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D&D 5E Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

Celtavian

Dragon Lord
Jubali: Half-elf female Lore Bard 10/warlock (Fey Pact) 3
(Stat Points: 27, Half-elf racial bonuses: +1 dex, +1 Con, +2 Cha)
Medium Female Humanoid
Armor Class 15 (elven chain, dex)
Hit Points 107 (13d8+39)
Speed 30 ft.
Senses Darkvision 60ft.
Str 8 (-1) Dex 14 (+2) Con 16 (+3)
Int 10 (+0) Wis 12 (+1) Cha 19 (+4)
Alignment chaotic neutral
Languages common, elvish, draconic, sylvan.

TRAITS
Proficiency (+5)
Tools:
Saving Throws: Wis, Cha, Con
Darkvision (60 feet)
Keen Senses
Fey Ancestry
Skill Versatility (Perception, Acrobatics)
Bardic Inspiration (4/short rest; d10)
Son of Rest (d8)
Jack of All Trades (+2; includes initiative)
Bard College (Lore)
Expertise (Stealth, Perception, Acrobatics, Persuasion)
Font of Inspiration
Countercharm
Magical Secrets (10th, Circle of Power, wall of force)
Bonus Proficiencies (College of Lore: Investigation, Arcana, Performance)
Cutting Words (60 feet, creatures immune to charm are immune, uses inspiration)
Additional Magical Secrets (+2 spells any class: counterspell, absorb elements
Pact Magic (Pact of the Chain: Sprite, cast find familiar as ritual)
Eldritch Invocations (Agonizing Blast, Devil Sight)
Fey Presence [10 foot cube, Frightened or Charm until end of next turn, Wis Save]


SKILLS (Passive Perception 21)
History +5, Persuasion +14, Perception +11, Acrobatics +12, Insight +6, Athletics +4, Stealth +12, Investigation +5, Arcana +5, Performance +9
TOOLS: Lute, Flute, Harp.

LEVEL BONUSES: +2 Charisma, Resilient: Con

ACTIONS (Initiative +4)
Melee Attacks— Dagger (2): +7/+7 to hit (reach 5 ft.; one creature).
Hit: 1d6+2/1d4+2 piercing damage
Ranged Attack—Dagger: +7 to hit (range 20/60 ft; one creature).
Hit: 1d4+2 piercing damage
Ranged Attack—Eldritch Blast: +9 to hit (range 120 ft; 3 beams)
Hit: 1d10+4

EQUIPMENT Arcane Focus (bard and warlock), dungeoneer's pack, studded leather armor. gem of seeing, boots of speed, 2 :potions of greater healing, permanent components for spells, 2: uses of consumable components per spell, 5: uses of greater restoration.

PERSONAL CHARACTERISTICS
Background -Noble (Daughter of human king of a small kingdom that married an elf woman)
Feature: Position of Privilege
Skill Proficiencies-History (Int), Persuasion (Cha)
Tool Proficiencies: Cards (She enjoys card games that are a mix of chance and skill)
Languages: Sylvan
Appearance: A strikingly beautiful, silvery blond-haired woman with a lithe, voluptuous build and vibrant sky-blue eyes filled with whimsy. Her voice is flirtatious and musical.
Traits: I am always in motion like the wind dancing across the world.
Ideals: Independence (I am beholden to no one and refuse to be confined by the world of human nobility)
Bond: My loyalty to my mother is unwavering.
Flaw: In fact, the world does revolve around me.

BARD SPELL SLOTS: 4/3/3/3/2 (+9 spell attack, DC 17 save)
BARD SPELLS KNOWN: 14 (+2 magical secrets Lore Bard; up to lvl 5)
Cantrips (4): vicious mockery, mage hand, prestidigitation, minor illusion,
1st: healing word, silent image, thunderwave, absorb elements
2nd: see invisibility, suggestion, heat metal
3rd: hypnotic pattern, dispel magic, counterspell
4th: dimension door, greater invisibility,
5th: greater restoration, hold monster, circle of power, wall of force



WARLOCK SPELL SLOTS PER SHORT REST: 2 LEVEL: 2
WARLOCK SPELLS KNOWN (2 cantrips, 4 spells known up to 2nd level)
Cantrips: eldritch blast, chill touch
1st: faerie fire, sleep, hex
2nd: darkness,
 
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Celtavian

Dragon Lord
Dom: Hill Dwarf Cleric of Life 13
(Stat Points: 27, Hill Dwarf racial bonuses: +2 Con, +1 wis)
Medium Female Humanoid
Armor Class 21 (+1 plate armor, shield)
Hit Points 133 (13d8+65)
Speed 30 ft.
Senses Darkvision 60ft.
Str 19 [11] (+4) Dex 10 (+0) Con 18 (+4)
Int 10 (+1) Wis 20 (+5) Cha 10 (+0)
Alignment neutral
Languages common, elvish, dwarven.

