma. A complete 180° turn from their initial incarnation, but we’re likely to see an elemental bloodline for the Sorcerer class, and the Genasi are a thematic slam-dunk as elementalists. They’ll be medium size because there’s no particular reason not to. They’ll probably speak and read Common and Primorial, depending on how 5e’s take on the Forgotten Realms pan out. They’ll get 60′ darkvision because almost everybody does. They’re giving out darkvision like candy. Pick one subrace.

Subraces – There will likely be more than the original four subraces, possibly the same as 4e, each with its own +1 to a single attribute (Strength for earth, Intelligence for fire, etc), resistance to an associated damage type, and two additional thematically-appropriate minor features. I expect wind-themed Genasi to have a higher movement rate, earth-themed Genasi to have some additional defensive benefit, and so forth.

The main thing we’re going to learn from this first post-release expansion to 5th edition Dungeons & Dragons is what they’ve actually learned from previous experience. Can they keep it in their pants? Has the cancer of character option bloat gone into remission? Or is every DM out there going to have to consider radical surgery and chemotherapy to keep their games off life support?

5e Champion Rehab

champion
In which the author rambles incoherently about the Champion Fighter Archetype as found in Type V Dungeons & Dragons.

Looking at the Champion archetype in comparison to its counterparts the Battle Master and the Eldritch Knight, particularly from a character optimization mindset, it doesn’t have a lot to recommend it. The Battle Master’s superiority dice allow you to bump up damage several times per short rest and achieve tactically-interesting results on top of dealing normal weapon damage. The Eldritch Knight has access to the low end of the Wizard spell list. All three have the core Fighter features of multiple attacks, good weapon and armor proficiencies, good hit points, and the Action Surge. What is the Champion bringing to the table that recommends it for selection?

Level 3: Improved Critical

Normally you only land a critical hit on a natural 20, that’s 5% of all rolls. With advantage it’s closer to 9%. A 3rd-level Champion scores a critical hit on a 19 or 20, 10% of rolls. With advantage that bumps up to about 19%. Granted, a critical hit isn’t always that impressive. A longsword dealing 1d8+3 damage (7.5 average) instead deals 2d8+3 damage (12 damage). A difference of 4.5. Happening 10% of the time, that’s an upswing of under half a hit point per swing. Combine this with the Great Weapon Master feat and a critical hit buys you a bonus action to attack again, which makes this feature a bit more appealing if you’re swinging a big hunk of weapon with both hands. Compared to the Battle Master’s maneuvers, which grab an extra 1d8 damage on a hit four times per short rest, plus another effect, just at the moment when you want it to, and it’s just not impressive at all.

Critical hits occur more often if we attack more often, so fighting with two weapons increases our odds somewhat. At 3rd level a Champion wielding two shortswords will land at least one critical hit every five combat rounds compared to a Battle Master two-weapon fighter landing one every ten. You can use the Great Weapon fighting style and the Polearm Master feat to get two attacks per round, one at 1d10 and one at 1d4, landing a critical at twice the normal rate and re-rolling 1’s and 2’s on the dice. Against an opponent with a 15 AC, a reasonably-put-together Polearm Master Champion would be doing 9.209 damage per round on average. By comparison a Polearm Master Eldritch Knight would be doing 8.88 damage against the same target. Four times per short rest, already knowing whether a critical applied or not, a Battle Master could add a superiority die to the mix, doing an extra 2d8 damage on that blow. If he were to consistently keep a die reserved for that purpose, his average damage bumps up to a little over 9.78 per round.

Given the opportunities provided by magical armament, some items add more dice to the weapons’ damage. These dice are also doubled on a critical hit, so a Champion with a Flametongue Longsword would deal 2d8+4d6 damage 10% of the time, improving the bang for her buck. If you could get your hands on a Flametongue Glaive, you could deal 2d10+4d6 on a critical hit with the main end and 2d4+4d6 with the other end. A 3rd level Champion with a Flametongue longsword attacking an opponent with AC 15 deals 11.535 damage per round. The Eldritch Knight, meanwhile, does 11.075 damage per round. The Battle Master dials it up to 11.525, just under the raw average output of the champion.

Arranging for advantage nearly doubles the odds of landing a critical hit, so off-label combat actions like grappling and shoving (to knock down) are somewhat more valuable to a Champion than to other Fighters. One such option is the Shield Master feat, which grants a bonus action that can be used to shove (abused somewhat by characters like the Savage Duelist). Taking from the Flametongue example above, using the Shield Master feat to knock an opponent prone grants advantage and shifts the Champion up to 16.885, the Eldritch Knight up to 15.205, and the Battle Master to 16.545. Here we see the Champion narrowly eking out an edge in the numbers game. Note that the Eldritch Knight has cantrips and couple 1st level spells to round things out, and the Battle Master’s maneuvers offer additional tactical effects and are essentially dealing identical damage over time. Over twenty rounds of combat the difference is only 6.8 hit points.

Find a way to get an additional attack, additional dice, and advantage consistently and you’re in business. That’s a lot of factors to jam together.

Level 7: Remarkable Athlete

This is basically a limited-purpose Jack of All Trades feature from the Bard class. You get half your proficiency bonus (rounded up) added to any Strength, Dexterity, or Constitution check you make that doesn’t already have a proficiency bonus added in. When you get this feature at 7th level it’s worth a +2. Most things you’re going to make ability checks for could already be covered by a skill, skills that you may have already been proficient with. Did you want to wait until 7th level to be pretty good at several tasks? I didn’t think so. But like Jack of All Trades this applies to Initiative checks, too, which makes it handy in a limited context. It also lets you jump a little further.

To get the most out of this feature we would want to eschew Strength and Dexterity-based skills for the first six levels of our adventuring career. What kind of character would do that? Somebody from a more hifalutin background than we might normally associate with the Fighter class. Several backgrounds lend themselves very well to more erudite, delicate character classes than the Fighter, but if you’re looking to create a sword-wielding adventurer from a more sedentary upbringing, the Champion can help smooth out some rough spots in your skill arsenal. Consider a Guild Artisan or Acolyte with no magical proclivities striking out into the world on some important calling. As she progresses in her adventuring career she finally gets the hang of all this skulking about and scaling cliffs and cartwheeling past foes, and finally gets over a little hesitation that was holding her back. At 7th level she’s out of her shell and surprising her allies with a bolder outlook complete with initiative bonuses and derring-do.

Compared to a Battle Master gaining one superiority die and the ability to size up an opponent, this is quite good if handled right. The Eldritch Knight meanwhile has gone on to casting 2nd level spells and can opt to cast a cantrip and attack during the same round instead of just casting a spell or just attacking twice.

Level 10: Additional Fighting Style

All Fighters get a fighting style at first level, but the Champion alone gets a second style at 10th level. Most of the styles don’t compliment each other simultaneously; you don’t get your +2 damage from Dueling and +2 to attack from Archer for the same attack. You can simultaneously benefit from Defense and any of the others, and Protection is even better with a second style than it is by itself.

Great Weapon + Archer is a lovely way to round out your tactical usefulness. A bonus to attack with ranged weapons. Insulation from bad damage rolls in melee. Note that the Great Weapon re-rolls apply to the extra dice on critical hits, so this compliments the Improved Critical feature as well.

