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Advise me on a Dragonborn Valor Bard
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<blockquote data-quote="Herobizkit" data-source="post: 6695315" data-attributes="member: 36150"><p>I have a few random thoughts.</p><p></p><p>Starting at level 1 isn't a big deal. Your forst 4 levels are basically 'tutorial' levels, but you're also at your most vulnerable at level 1. Then again, so is the rest of the party. To be flexible, I'd advise carrying some throwing weapons and be a 'skirmisher' for a bit. It's a free action to draw/stow a weapon AND, if you have two throwing weapons handy, you can throw both in one round (minus the STR bonus for damage from the second, I believe).</p><p></p><p>Grappling is nifty. The best way to make it effective is high strength and high Athletics. Without a Feat to make it better, your melee choices are "hit for damage" or "try and grapple". Even at level 1, with 16 STR and training (and later Skill focus) in Athletics (which you can boost via your Bardsong and even magic - Athletics is a skill check, not an attack roll), you'll be darn good at it.</p><p></p><p>For the full-meal deal of Grappling information, <a href="http://community.wizards.com/forum/player-help/threads/4142801" target="_blank">click here</a>.</p><p></p><p>Re your AC: The heaviest Light armor is still +4 to AC, but AC remains pretty static throughout 5e. You can have an 18 AC at level 1 and, with no magic, still have an 18 AC at level 10 and be perfectly fine. If you're skirmishing, you're staying out of melee and throwing stuff and moving about, but you're also in range to jump into melee in a single move. Teamwork is key...</p><p></p><p>... which brings me to my last point. Bard is THE MOST versatile class, and you'll always have something to do on your turn. That doesn't always mean you _should_ do something, nor does it mean that you will shine in every encounter. D&D's a team game. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6695315, member: 36150"] I have a few random thoughts. Starting at level 1 isn't a big deal. Your forst 4 levels are basically 'tutorial' levels, but you're also at your most vulnerable at level 1. Then again, so is the rest of the party. To be flexible, I'd advise carrying some throwing weapons and be a 'skirmisher' for a bit. It's a free action to draw/stow a weapon AND, if you have two throwing weapons handy, you can throw both in one round (minus the STR bonus for damage from the second, I believe). Grappling is nifty. The best way to make it effective is high strength and high Athletics. Without a Feat to make it better, your melee choices are "hit for damage" or "try and grapple". Even at level 1, with 16 STR and training (and later Skill focus) in Athletics (which you can boost via your Bardsong and even magic - Athletics is a skill check, not an attack roll), you'll be darn good at it. For the full-meal deal of Grappling information, [url=http://community.wizards.com/forum/player-help/threads/4142801]click here[/url]. Re your AC: The heaviest Light armor is still +4 to AC, but AC remains pretty static throughout 5e. You can have an 18 AC at level 1 and, with no magic, still have an 18 AC at level 10 and be perfectly fine. If you're skirmishing, you're staying out of melee and throwing stuff and moving about, but you're also in range to jump into melee in a single move. Teamwork is key... ... which brings me to my last point. Bard is THE MOST versatile class, and you'll always have something to do on your turn. That doesn't always mean you _should_ do something, nor does it mean that you will shine in every encounter. D&D's a team game. :) [/QUOTE]
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