TRAITS
Proficiency (+5)
Tools:
Saving Throws: Wis, Cha, Con.
Darkvision
Dwarven Resilience
Dwarven Combat Training
Tool Training (Mason's tools)
Stonecunning
Dwarven Toughness (+13 hit points)
Ritual Casting
Channel Divinity (2/short rest)
Destroy Undead (CR 2)
Divine Intervention
Disciple of Life
Channel Divinity: Preserve Life
Blessed Healer
Divine Strike (+ 1d8 radiant)

SKILLS Insight +10, Persuasion +5, Medicine +10, Religion +5.

LEVEL BONUSES: Res: Con, +2 Wis, +2 Wis.

ACTIONS
Melee Attacks— Warhammer: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+0 bludgeoning damage
Melee Attacks-Mace of Disruption: +9 to hit (reach 5 ft.; one creature)
Damage: 1d8+4 plus 1d8 radiant (+2d6 radiant to fiend or undead-If 25 hit points or fewer after taking this damage, it must succeed on a DC 15 wisdom save or be destroyed-on a success the creature is frightened until the end of my next turn; sheds bright light 20 feet and dim light additional 20 feet)
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature).
Hit: 1d4+0 piercing damage
Ranged Attack—Spell: +10 spell attack roll.


EQUIPMENT holy symbol, explorer's pack, permanent components for spells, 2: uses of consumable spells, 5: uses greater restoration, 2: healing potions, gauntlets of ogre power.

SPELLS (4/3/3/3/2/1/1 plus 5 cantrips-DC 18 spell saves; +10 spell attack roll)
Cantrips: sacred flame, resistance, guidance, mending, spare they dying
[Spells known: 18 plus domain]
1st bless-D, cure wounds-D, healing word, protection from evil and good
2nd: lesser restoration-D, spiritual weapon-D, aid, prayer of healing
3rd: beacon of hope-D, revivify-D, dispel magic, protection from energy, water walk, spiritual guardians.
4th: death ward-D, guardian of faith-D, banishment, freedom of movement, divination.
5th: mass cure wounds-D, raise dead-D, greater restoration, flame strike
6th: heal, blade barrier, harm, true seeing
7th: divine word

PERSONAL CHARACTERISTICS
Background -Guild Artisan (Dom is a dwarf merchant that buys and sells items recovered from adventuring)
Feature: Guild Membership
Skill Proficiencies-Insight (Wis), Persuasion (Cha)
Tool Proficiencies: Miners' Tools
Languages: Elvish
Appearance: A handsome blonde dwarf with a well-groomed beard and friendly blue eyes. He has a disarming demeanor and is friendly for a dwarf.
Traits: I find wealth is often buried in dangerous and hidden places. Finding and extracting that wealth is profitable.
Ideals: Profit (I like money. What dwarf doesn't?)
Bond: Friendship is valuable. Never leave a friend to die or they might do the same to you. It is better to die with friends than alone.
Flaw: I'll do anything to get my hands on something rare or priceless.
 

Celtavian

Dragon Lord
Seebo
Race: Gnome (Forest) Class: Wizard (Abjurer) 13
Background: Urchin Alignment: Neutral
Sex: Male Age: 23 Height: 3’ Weight: 30lbs. Size: Medium
Senses: passive perception 21, Passive Investigation 25
Speed: 25 ft

Abilities (27 points)
Str 8 -1 (base 8)
Dex 14 +2 (base 13, +1 forest gnome)
Con 16 +3 (base 15, +1 con)
Int 20 +5 (base 15, +2 gnome, +2 ASI, +1 Observantion)
Wis 12 +1 (base 12)
Cha 8 -1 (base 8)

Proficiency: (+5)
Saving Throws: Intelligence +10, Wisdom +7
Skills: Stealth +7, Sleight of Hand +7, Investigation (Int) +10, Arcana (Int) +10
Tools: none
Languages: common, draconic, dwarvish, elvish

Feats:
Resilient (Con)
Observation (+5 Passive Perception (Wisdom) and Passive Investigation (Int).