Dueling + Defense is a mildly cheesy way to top of armor class. With plate armor and a shield, you would have a 21 armor class before any magical benefits your equipment confers. The Dueling style helps you keep up on damage output compared to your greatweapon-swinging buddies even while you’re harder to hit than any Monster Manual creature under Challenge Rating 20.

Two-weapon Fighting + Protection is an attempt to get as many actions as possible during a round, providing a reliable bonus action attack without spending a feat as well as an additional use to put your reactions to. One action, one bonus action, one reaction. In the 5th Edition action economy, that’s as good as you’re going to get. Your allies will appreciate bad-guys rolling at disadvantage, too.

By comparison, the Eldritch Knight applies a conditional disadvantage on spell saving throws and the Battle Master gets bigger superiority dice and two more maneuvers. Keep in mind that these are maneuvers he didn’t think were worth acquiring earlier, so they’re not that good. Again the Champion got a somewhat superior feature.

Level 15: Superior Critical

We go from a 10% critical hit chance to 15%. With advantage it’s nearly 30%. At 15th level the Champion Fighter is hitting just right an awful lot. You take maximum advantage of this feature in the same way as with the Improved Critical. More attacks, more damage dice, advantage on attack rolls.

By comparison, the Eldritch Knight gains the ability to teleport 30′ when using his Action Surge, which is potentially awesome. At this point he’s got 3rd level spells like Fireball, which are always crowd-pleasers. The Battle Master gets an extra superiority die and a means of recovering one at the beginning of every battle if he was already spent. Not so great.

Level 18: Survivor

When starting your turn under 1/2 your maximum hit points, automatically recover some hit points. This is more a means of saving somebody else’s spell slots between battles than a save-ass toughness thing. By the time you get this feature anything that would get you to under 1/2 your hit points is likely hitting you much, much harder than this heals.

Don’t plan on taking a character archetype in hopes of getting tons of use out of an 18th-level class feature. Your character will be long dead, the campaign long abandoned before you get this far, so don’t peg your hopes and dreams on recovering 5+(Con modifier) damage every round. At this level the Eldritch Knight can cast a spell and still take a single attack. For 18th level this is thoroughly unimpressive. The Battle Master get d12s for his superiority dice, upping their average value from 4.5 when he first got them to 6.5. Also underwhelming.

The Verdict

The Champion starts off with a pretty weak feature set that gets incrementally better as the character advances in levels. If you’re looking to create a character that grows from zero to hero, this archetype may work well for you, particularly if you think she may branch out to explorer other areas of expertise through multiclassing. There’s synergy to be found between the Fighter’s extra attribute improvements to have a character improve organically, becoming stronger, faster, tougher, smarter, etc. in keeping with the events unfolding in play as opposed to some grand master plan. The Second Wind, Action Surge, and Indomitable class features lend themselves to this as well, drawing upon raw inner reserves to accomplish great things where other characters rely on specialized training or magic.

I would consider the Champion archetype a good core component to an adventuring-detective character, likely paired with the Thief archetype for skill expertise. Here’s a possible D&D Jessica Fletcher:

Dungeon, She Wrote
Rock Gnome Champion 7 / Thief 3
Sage Background
Lawful Nosy

Attribute Value Bonus Save
Str 15 +2 +5
Dex 13 +1 +1
Con 10 +0 +3
Int 16 +3 +3
Wis 15 +2 +2
Cha 10 +0 +0

Skills: Arcana (+6), History (+6), *Insight(+8), *Investigation(+9), Perception (+5), Artisan’s Tools (tinker’s tools), Thieves’ Tools
Languages: Common, Dwarven, Elvish, Gnomish
Hit Points: 61
Armor Class: 21 (Plate + Shield + Fighting Style)
Initiative: +3
Speed: 25
Weapons: Rapier (+5 to attack, 1d8+2 damage) twice
Other notable features: Advantage on Int/Wis/Cha saves vs. magic, Darkvision 60′, Artificer’s Lore, Tinker, Researcher, Fighting Style (Defense), Second Wind (1d10+7), Action Surge, Ability Score Improvement (Str), Extra Attack, Ability Score Improvement (Observant Feat), Remarkable Athlete, Expertise (Insight, Investigation), Sneak Attack (2d6), Thieves’ Cant, Cunning Action, Fast Hands

5e Pole Dancer

polearms

In which we create a simple polearm specialist for use in Fifth Edition Dungeons & Dragons.

Remember when Dungeons & Dragons loves polearms? My old orange-spined Player’s Handbook couldn’t get enough of them. To this day I crack a whimsical smile when I see a fauchard for sale at the Home Depot. Why? Because Fauchards and Glaives and Billhooks were the stuff of adventure, dammit.

polearms_everywhere

A polearm is a beautiful thing. Attach something to the end of a long hand. Hit fools with it. What do you attach to it? Oh anything, really. Lots of polearms look like they started out life as farm or orchard tools re-purposed for slaughter. Those that showed promise eventually developed into refined, elegant, knightly implements of slaughter.

polearms_chart

One problem that came up with some frequency was that of specialization. If an adventuring warrior were to specialize in the use of, say, the Bec de Corbin, he has put himself in a bit of a corner. With such a dizzying assortment of polearms available, what are the odds that a given villain, henchling, or long-buried hero of old would have a matching magical weapon? Warriors benefit tremendously from having enchanted armaments, and picking the wrong specialization is troublesome. Type V Dungeons & Dragons addresses this by doing away with specialization in the first place. Instead there are optional feats that lend themselves towards various broad categories of weapons and fighting styles. Whether you use shortbows or longbows or crossbows or thrown darts you can benefit from Sharpshooter. Similarly there is a Polearm Master feat that applies to most long-stick-intensive weapons.

Four feats are of particular interest:

  • Great Weapon Master – This grants a bonus action to attack upon landing a critical hit or felling an opponent, plus the option to take a penalty to hit in exchange for more damage. Polearms are typically heavy weapons wielded in two hands, so this would apply to a polearm-swining lug just fine.
  • Polearm Master – This grants a bonus action to attack with the butt-end of your polearm and grants a reaction attack when opponents enter within reach. Clearly this feat is best-used by characters that do not have a lot of other opportunities to trigger a bonus action or reaction.
  • Shield Master – Has a few benefits for Dexterity-based saving throws and allows a bonus action to shove an opponent. You can wield a Quarterstaff one-handed, so technically you can benefit from both this and Polearm Master at the same time. Why this combination doesn’t apply to spears is beyond me, as the spear-and-shield combination is literally a classic. Bronze-age classic.
  • Sentinel – Reduces the movement of anybody hit by an opportunity attack to zero for the turn, denies opponents the ability to Disengage safely, and allows a reaction attack against opponents that attack one’s allies. This is 5e’s melee lock-down mechanism, presumably present for the benefit of people who enjoy computer games and Type IV D&D.

rack_of_halberdsThe use of feats poses certain challenges, though. Most classes gain a feat at 4th, 8th, and 12th level, at the cost of foregoing an attribute score improvement. To select a feat is to pay an opportunity cost, and to pay dearly at that. One could invest three feats in Polearm Mastery, Great Weapon Mastery, and Sentinel, and thus become a heavy-hitting melee specialist locking down a 25′ swath of the battlefield. This combination sounds lovely, but your Dwarven Paladin isn’t going to have all the pieces in place until 12th level, at which point frankly your campaign is probably already over. It seems to me that, generally speaking, more than one feat is hard to justify for a typical campaign. Unless we get our feats for pennies on the dollar, that is! And boy, do I have a deal for you!

Start out by looking at the call-out on page 31 of the Player’s Handbook, the Variant Human option. Instead of taking +1 on all of your attributes, take +1 to each of two attributes of your choice and pick up a feat at 1st level. Lovely, we can start our adventuring career with part of our gimmick already in-hand. Now we can get our third feat at 8th level instead of 12th. But that means we won’t get to bump up any of our attributes, like the all-important Strength or Constitution, until 12th level. Assuming we’ll be retired or dead right around then, that’s still a bit of a delayed gratification.

Behold, another solution presents itself. Tucked away on page 70 is an under-rated character class called the “Fighter.” The Fighter, you must understand, is a newfangled specialist class introduced in 1974 that is supposed to be rugged and skilled in the use of arms. In 5th Edition Dungeons & Dragons they have the distinction of gaining attribute improvements (and additional feats) at levels 4, 6, 8, 12, 14, and 16. This means we can have three feats at level six. That’s half the level as our baseline, leaving opportunities to maybe pick up a couple of bonuses before being put out to pasture.

scythesWe’ve picked a race (Human) and a class (Fighter), so it’s time to divvy up some starting attributes. I’m a fan of the standard array, as point buy leads to min/max abuses and cancer of the soul. All of our polearm trickery won’t be of much use if we aren’t hitting our targets, and none of our thematic weapons have the “finesse” quality, so our primary concern is Strength. Dexterity need not be of any great concern, as we can get by using heavy armor. Constitution is tremendously important for anybody whose primary role in combat is getting stuck in with the hostiles, so we’ll make it our secondary concern. Intelligence is lovely for anybody in the real world, but if you were really smart you’d get yourself a good steady job that doesn’t involve getting stabbed. Low priority. We could say the same about Wisdom, but some of the more concerning magic effects in the game use Wisdom for a saving throw, and skills like Insight, Medicine, and Perception all key off of this attribute. Tertiary priority. Charisma is of similar priority as Intelligence. Both are nice to have but non-essential to this gimmick. We assign 15 to Strength, 14 to Constitution, 13 to Wisdom, 12 to Charisma, 10 to Dexterity, and 8 to Intelligence. We apply our Human bonuses and end up with a statline of Str 16 Dex 10 Con 14 Int 8 Wis 14 Cha 12.

As a Fighter we’re entitled to a fighting style at level 1. Archer, Duelist, and Two-weapon don’t really apply well here. Duelist would if we were to use a Quarterstaff, but I want to go with a more traditional polearm aesthetic, so that leaves us with Defense, Great Weapon, and Protection. Protection allows you to use your reaction to impose disadvantage under some circumstances. We’re already looking to use reactions from other sources, so that isn’t so handy. Great Weapon fighting style lets us re-roll 1’s and 2’s on damage dice when using a two-handed weapon. That’s nice, but it’s just a little extra damage. We take Defense for a flat +1 to armor class. With no shield or Dexterity bonus and likely to be stuck in the scrum, we can use all the help we can get in that department.

dem_ranseursFor a background we’ll be boring and pick up Soldier. We roll some dice and see that we spent time as a Standard Bearer in the military, are always polite and respectful, we value “might” as an ideal, feel that those we fight with are worth dying for, and our hatred for our enemies is blind and unreasoning. This also gets us proficiency in Athletics and Intimidation as well as tool proficiency in one type of gaming set (Chutes & Ladders) and vehicles(land). For our Fighter skills we pick up Perception and Insight. Because we’re clearly some kind of social butterfly. For our free Human skill, we pick up Animal Handling. It goes with our land vehicle proficiency and suits our delicate nature.

At last, we pick up equipment. From the Fighter starter package we get chainmail armor, two Martial weapons (a Glaive and a Warhammer), two handaxes, and an explorer’s pack. From our background we get and insignia of rank, a trophy taken from a fallen enemy, a set of bone dice, a set of common clothes, a belt pouch, and ten gold coins.

At 1st level we look something like this:

Pole Dancer
Human Fighter 1
Soldier Background
Lawful Evil

Attribute Value Bonus Save
Str 16 +3 +5
Dex 10 +0 +0
Con 14 +2 +4
Int 8 -1 -1
Wis 14 +2 +2
Cha 12 +1 +1

Skills: Animal Handling (+4), Athletics (+5), Insight (+4), Intimidation (+3), Perception (+4)
Languages: Common, Orcish
Hit Points: 12
Armor Class: 17 (Chainmail + Fighting Style)
Initiative: +0
Speed: 30
Weapons: Glaive (+5 to attack, 1d10+3 damage) plus Glaive (+5 to attack, 1d4+3 damage) as bonus action, Warhammer (+5 to attack, 1d8+3 damage), Handaxe (+5 to attack, 1d6+3 damage)
Other notable features: Polearm Master feat, Military Rank, Second Wind (recover 1d10+1 hit points as bonus action), Defense Fighting Style
Notable Equipment: Chainmail Armor, Glaive, Warhammer, 2 Handaxes, Explorer’s Pack, Lieutenant’s Bars, Hobgoblin Warrior’s Headdress, Bone Dice, Common Clothes, Belt Pouch, 10gp

From the outset he’s reasonably tough, is capable of laying out two attacks per round in melee for 1d10+3 and 1d4+3. Outside of a fight his athleticism is useful for physical challenges and at least not a liability socially. Let’s roll him forward to 6th level:

Pole Dancer
halberd_swagHuman Battle Master Fighter 6
Soldier Background
Lawful Evil

Attribute Value Bonus Save
Str 18 +4 +7
Dex 10 +0 +0
Con 14 +2 +5
Int 8 -1 -1
Wis 14 +2 +2
Cha 12 +1 +1

Skills: Animal Handling (+5), Athletics (+7), Insight (+5), Intimidation (+4), Perception (+5), Cook’s Tools
Languages: Common, Orcish
Hit Points: 52
Armor Class: 19 (Plate + Fighting Style)
Initiative: +0
Speed: 30
Weapons: Glaive (+7 to attack, 1d10+4 damage) twice plus Glaive (+7 to attack, 1d4+4 damage) as bonus action, Warhammer (+7 to attack, 1d8+4 damage) twice, Handaxe (+7 to attack, 1d6+4 damage) twice
Other notable features: Polearm Master feat, Sentinel Feat, Military Rank, Second Wind (recover 1d10+1 hit points as bonus action), Defense Fighting Style, Action Surge, Combat Superiority, Goading Attack, Lunging Attack, Trip Attack, Four Superiority Dice (d8), Student of War (Cook’s Tools), Extra Attack, Ability Score Improvement (Strength)
Notable Equipment: Plate Armor, Glaive, Warhammer, 2 Handaxes, Explorer’s Pack, Lieutenant’s Bars, Hobgoblin Warrior’s Headdress, Bone Dice, Common Clothes, Belt Pouch, 10gp

At this point we could have taken Polearm Master, Sentinel, and Great Weapon Master feats, but the benefits of Great Weapon Master are a bonus attack under limited cirmstances and a bonus to damage at a heavy attack penalty. Bringing Strength up to 18 makes a lot of sense for getting more value out of it when we eventually pick it up at 8th or 12th level.