Combat
Initiative: +2
Defense:
Armor Class: 12 (15 with mage armor)
Hit Points: 93 (13d6+39) (Arcane Ward 31hp)
Hit Dice: 13d6
Attacks:
+1 Quarterstaff: +5 to hit (reach 5 ft.; one creature).
Damage: 1d6 bludgeoning damage (1d8 bludgeoning damage if wielded in two hands)
Chill Touch: +11 to hit (range 120 ft.; one creature).
Damage: 3d8 necrotic damage, can not regain hit points for 1 round

Class Features
Arcane Recovery: Once per day during a short rest recover 7 level of spell slots.
Abjuration Savant: Gold and time spent to copy an abjuration spell into spellbook is halved.
Arcane Ward: When cast an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell’s magic to create a magical ward on himself that lasts until he finishes a long rest. The ward has 31 hit points (twice wizard level + his Int mod). Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can’t create it again until you finish a long rest.
Projected Ward: When a creature can see within 30’ of him takes damage, he can use his reaction to cause his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Improved Abjuration: When cast an abjuration spell that requires him to make an ability check as a part of casting that spell (as in counterspell and dispel magic), he adds his proficiency bonus to that ability check.

Prepared Spells
DC: 18
Cantrips: Chill Touch, Shocking Grasp, Mage Hand, Minor Illusion (free gnome), Prestidigitation, fire bolt
Level 1 (4 slots): Mage Armor, Shield, Absorb Elements.
Level 2 (3 slots): Misty Step, Web
Level 3 (3 slots): Counterspell, Fireball, Hypnotic Pattern, Dispel Magic
Level 4 (3 slots): Banishment, greater invisibiilty, Polymorph
Level 5 (2 slots): Bigby's Hand, hold monster, Wall of Force
Level 6 (1 slot): disintegrate, mass suggestion.
Level 7 (1 slot): teleportation.

Known Spells
1st-level: Alarm(r), Absorb Elements, Burning Hands, Charm Person, Find Familiar(r), Feather Fall, Mage Armor, Shield, Sleep
2nd-level: Mirror Image, Misty Step, Scorching Ray, Web.
3rd-level: Counterspell, Fireball, Hypnotic Pattern, Leomund’s Tiny Hut-R, Dispel Magic, water breathing (ritual)
4th-level: Banishment, greater invisibility, Polymorph
5th-level: hold monster, Bigby's Hand, Wall of Force, Rary’s Telepathic Bond (R).
6th-level: Disintegrate, Mass Suggestion.
7th-level: Teleportation, Simulacrum.

Equipment
Quarterstaff of the War Mage +1, Ring of Evasion, spell component pouch, arcane focus (wand), scholar's pack, spellbook, 2 potions of greater healing, bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, set of fine clothes, and a belt pouch.

Money: ? gp

Quarterstaff of the War Mage +1
As well as being a +1 magic weapon, holding this staff grants a +1 bonus to spell attack rolls and, in addition, you ignore half cover when making the spell attack.

Ring of Evasion (Attuned, 3 charges)
When fail a dexterity saving throw, he can use his reaction to expend one charge to succeed on that saving throw instead.

Myrkyn's Teleport Focus
A crystal the size of a clenched fist. By holding the crystal and expending a spell slot of at least 5th level, the crystal allows the wielder to cast teleport - but only to the teleportation circle programmed. It takes 1 minute to program a new set of coordinates into the stone.

PERSONAL CHARACTERISTICS
Background -Urchin (Seebo grew up on the streets)
Feature: City Secrets
Skill Proficiencies-Sleight of Hand (Dex), Stealth (Dex)..
Tool Proficiencies: Disguise Kit, Thieves' Tools
Appearance: A slightly under three foot deep gnome with light tan skin and hazel eyes. Seebo is fairly non-descript and extremely quiet. He very rarely speaks.
Traits: I like to eat because food was rare when I was younger.
Ideals: People. I help the people that help me-it's how we stay alive.
Bond: I owe my survival to Princess Jubali. She found me on the street and paid for wizardly education. She says gnomes make good wizards.
Flaw: I will do anything to please Princess Jubali. She's had me do some really stupid and dangerous things.

Familiar
Batbert
Bat (tiny celestial)
Standard stats
 
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Celtavian

Dragon Lord
Timoryn “Tim” Deathstalker
Race: Wood Elf Class: Fighter (Eldritch Knight) 13
Background: Outlander Alignment: Neutral
Sex: Male Age: 31 Height: 6' Weight: 170lbs. Size: Medium
Senses: passive perception 16, darkvision 60'
Speed: 35 ft

Abilities (27 points)
Str 10 +0 (10 base
Dex 20 +5 (15 base, +2 Elf, +3 Ability Score Improvement)
Con 16 +3 (15 base, +1 ASI)
Int 12 +1 (12 base, )
Wis 12 +1 (11 base, +1 Wood Elf)
Cha 8 +0 (8 base)

Proficiency: (+5)
Saving Throws: Strength , Con
Skills: Athletics (Str) +5, Survival (Wis) +6, Perception (Wis) +6, Insight (Wis) +6.
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism Kit.
Languages: common, elvish, sylvan.

Combat
Initiative: +5
Defense
Armor Class: 17 (12 armor, +5 Dex)
Hit Points: 121 (13d10+39)
Hit Dice: 13d10
Attacks
Rapier: +10 to hit (reach 5 ft.)
Damage: 1d8+5 piercing damage
+1 hand crossbow: +13 to hit (range 30/120 ft.)
Damage: 1d6+6 piercing damage
Heavy Crossbow: +12 to hit (range 100/400 feet)
Damage: 1d10+5

Features and Traits
Darkvision: 60’
Fey Ancestry: Have advantage on saving throws vs. charmed, immune to magic sleep.
Mask of the Wild: Can hide when lightly obscured by natural phenomena.
Trance: Meditate for 4 hours a day and gain the same benefit as 8 hours of sleep.
Fighting Style: Archery, + 2 ranged attack rolls.
Extra Attack: Can attack twice with the attack Action or can also attack when animal companion is ordered to attack.
Sharpshooter
Crossbow Expert
Weapon Bond: +1 crossbow
War Magic: When cast cantrip, weapon attack as bonus action.
Eldritch Strike: Hit with weapon attack, disadvantage on save on next spell you cast before end of next turn.

Known Spells (9 spells known; abjuration and evocation; 2 can be outside those two schools)
DC: 14, +6 spell attack roll
Cantrips: (3) blade ward, chill touch, minor illusion.
Level 1 (4 slots): shield, absorb elements, find familiar, thunderwave, magic missile.
Level 2 (3 slots): see invisibility, gust of wind.
Level 3 (2 slots): protection from energy, dispel magic.

Equipment
studded leather armor, rapier, +1 hand crossbow, quiver, 10 flaming bolts, 60 hand crossbow bolts in quivers hanging from waist, leatherworking tools, iron pot, shovel, diamond dust (500gp worth), spell component pouch, Boots of the Winterland, Cloak of Elvenkind, 2 potions of greater healing, explorer’s pack, 40 bolts in backpack, heavy crossbow, 40: heavy crossow bolts.

Boots of the Winterlands (attuned)
While wearing these boots Bel gains the following benefits:
Resistance to cold damage.
Ignore difficult terrain created by ice and snow.
Can tolerate temps as low as -50 degrees without additional protection. With heavy clothes can tolerate temps as low as -100 degrees.

Cloak of Elvenkind (attuned)
While wearing this cloak with the hood up, Wisdom (Perception) checks made to see you have disadvantage, and Dexterity (Stealth) checks have advantage to hide. Pulling the hood up or down requires an action. (Hood is up)

PERSONAL CHARACTERISTICS
Background -Outlander (From deep in forests in wood elf kingdoms)
Feature: Wanderer
Skill Proficiencies-Athletics (Str), Survival (Wis)
Tool Proficiencies: Herbalism Kit (Modified Outlander background)
Languages: Sylvan
Appearance: A slim, athletic wood elf of medium height with coppery skin, light brown hair, and hazel eyes. Tim always seems calm and composed, even when there's no reason he should be.
Traits: I'm driven by wanderlust that led me away from home.
Ideals: Curiosity (I want to see and learn about everything.)
Bond: My loyalty is to the few I choose to call friends.
Flaw: Nearly everything can be solved with an arrow.

Familiar: Batbert; Bat (tiny celestial); Standard stats.
 
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Celtavian

Dragon Lord
Ryken: Half-elf male Oath of Vengeance Paladin 12/Sorcerer (Draconic) 1
(Stat Points: 27, Half-elf racial bonuses: +1 Str, +1 Con, +2 Cha)
Medium Male Humanoid
Armor Class 21 (plate armor, shield, defensive)
Hit Points 120 (12d10 and 1d6+40)
Speed 30 ft.
Senses Darkvision 60ft.
Str 16 (+3) Dex 10 (+0) Con 16 (+3)
Int 8 (-1) Wis 10 (+0) Cha 18 (+4)
Alignment chaotic neutral
Languages common, elvish, giant.