The Battle Master archetype is selected because we’ve more or less set ourselves up around being tricky in a fight. Being able to decide to trip an opponent during a reaction, extend from 10′ reach to 15′, or steal an opponent’s attention all fit nicely with a melee Swiss Army Knife approach to the world.

On the road to a typical campaign’s end-game, he’ll get another ability score bump or two, some magical arms and armor, a fifth Superiority Die, and maybe four more maneuvers, see his Superiority Die bump up from d8 to d10, and get a third attack per round with the main end of his weapon. With any luck he’ll have a broad range of implements with which to ply his trade during this time, from his first Glaive to a Halberd or two, maybe the DM will let him have a Ranseur or Bill Hook or Partisan. Who knows?

The Classic Random Party pt3

random_party3

In which we continue our task, undertaken previously, to flesh out four 5th-edition Dungeons & Dragons characters whose stats were generated by a straight 3d6-in-order die roll in a public forum.

When last we left out intrepid heroes, they were hapless first level scrubs with the barest smidgeon of backstory, the most raggedy of starting equipment, and subnormal randomly-assigned statlines. They still have the random statlines, but now we’re going to check in on them at level 7.

Seven levels into a campaign, characters have seen a fair amount of action. They’ve developed and matured into their roles. Assuming none of them died and ignoble death at the hand of kobolds before level two (not a great bet) they should have come into their own. The spellcasters can cast 4th-level spells. The Fighter can attack multiple times per round. The Rogue has twice the Expertise skills and is dropping Sneak Attack damage like nobody’s business.

Sword & Board Fighter
Half-orc Champion Fighter 7
Folk Hero Background
Clumsy Good

Attribute Value Bonus Save
Str 16 +3 +6
Dex 5 -3 -3
Con 18 +4 +7
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Animal Handling (+2), Athletics (+6), Intimidation (+2), Perception (+2), Survival (+2)
Languages: Common, Orcish
Hit Points: 74
Armor Class: 20 (Plate + Shield)
Initiative: +4
Speed: 30
Weapons: Longsword (+6 to attack, 1d8+3 damage), Handaxe (+6 to attack, 1d6+3 damage), attacks twice
Other notable features: Rustic Hospitality, Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+7), Action Surge, Improved Critical, Ability Score Improvement (+1Str, +1Con), Extra Attack, Ability Score Improvement (Alert feat), Remarkable Athlete, several large bruises from bumping into things
Notable Equipment: Plate Armor, Longsword, Shield, 2 Handaxes, Explorer’s Pack, One set of woodworking tools, a shovel, an iron pot, a set of common clothes, a belt pouch, 10gp

The Champion archetype is horribly underrated. For our clumsy Half-Orc buddy here it gets him half his proficiency bonus, rounded up, added to any ability checks he doesn’t already get proficiency bonuses for. That would include initiative. Speaking of which, the Alert feat (selected at 6th level) fixes what is likely a long-standing pet peeve in the Initiative department.

Tambourine Bard
Half-elf College of Valor Bard 7
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 20 +5 +8
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 18 +4 +7

Skills: Acrobatics (+8), Athletics (+3), *Perception (+5), Performance (+7), *Stealth (+11), Sleight of Hand (+8), Survival (+2), Disguise kit, Cello, Clarinet, Drums, Harp
Languages: Common, Elven, Orcish
Hit Points: 31
Armor Class: 19 (Studded Leather + Shield + Dexterity)
Initiative: +7
Speed: 30ft
Weapons: Rapier (+8 to attack, 1d8+5 damage), Longbow (+8 to attack, 1d8+5 damage), attacks twice
Spell DC: 15
Spells Prepared: 10
Cantrips: Message, Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
2nd: Enhance Ability, Heat Metal, Invisibility
3rd: Dispel Magic, Clairvoyance
4th: Dimension Door
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Song of Rest, Bonus Proficiencies, Combat Inspiration, Expertise (Perception, Stealth), Ability Score Improvement (Dexterity and Charisma), Font of Inspiration, Extra Attack, Countercharm, Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Studded Leather Armor, Dagger, Longbow, Clarinet, trinket from an admirer, a costume, a belt pouch, 15gp

Hoo boy, do Bards get a lot of stuff. Her extra cantrip (Message), access to Invisibility, and Expertise in Stealth lets her pass up the Rogue as the de-facto scout of the party. With spells like Heat Metal and Dimension Door she can be a huge help in overcoming combat and non-combat challenges. And attacking twice per round for more damage than the Fighter isn’t such a bad thing to fall back on. Song of Rest helps everybody in the party recover hit points more quickly during breaks in the action, saving valuable Cure Wounds castings. Jack of All Trades (Jill of All Trades?) is like an improved Remarkable Athlete. With a +7 on initiative rolls, she stands a very good chance to drop a Faerie Fire or Heat Metal on an opponent in time for it to assist the whole group for the whole encounter.

Scheming Wizard
Human Evoker 7
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 18 +4 +7
Wis 10 0 +3
Cha 13 +1 +1

Skills: Arcana (+7), Deception (+4), History (+7), Insight (+3), Investigation (+7), Nature (+7), Persuasion (+4), Religion (+7)
Languages: Common, Dwarvish, Elven, Orcish
Hit Points: 23
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+3 to attack, 1d8 damage)
Spell DC: 15
Spells Prepared: 11
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st: Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
2nd: Scorching Ray, Shatter, Web
3rd: Dispel Magic, Fireball
4th: Otiluke’s Resilient Sphere
Other notable features: Skilled, Spellcasting, Ritual Caster, Arcane Recovery, Evocation Savant, Sculpt Spells, Potent Cantrip, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule, Guild Letter of Introduction, a set of Traveler’s Clothes, a belt pouch, 15gp

Our Scheming Wizard was originally specified as an Evocation specialist. There are always supposed to be better things for a Wizard to be doing than laying down raw damage, but if you’re running an Evoker and don’t prepare Fireball every day once you’re able to, you’ve been wasting everybody’s time. Shape Spell lets him steer the mayhem away from his allies. Potent Cantrip doesn’t do us a lot of good, as there are only a couple of cantrips that even allow for saving throws. We could pick up Acid Splash or Poison Spray as our fourth cantrip, but I’d rather just write that feature off and pick up Ray of Frost instead. Unlike our Tambourine Bard, the Wizard may have any number of additional spells in his spellbook.

Muscle Rogue
Mountain Dwarf Assassin 7
Acolyte Background
Lawful Murderous

Attribute Value Bonus Save
Str 19 +4 +4
Dex 14 +2 +5
Con 16 +3 +3
Int 12 +1 +4
Wis 14 +2 +2
Cha 7 -2 -2

Skills: *Athletics (+10), Insight (+5), *Investigation (+7), *Perception (+8), Religion (+5), *Stealth (+8), Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish, Elvish, Orcish
Hit Points: 59
Armor Class: 16 (Breastplate plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+8 to attack, 1d6+4 damage) plus Shortsword (+8 to attack, 1d6 damage) or Shortbow (+5 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (Athletics and Perception), Sneak Attack (4d6), Thieves’ Cant, Cunning Action, Assassinate, Ability Score Improvement (Strength?), Uncanny Dodge, Expertise (Stealth, Investigation), Evasion, Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools, Holy Symbol, Prayer Book, 5 sticks of incense, vestments, a set of common clothes, belt pouch, 15gp

No surprises here, the Rogue is a straight-up killer. He has the hit points to hang with the Fighter up front in a fight, and is sneaky, smart, and athletic enough to deal with a wide variety of challenges. Having another party member with Expertise takes a bit of the shine off of him. Depending on the kinds of magical resources these goons came across during their adventures, the capabilities and responsibilities of each character could shift around dramatically. Picking exactly what would compliment each character best would be cheesy, so I refrained from doing so. It should be fair to assume they’ve got a handful of magical weapons, a few wondrous items, and several single-use potions, scrolls, and such.

This certainly isn’t the set of characters I’d expect the people in my play group to come up with, given the option of a 27-point buy or standard array, but there’s something to be said for skipping past the careful planning and asset management side of character creation and diving headfirst into play. In a high-lethality campaign it’s nearly as important to whip up a new character quickly as it is to produce a highly-effective one. There’s fun to be had during character creation, but far more to be had in playing with the results, right?

The Classic Random Party pt2

classic_group2

In which we continue our task, undertaken previously, to flesh out four 5th-edition Dungeons & Dragons characters whose stats were generated by a straight 3d6-in-order die roll in a public forum.

Today we’ll assign our party members some backgrounds, assign personality traits, bonds, ideals, and flaws. The goal here is to create playable characters that will work well together.

Sword & Board Fighter
Half-orc Fighter 1
Background TBD
Alignment TBD

Attribute Value Bonus Save
Str 15 +2 +4
Dex 5 -3 -3
Con 17 +3 +5
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Intimidation, 4 TBD
Languages: Common, Orcish
Hit Points: 13
Armor Class: 18 (Chain Hauberk + Shield)
Initiative: -3
Speed: 30
Weapons: Longsword (+4 to attack, 1d8+2 damage), Handaxe (+4 to attack, 1d6+2)
Other notable features: Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+1), several large bruises from bumping into things
Notable Equipment: Chain Hauberk, Longsword, Shield, 2 Handaxes, Explorer’s Pack

Pretty straightforward. We’ll want to pick up a background that compliments everybody else, plus two skills from the Fighter list. He’s proficient in Intimidation by dint of being a badass Half-orc. Rawr.

Tambourine Bard
Half-elf Bard 1
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 19 +4 +6
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 17 +3 +5

Skills: Acrobatics, Performance, 5 TBD, Disguise kit, 4 instruments
Languages: Common, Elven, Spanish
Hit Points: 7
Armor Class: 15 (Leather plus Dexterity)
Initiative: +4
Speed: 30ft
Weapons: Rapier (+6 to attack, 1d8+4 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Leather Armor, Dagger

Plenty of skills to pick. Three from Bard, two from Half-elf, none of those restricted to a list. With four musical instruments to choose from, I think it would be prudent to pick something small, something big, something high-class, and something a little down to earth. Drums, Dulcimer, Flute, Lute, and Viol all look good from the PHB’s list of tools, but we can do better. We’ll stick with Drums (applying this to the Tambourine), switch out the Dulcimer with the Harp, replace the Flute with the Clarinet, the Lute with the Guitar, and the Viol with the Cello. Who doesn’t like a classy Half-elf lady rocking a cello? Nobody I want to game with, that’s who.

Scheming Wizard
Human Wizard 1
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 16 +3 +5
Wis 10 0 +2
Cha 13 +1 +1

Skills:Insight, Persuasion, 3 TBD
Languages: Common, Elven, Orcish, Dwarvish
Hit Points: 5
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+2 to attack, 1d8 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st:
Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
Other notable features: 1 feat TBD, Spellcasting, Ritual Caster, Arcane Recovery, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule

Wizards aren’t exactly your classic skillmonkey. They get their way by book-reading and bending the rules of reality. I shifted him from Guild Artisan to Guild Merchant because a Wizard on a Cart travelling from town to town peddling his murderhobo friends’ ill-gotten gains strikes a chord with me. Much more so than having his sweating away in some workshop all day.

Muscle Rogue
Mountain Dwarf Rogue 1
Background TBD
Alignment TBD

Attribute Value Bonus Save
Str 17 +3 +3
Dex 14 +2 +4
Con 16 +3 +3
Int 12 +1 +3
Wis 14 +2 +2
Cha 7 -2 -2

Skills: Intimidation, 6 TBD, Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish
Hit Points: 11
Armor Class: 13 (Leather plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+5 to attack, 1d6+3 damage) plus Shortsword (+5 to attack, 1d6 damage) or Shortbow (+4 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (TBD and TBD), Sneak Attack (1d6), Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Theives’ Cant, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools

Six skills, a set of tools to pick from being a Dwarf, two skills to have Expertise in… A lot of wiggle-room here. I went ahead and picked Mason’s Tools just to stay in stereotypical Dwarf territory. Let’s put the pieces together.

FortuneTellerWe’ve got an Entertainer and a Merchant. Clearly they should be able to handle the “face” duties between them. The Wizard already has the essential Insight and Persuasion skills. Round this out with Deception (using his pick-anything Human skill) and he’s got the makings of a proper con artist. From the Wizard list he gets intellectual with Arcana and Investigation, two Intelligence-based skills one rightly expects the party Wizard to keep on lockdown. As the token smart guy in the group, he opts to spend his feat on Skilled, picking up History, Nature, and Religion.

tambourineOur Bard has Acrobatics and Performance. Though she is quite charismatic, her poor Wisdom makes her somewhat of a liability diplomatically. Others are likely to pull one over on her, so they’ll try to let the party Wizard take care of that stuff. Leaning on her strengths, we’ll select Stealth and Sleight of Hand. This will help her tag along with the Muscle Rogue for scouting purposes. Speaking of which if she’s going to be sticking her neck out, proficiency with Survival and Perception will help cover for her poor Wisdom. A little, at least. That leaves one skill to assign. You never know when the DM is going to rule that Acrobatics isn’t the right tool for the job, so we give her Athletics to round things off.

DP330540The Fighter historically hasn’t had a lot to add to the mix, but it need not always be so. He only has one attribute that has a bonus and a skill associated with it. Athletics. We’ll want that. Several backgrounds offer this as a skill, but at this point I’m looking at the Fighter’s poor-but-not-terrible Wisdom score and thinking he may be able to cover gaps there, too. We select the Folk Hero background, picking up Animal Handling and Survival proficiency. The Wizard’s got a mule but isn’t particularly good with it. Now we have two characters that are kind-of-sort-of good with the beast of burden. For the Fighter skills we pick up Athletics and Perception. The Bard is already proficient with Perception, but having multiple players rolling is kind of like automatically having advantage just by keeping the party together.

17829With only eighteen skills in the system we’ve got a pretty good variety of skills covered by the time we get to the Rogue. He has four skills from an exhaustive Rogue skill list and two more from a background. Several of the backgrounds grant skills that overlap with the Rogue skill list. With the Wizard covering the party “face” and general smarty-pants duties, the Rogue is going to be overlapping what the Fighter and the Bard have already select. Athletics is important to the Muscle Rogue’s operation, he’ll take it and select it as one of his Expertise skills. For scouting purposes Stealth and Perception are vital. Investigation will help provide the all-important second pair of eyes on a conundrum. Each of these is on the Rogue skill list, so no need to pin ourselves down to a background just yet. How about Acolyte? This picks up Insight and Religion, and gives us some opportunities to have a more socially-adjusted Rogue than one might normally expect.