TRAITS
Proficiency (+5)
Saving Throws: Wis, Cha, Con.
Darkvision
Fey Ancestry
Skill Versatility (Perception, Survival)
Fighting Style (Defensive)
Channel Divinity (Oath of Enmity/Abjure Enemy)
Relentless Avenger
Divine Sense (5/day)
Lay on Hands (60 points)
Divine Smite
Aura of Protection
Aura of Courage (Immune to frightened-10 foot aura)
Improved Divine Smite (+1d8 radiant damage-stacks with smite)

SKILLS Perception +5, Survival +5, Intimidation +10, Athletics +8, Insight +5, Medicine +5.

LEVEL BONUSES: Warcaster, Resilient: Con, +1 str/+1 cha.

ACTIONS
Melee Attacks— +1 Longsword: +9 (reach 5 ft.; one creature).
Hit: 1d8+4 plus 1d8 radiant
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature).
Hit: 1d4+3 piercing damage
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature).
Hit: 1d8+0 piercing damage

Spell Slots (Multiclass 7th level) (Slots: 1st: 4 2nd: 3 3rd: 3 4th 1)
Paladin Spells:
1st: bane-O, hunter’s mark-O, protection from evil and good, shield of faith, cure wounds, bless.
2nd: hold person-O, misty step-O, aid, lesser restoration, find steed, protection from poison.
3rd: haste-O, protection from energy-O, aura of vitality, dispel magic.


Sorcerer Spells (Spells known: 2)
Cantrips (4): blade sharp, chill touch, shocking grasp, thunderclap.
1st: shield, feather fall.

EQUIPMENT Plate Mail, Spellguard Shield, Longsword+1, Javelin(5), Holy Symbol, Backpack, Blanket, Candles(10), Tinderbox, Alms Box, Blocks of Incense(2), Censer, Vestments, Day's Rations(2), Waterskin, Fine clothes, Signet Ring, Scroll of Pedigree, 66 gems@100gp, 150gp, A disk of Cornish stone (serpentine), Potion of Extra Healing(2), Holy Water(10), Small Silver Mirror, Leather Strap (for the Freedom of Movement spell), Holy Parchment (for the Shield of Faith spell), Strip of White Cloth (for the Aid spell)

PERSONAL CHARACTERISTICS
Background -Soldier (Officer in military)
Feature: Military Rank (Officer in king's military-On assignment to guard king's daughter)
Skill Proficiencies-Athletics (Str), Intimidation (Cha)
Tool Proficiencies: Chess equivalent game, Vehicles (Land)
Appearance: Ryken is a tall, grim man with shoulder-length black hair and thousand yard stare green eyes. He never smiles.
Traits: I can stare down a hell hound without flinching.
Ideals: Responsibility (I am sworn to protect the king's daughter or avenge her death.)
Bond: My loyalty to my king and his daughter is absolute.
Flaw: I am the queen's bastard son after she was raped by the king's enemy. No one can find out.


Spellguard Shield: Advantage on spell saves and spell attacks have disadvantage.
 

Celtavian

Dragon Lord
I needed characters to roll this out. I finally mostly finished them. Just need to do some work on the wizard. I just took the magic items Flamestrike gave the other PCs. Then I'll run the tactics I intend given the maps Flamestrike listed and see how it runs. Those slaad are kind of annoying. Anything with AoE attacks is taxing on the party.
 

Celtavian

Dragon Lord
My group took out the wolves in 3 rounds and they were able to attack twice. The breath weapons do an average 18 damage, half on a save. A couple characters managed to evade the damage entirely and all but the animal companion took half damage. The following round they did 25 damage (and only hit because of pack tactics) to one character and failed to trip him. Even if they did it would have been totally irrelevant, he would just stand backup. Most of the characters would have simply stood up before the giants were able to take advantage of the prone condition.

Honestly prone is a pretty hit or miss condition. If you can prone someone and have someone else attack before they get a turn you get advantage. If not they only lose half their movement.

For example, if the initiative is character 1, giants, character 2, wolves, character 3, then only character 2 will actually be prone for the giants to hit. Character 1 and 3 will simply stand up on their turn and the condition is essentially wasted.

So it took about 2 and a half rounds to take out the wolves and they spread around about 75 damage. So is that the same as having a third giant? I don't know, I think it could go either way.

Are you ensuring to position where the wolves never get a shot on multiple PCs? Or did the initiative order not fall in your favor?
 