On to more intangible matters. Personality traits. Ideals. Bonds. Flaws. Background features.

35513Our Folk Hero Half-orc should have a defining event. We can roll randomly, but I love the idea of a clumsy-ass lunk rescuing people during a natural disaster. He nearly drowned himself saving a family from a flooded river. He benefits from Rustic Hospitality wherever he goes. For a Personality Trait we select “I misuse long works in an attempt to sound smarter.” It’s very important to give the right kind of impersonation, you see. For an Ideal, we select Respect: “People Deserve to be treated with dignity and respect.” For a Bond we select “I protect those who cannot protect themselves.” This ties in entirely too cleanly with his fighting style. I’m simple like that. His flaw will be “I have a weakness for the vices of the city, especially hard drink.” Drunken Fighters are the best Fighters.

firebreather2Our Entertainer Bard gets one to three Routines. Since she’s so dexterous, it makes sense that she would have excelled as a Dancer, Juggler, or Tumbler. Taking all three seems a bit excessive, so we’ll take her performance-related skills (other than Performance) and tie them in. Acrobatics matches with Tumbler, her various musical instrument proficiencies match with Instrumentalist, and Sleight of Hand goes well with… Fire-eater. What’s Fire-eater doing on that table? How can you possibly expect me to not select that? She gains the By Popular Demand feature. Everybody loves a fire-eating gymnast that plays the guitar. For a Personality Trait we select “I get bitter if I’m not the center of attention.” This should provide some good intra-party drama. For an Ideal we select Creativity: “the world is in need of new ideas and bold action.” That’s the kind of ideal that leads to a life of adventure. For her Bond we select “I idolize a hero of the old tales and measure my deeds against that person’s.” Watching a player develop the story of her ancient hero strikes me as Good Stuff. For a Flaw we play up her poor Intelligence and Wisdom with “I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.”

17346Our Merchant Wizard needs to have a core competency, business-wise. Presumably as a merchant, not an artisan, this would just be the business he’s most familiar with, not the sole commodity he’s working with. With proficiency in Arcana and Investigation, it seems he’s be keen on calligraphers, scribes, scriveners, cartographers, surveyors, and chart-makers. Yes, that’s two selections from the list. File your complaint at the Guild Hall. Ask for Steve. He gains the Guild Membership feature. I assume that means he gets medical, dental, vision, a solid pension, and a lawyer if anything comes up in the commission of his guild job. For a Personality Trait we’ll pick “I always want to know how things work and what makes people tick.” He’s outgoing like that. For an ideal we select Generosity: “My talents were given to me so that I could use them to benefit the world.” If he’s calling the shots, it will be in the DM’s interest to have him at least think of himself as the good-guy. For a Bond we take “I owe my guild a great debt for forging me into the person I am today.” Again, this is mostly throwing the DM a bone. If the guild needs something, this guy’s going to want to do right by them. For a Flaw we select “I’m quick to assume that someone is trying to cheat me.” Paranoid players are good players.

dorf_rogueFinally our Acolyte Muscle Rogue gains the Shelter of the Faithful feature. For a Personality Trait it’ll be “I see omens in every event and action. The gods try to speak to us, we just need to listen.” For an Ideal we’ll take Faith: “I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.” For a Bond we select “I would die to recover an ancient relic of my faith that was lost long ago.” We want him motivated to work with these crazy people. For a Flaw, “I am suspicious of strangers and expect the worst of them.” This should lead to a fair amount of violence, if your D&D group is anything like mine.

Where we stand:

Sword & Board Fighter
Half-orc Fighter 1
Folk Hero Background
Clumsy Good

Attribute Value Bonus Save
Str 15 +2 +4
Dex 5 -3 -3
Con 17 +3 +5
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Animal Handling (+1), Athletics (+4), Intimidation (+1), Perception (+1), Survival (+1)
Languages: Common, Orcish
Hit Points: 13
Armor Class: 18 (Chain Hauberk + Shield)
Initiative: -3
Speed: 30
Weapons: Longsword (+4 to attack, 1d8+2 damage), Handaxe (+4 to attack, 1d6+2 damage)
Other notable features: Rustic Hospitality, Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+1), several large bruises from bumping into things
Notable Equipment: Chain Hauberk, Longsword, Shield, 2 Handaxes, Explorer’s Pack, One set of woodworking tools, a shovel, an iron pot, a set of common clothes, a belt pouch, 10gp

Our Fighter’s not much good at his skills, and will be getting by mostly on his ability to take a hit. Heavy armor is a big plus here, as it ignores what would otherwise be a big hit to his Armor Class from his lack of Dexterity.

Tambourine Bard
Half-elf Bard 1
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 19 +4 +6
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 17 +3 +5

Skills: Acrobatics (+6), Athletics (+2), Perception (+1), Performance (+5), Stealth (+6), Sleight of Hand (+6), Survival (+1), Disguise kit, Cello, Clarinet, Drums, Harp
Languages: Common, Elven, Orcish
Hit Points: 7
Armor Class: 15 (Leather plus Dexterity)
Initiative: +4
Speed: 30ft
Weapons: Rapier (+6 to attack, 1d8+4 damage), Dagger (+6 to attack, 1d4+4 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Leather Armor, Dagger, Clarinet, trinket from an admirer, a costume, a belt pouch, 15gp

Oddly, her dismal Intelligence isn’t terribly likely to be a huge problem for our Bard, provided she’s got the Rogue or Wizard anywhere nearby to help out. She’ll be able to sneak around with the Rogue, is capable of dishing out damage in melee combat, and can provide solid spell support.

Scheming Wizard
Human Wizard 1
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 16 +3 +5
Wis 10 0 +2
Cha 13 +1 +1

Skills: Arcana (+5), Deception (+3), History (+5) Insight (+4), Investigation (+5), Nature (+5), Persuasion (+3), Religion (+5)
Languages: Common, Dwarvish, Elven, Orcish
Hit Points: 5
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+2 to attack, 1d8 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st:
Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
Other notable features: Skilled, Spellcasting, Ritual Caster, Arcane Recovery, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule, Guild Letter of Introduction, a set of Traveler’s Clothes, a belt pouch, 15gp

Party face and mob boss. Owns their transportation. Can lay down a variety of spells useful in and out of combat. If he weren’t so fragile he’d hardly need the rest of the group.

Muscle Rogue
Mountain Dwarf Rogue 1
Acolyte Background
Lawful Murderous

Attribute Value Bonus Save
Str 17 +3 +3
Dex 14 +2 +4
Con 16 +3 +3
Int 12 +1 +3
Wis 14 +2 +2
Cha 7 -2 -2

Skills: *Athletics (+7), Insight (+4), Investigation (+3), *Perception (+6), Religion (+4), Stealth (+4), Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish, Elvish, Orcish
Hit Points: 11
Armor Class: 13 (Leather plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+5 to attack, 1d6+3 damage) plus Shortsword (+5 to attack, 1d6 damage) or Shortbow (+4 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (Athletics and Perception), Sneak Attack (1d6), Theives’ Cant, Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools, Holy Symbol, Prayer Book, 5 sticks of incense, vestments, a set of common clothes, belt pouch, 15gp

Get this Dwarf into some medium armor and you’re in business. He can take a hit nearly as well as the party Fighter and just needs a little more Armor Class than the starting equipment for his class provides. He provides most of the skills the Wizard needs to get your typical dungeon-delving job done with a little security and support from the Fighter and Bard.

In our final installment we’ll jump forward a few levels and see what these goons may look like once they’ve got a full complement of class features.

The Classic Random Party pt1

classic_group

In which we use 3d6-in-order and some anonymous input to start making a 4-player 5th-edition D&D party.

Yesterday on the Traditional Games section of 4chan somebody decided to go old-school and roll up a character by having the board’s random number generator give him eighteen six-sided die rolls. He took the results, in order, and declared he had produced a Half-orc Fighter. A couple of us took up the banner and rolled up some companions for him by the same process. Let’s take a look at the quick-and-dirty results, turn them into proper Type V Dungeons & Dragons characters, and consider how well or how poorly this all turned out.

lolrandom1

Hmm. Quite tough, not remarkably strong, incredibly clumsy, not a shining light intellectually or socially. Half-orc sounds just right. This brings his statline to Str 15, Dex 5 Con 17 Int 8 Wis 9 Cha 8. Our anonymous poster wants to go Sword & Board, so we probably shouldn’t select Great Weapon Fighting, Archer, or Two-Weapon Fighting for his Fighting Style class feature. We’ll also want to think about backgrounds. He only has two stats with bonuses, one of which has no skills associated (Constitution), the other has a single skill (Athletics) which is already available to Fighters. The background could be practically anything.  Let’s look at the rest of the party before committing to anything.

lolrandom2

Okay, then. Highest-possible Dexterity. Highest Charisma that a point-buy can get you by the rules. Strength isn’t a liability. Dumb as a doorknob. Some kind of smooth-talking Rogue would be an obvious choice, but since we’re working with straight-up randomly-rolled character stats here it looks like a good opportunity to apply a well-rounded class to a lopsided pile of stats. Selecting Half-elf as a race gets us a +2 to Charisma and another +1 to invest elsewhere. Put it into Dexterity for a statline of Str 11 Dex 19 Con 8 Int 6 Wis 8 Cha 17. If we survive to get an attribute bump, we can split it between Dexterity and Charisma to get both of their bonuses up at the same time, capping off Dexterity at level 4.  The poster here has specified a College of Valor Bard. First level is premature for this, but it’s hard to justify a College of Lore selection with such poor Intelligence. The tambourine is a perfect ditzy hippy chick instrument, so I don’t care if it isn’t on the equipment list in the books.  The Entertainer background seems like the obvious choice. She probably met the Half-orc at a nightclub or something.

lolrandom3

Really? An intelligent character right after the criticism of how dumb the first two were? As the person that challenged our anonymous interlocutor to roll up a smart character to balance things out, I was suspicious when I saw a 15 Intelligence on the first try. So suspicious that I checked an archive site for deleted attempts. Nope. The dice gods have smiled on our little endeavor.  This character is smart, rather charming, and has low-to-poor stats otherwise. Sounds like good Wizard material. As a Human (let’s assume we use the variant rule and get a free feat) he gets +1 to two attributes of our choice.  Since he’s probably going to be the brains of this operation lets invest those points in Intelligence and Wisdom. Intelligence to be good as wizardry, Wisdom to knock out the penalty to smart-guy skills like Perception and Insight. His statline is Str 10 Dex 9 Con 8 Int 16 Wis 10 Cha 13. The way he’s described by this anonymous poster, he’s a bit of a scoundrel, so I’m thinking Criminal, Charlatan, Noble, or Guild Artisan. Leaning toward Guild Artisan. He met the Fighter through the Bard, who he pursued romantically the moment he spotted her at a farmer’s market or some-such.

lolrandom4
Frighteningly-good rolls by comparison, with only one properly-bad attribute. With this many good rolls it’s tempting to make a Monk or Paladin, but the poster here has selected Muscle Rogue. I’ve written about Muscle Rogues before, and am fond of this niche archetype.  As a Mountain Dwarf his statline bumps to Str 17 Dex 14 Con 16 Int 12 Wis 14 Cha 7. He’s strong, he’s tough, he’s nimble enough to take full advantage of medium armor, but he’s got a personality like a cheese grater. Definitely not the boss of the party, that job stays with the Wizard, who has both the smarts and the people skills. Since we’ve had a glance at all four members of our little adventuring band, I’m inclined to have our Dwarf have a Soldier background. He knows the Fighter and Wizard from his previous professional career, and the Bard through them.

We’ve got the skeleton of an adventuring crew now. A Fighter, a Bard, a Wizard, and a Rogue. To make them work well together, they’ll need to each be reasonably good at their own jobs, compliment each others’ strengths, and mitigate each others’ shortcomings. The Fighter can do this through his Fighting Style, the Bard and Wizard through their spell selections, the Wizard has a feat selection coming to him, and all of them through their skills. The Fighter was rolled first, so we’ll start with him.

The Rogue and the Fighter are both going to be handy in a melee scrap. The Bard’s excellent Dexterity will make her dangerous with a finesse weapon like the Rapier, but her poor Constitution will leave her pretty fragile. The Wizard is also pretty fragile, and will be leading from the rear when things come to blows. Half of the group is a bit on the wimpy side and we have no dedicated healer-type, so we’ll have our Fighter pick up the Protection Fighting Style.

The Tambourine Bard is our only source of magical healing, so we want he to pick Cure Wounds as one of her first four spells. Healing Word is tempting, at the risk of becoming overly-focused. We’ll grab Faerie Fire for general combat support, instead. Dissonant Whispers is a great spell to use on a bad-guy within reach of our Muscle Rogue friend, making for a potential extra Sneak Attack. Round things out with perennial favorite Charm Person and let’s grab two cantrips. Minor Illusion and Viscious Mockery are both great go-to spells that anybody would be glad to have on-hand.

Our Scheming Boss-man Wizard has a lot of decisions to make. He knows three cantrips and six first-level spells. Eventually he’s going to be an Evoker, but that doesn’t burden his spell selection. It just speaks to his mindset. Any arcanist is well-served by knowing Detect Magic and Identify. Normally a Wizard would be happy to let his Bard companion take care of deciphering ancient runes and such, but our Half-elf friend isn’t intellectually gifted. We’ll pick up Comprehend Languages. His friends are already quite good at hurting individual opponents one at a time, so something like Burning Hands or Thunderwave would be a nice addition as crowd control. We could go with Sleep or Color Spray, both of which are file spells, but this guy’s going to be an Evoker some day, so let’s get off on the right foot. Thunderwave it is. Fragile fellow that he is, Mage Armor would be prudent. For our final first-level spell, we pick up Grease, which may have a dozen good uses in and out of combat. For cantrips we select Mage Hand, Prestidigitation, and Fire Bolt.

In our next installment, we’ll select backgrounds, personality traits, ideals, bonds, flaws, skills, and equipment.