Lord Twig

Adventurer
And here's round 4...

Fighter has sword and shield in hands.
Rogue has her rapier and dagger of venom in hands.
Cleric has shield ready on left arm. Spiritual Weapon for 7 rnds.
Wizard has staff in right hand. Mage Armor 8 hours.
Ranger has bow in left hand.

The fighter tries to get them back to one active giant by moving up to giant 2 and using action surge to attack 6 times. He hits all 6 times for 77 damage... Which leaves the giant with 1 hit point left. :(

The giants then go. Giant 1 hits the fighter twice for 78 damage (I rolled well), which removes him from the fight. Giant 2 moves up and attacks the ranger. One hit and one miss for 23 damage.

A chill touch from the wizard removes giant 2 (9 damage). Then everyone else unloads on giant 1.

The rogue stays back and throws a dagger. Unfortunately the giant is no longer engaged with anyone (since the fighter dropped). Even with disadvantage from the range she hits, but only does 9 damage (Max damage! Woohoo!).

The cleric repeats her Spiritual Weapon/Sacred Flame combo, but misses with the Spiritual Weapon and only does 13 damage with her cantrip.

The ranger, with an angry giant in her face, pulls her rapier again and goes to work with her wolf. The ranger does 12 damage and the wolf 27 for a combined 39 points.

End the round with the following status:

Initiative / hit points:
Fighter 24 / 121 -127, unconscious
Giant #1 17 / 150 -61
Giant #2 17 / 138 -146, dead
Wizard 15 / 93 +28
Rogue 14 / 94 -13
NW Wolf 10 / 75 -84, dead
NE Wolf 10 / 75 -75, dead
SW Wolf 10 / 75 -82, dead
SE Wolf 10 / 75 -76, dead
Cleric 8 / 94 -10
Ranger 6 / 108 -28
Wolf 6 / 52 -20

Really unlucky to leave giant 2 with 1 hit point left. If I were the DM I would probably had the giant drop. The fighter made a heroic charge and spent his Action Surge, so I would reward him for that. But for the purposes of this test 1 hit point means fully capable.

Damage-wise, the ranger and her wolf do about the same damage as the fighter, which is pretty good. Of course if the wolf goes down she loses some of her effectiveness.

The party is going to drop the last giant, no question, but it was definitely a big drain on resources. A short rest will be coming up.
 
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BoldItalic

First Post
Looking again at the first encounter, if the Wizard is low in the initiative order (as he was in our first play-through) it's not implausible that he could be dead in the first round before getting the chance to act.

If the DM decides to focus fire on the softest target, throws both giants at the wizard and all four attacks hit (they only miss if they roll 1's and 2's), they do 100 damage and he's down. Then, it only takes three of the four wolves to breathe on him, he take three automatic death fails (even if he makes his Dex saves, he still takes damage) and he's gone before his turn even comes up.

However, assuming, again, the same initiative order, the Paladin and Bard get a chance to intervene. If the Bard can disable two wolves (as she did in the play-through) and the Paladin uses his action to heal the wizard 37 points, that would be enough to soak up the 18 damage from each of the other two wolves even if the wizard fails both saves (about 50% chance of failing both). At worst, he would start his turn on his feet at 1hp and he is in a position to do some damage with spells, after which the Cleric might use his action to heal the wizard back up some more.

But unless the wizard pulls off something dramatic with his spell and disables one of the giants, they are still standing.

Then, in the second round, the same thing happens again ...

:(
 
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Lord Twig

Adventurer
Are you ensuring to position where the wolves never get a shot on multiple PCs? Or did the initiative order not fall in your favor?

I wasn't working on a grid, just using Flamestike's hand drawn map, so it was hard to say for sure, but I ruled they were able to get two characters in each blast. The exception were the 3 characters that weren't able to move before the wolves who were all caught in one of the blasts. Only 3 wolves got a shot off as the first one was killed before it could go.

Only one character was hit twice, and that was the fighter, who cancelled all damage from the first blast with his shield and the rogue, of course, didn't take any damage.

With all the wolves grouped around the party it was hard to spread out very far. I didn't want to leave anyone by themselves to deal with the giants. I'll be interested to see what you do with your characters.

For the next encounter I am going to use a grid.

Edit: The animal companion (that failed its save) took 20 points of that combined damage. And that is damage that wouldn't have been done if it wasn't there. So that is an extra 20 points that needs to be healed just because my ranger decided to take the Beast Master subclass.
 
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