The 5e Archer Druid

archer_druid

In which we attempt to make a Druid whose focus is on archery for Fifth Edition Dungeons & Dragons

Let’s delve into a spellcasting class and do something a little different with it, shall we? Let’s take our favorite pointy-eared friends with Longbow proficiency and a bonus to Wisdom, the Wood Elf, and see if we can’t come up with a bow-wielding Druid that works reasonably well.

Racial selection is pretty simple. Wood Elves are thematically appropriate, they bring proficiency with the best ranged weapon to the table, they get a +2 bonus to Dexterity (nice for the bow) and a +1 bonus to Wisdom (nice for Druid spellcasting). For stats we use the standard Heroic array and place the 15 in Wisdom, 14 in Dexterity, 13 in Constitution, 10 in Strength, 8 in Charisma. After our racial modifiers we get a statline of Str 10 Dex 16 Con 13 Wis 16 Cha 8.

For a background let’s take Hermit. This isn’t a charismatic elf, so a solitary life surrounded by nature seems about right. This grants proficiency in Nature and Religion and a bevy of story-driving background hooks. As a Wood Elf we’re already proficient in Perception, so for our last two skills we select Animal Handling and Survival from the Druid list.

At first level we gain the Druidic language. Hooray. More importantly we gain spellcasting. We know two cantrips and can prepare four spells at a time. Cantrip selection is important. Guidance can make our ranged attacks more successful, so we definitely pick that up. Mending lets you get all your arrows back at the end of a fight and can be generally useful for fixing other things. Interesting 1st level Druid spells for an archer include Entangle, Jump, Longstrider, and most particularly Faerie Fire. Cast Faerie fire on a group of enemies and watch your allies fall in love with you.

At second level we gain Wild Shape and Druid Circle as class features. Wild Shape has a fair amount of utility, but we won’t be using it in combat. Bears don’t shoot bows, last I checked. They prefer to use polearms. Selection of a Druid Circle is fairly straightforward. The Circle of the Moon offers better combat-capable Wild Shape use. But we don’t care about Wild Shape in combat, so we select Circle of the Land. We get initiated in the Grasslands for reasons of spell selection and because archers thrive on the open steppes. Ask the Parthians. Or the Huns. Or the Mongols. This level the Circle of the Land grants us a Wizard-like ability to recover some of our spell slots as part of a short rest. It also grants us a third known cantrip. At this point we should know Druidcraft, Guidance, and Mending. Not a game-breaker, but nice.

At third level we gain access to 2nd level spells. As a Grassland Druid, we gain Invisibility and Pass Without Trace on our spell list, always treated as prepared, and available to cast normally. How handy Invisibility might be to an archer should be self-evident. Other 2nd level spells on your list include Enhance Ability (which doesn’t actually improve your ability score, but grants advantage), Heat Metal, and Spike Growth. You also gain a fourth cantrip. Let’s take Thorn Whip.

The fourth level we get our first feat or ability score bump. Sharpshooter is extremely tempting here. To avoid range and cover penalties we pick it up. With only a +5 to attack with a bow, taking a -5 to hit for a +10 to damage is something that would rarely be worthwhile at this point, but the option is there. We also get an improvement to Wild Shape, being able to take CR 1/2 forms, including those with swim speeds. Potentially very useful.

At fifth level all our Ranger and Fighter buddies just got their second attack. We’re super jealous, but our Druid Circle selection gets us Daylight and Haste. Why might we be interested in getting Haste? Hmm. A mystery.   Other 3rd level spells we may find interesting include Dispel Magic and Wind Wall.

At sixth level we gain Land’s Stride, allowing easier movement through non-magical rough terrain. This may be good for getting into an advantageous position.

At seventh level we gain access to fourth level spells, including Divination and Freedom of Movement. Other fourth level spells we may find interesting are Grasping Vine and Stone Shape.

At eighth level we finally get off our butts and improve that Dexterity score to 20. We attack once per round at +7 for 1d8+4 damage with a longbow, various means of assuring advantage on our attacks, pinning opponents in place, deterring them from closing into melee with us, and otherwise supporting our allies. We may also use Wild Shape to take CR 1 forms, including those that can fly.

At ninth level we get fifth level spells and our last round of Circle Spells in the form of Dream and Insect Plague. Neither of these are particularly on-theme for our bow-wielding Druid. Other fifth level spells of interest are Contagion, which is insanely good and should be house-ruled or tamed by errata of some sore, and Scrying. Our proficiency bonus bumps up to +4, and we are now at a point where using Sharpshooter for extra damage is frequently a reasonable choice.

At tenth level we gain a fifth cantrip. Considering how hard some things hit at these levels, Resistance can be a life-saver. We also gain immunity to poison and disease. We’re also immune to charm and fear from fey creatures, which I suppose is good for some campaigns.

At eleventh level we gain access to sixth level spells, and most D&D campaigns are winding down or rapidly approaching climax.  Take a look at Conjure Fey. Then look through the Monster Manual at what some of the creatures you can summon are capable of doing. Then scratch your head and wonder why you wouldn’t want a little of that in your life.

At twelfth level we bump Wisdom up to 18. Will we ever top off an attribute at twenty? Odds are we’ll never see level 16, so no. The DC to resist our spells stands at 18. We attack with our Longbow at +8 for 1d8+4 damage twice per round with Haste (which we can cast 3 times per day at 3rd level, nine times tops). We may optionally attack at +3 for 1d8+14 due to Sharpshooter. We have several ways to gain advantage for ourselves.

By way of comparison, a Battle Master Archer attacks three times per round, all day every day, with a 15% higher chance to hit and a hair more damage, with a few handy tricks for making those shots have tactical effects. She can’t, however, turn into a flying venomous serpent twice a day.

Archer Druid
Wood Elf Druid (Circle of the Grassland) 12
Hermit Background
Chaotic Earthy

Attribute Value Bonus Save
Str 10 +0 +0
Dex 20 +5 +5
Con 13 +1 +1
Int 12 +1 +5
Wis 18 +4 +8
Cha 8 -1 -1

Skills:Animal Handling (8), Nature (5), Perception(8), Survival(8), Religion(5)
Languages: Common, Elven, Druidic, Masonic
Hit Points: 75
Armor Class: 16 (Leather plus Dexterity)
Initiative: +5
Weapons: Longbow (+9 to attack, 1d8+5 damage) or Longbow (+4 to attack, 1d8+15 damage), Short sword(+9 to attack, 1d6+5 damage)
Spell DC: 16
Spells Prepared: 16
Cantrips: Druidcraft, Guidance, Mending, Resistance, Thorn Whip
1st: Cure Wounds, Detect Magic, Entangle, Faerie Fire, Fog Cloud
2nd: Barkskin, Enhance Ability, Flame Blade, Heat Metal, Invisibility*, Pass Without Trace*
3rd: Daylight*, Dispel Magic, Haste*
4th: Divination*, Freedom of Movement*, Grasping Vine, Stone Shape
5th: Contagion, Dream*, Insect Plague*, Scrying
6th: Conjure Fey, Heal
Other notable features: Wild Shape (up to CR1 beast), immunity to Poison, Disease, Magical Sleep, Charm or Fear from Fey sources, Advantage against Charm from any source, Darkvision 60′, unshorn armpits.

Please feel free to use in your own adventures, with or without attribution or even remembering where you got the idea. Games are made to be played.