smoke_shinobi
First Post
A bit of background - currently playing HotDQ, party includes halforc DW fighter/barb, human shadow monk, dwarven wizard in heavy armor, half elf cleric healing, halfling rouge assassin, (occasionally) tiefling blastlock, my character is a high elf bard, currently level 3.
We are working in a homebrew world where heavy armour, or any armour really, isn't very common - due to the world being very temperate and the presence of firearms. Not to mention magic, I really doubt in a magically charged world anyone would really wear armour at all, but thats not the point. While adventurers are more likely to wear armour, going underground, figthing at night/in a forest/etc, thus negating the heat factor, my character is a secret agent james bond style, so being well defended while wearing no armour is a priority. Also, Ive wanted to make an unarmoured spear fighter for some time - think Balsa, or the Viper.
unarmored dex based spear fighter - SECRET AGENT/DUELIST
Bard Lore 14/Paladin Vengence 5/Monk 1
Race Highelf
Background Criminal (Spy)
Str13, Dex19, Con14, Int14, Wis16, Cha15
Monk 1 - Unarmored Defence, with my high dex and wis combo with bracers of defence results in competitive AC.
- monk weapons (SPEAR) use dex for attack and damage
Paladin 5 - Caster synergy, Vow of Enmity (advantage on attacks for 1 minute, hunters mark), EXTRA ATTACK, smitey goodness, not to mention all sorts of paladin fun in those early levels.
1 - bard1 - BI(d6)
2 - bard2 - JAck of all trades
3 - bard3 - Lore College, Expertise (Acro, Decep), cutting words
4 - monk1 - UA Defence, Martial Arts,
5 - paladin1 - divine sense 3/day, Lay on Hands,
6 - paladin2 - fighting style (GWF), Divine Smite 2d8,
7 - paladin3 - immune to disease, bane/hunters mark spells, vow of enimity (advantage on attacks for 1min/short rest)
8 - paladin4 - +1dex +1cha
9 - paladin5 - extra attack
10 - bard4 - +2wis
11 - bard5 BI(d8)
12 - bard6 - magical secrets (swift quiver, fireball/X Smite)
Sure, in the long run miss out of level 8 and 9 spells. Which results in the loss of TWO spells. Which I can live with.
by level 10 I'll have Dex 20, Wis 18, Cha 16. Initiative +7, AC 19, +13 Acrobatics, +11 Deception, 2 attacks. Add all the fun spells, buffs, vows, smites, 8 trained skills.
Im really just asking for your thoughts on its general efficacy in terms of game play. as this is my first 5e character Ive played.
We are working in a homebrew world where heavy armour, or any armour really, isn't very common - due to the world being very temperate and the presence of firearms. Not to mention magic, I really doubt in a magically charged world anyone would really wear armour at all, but thats not the point. While adventurers are more likely to wear armour, going underground, figthing at night/in a forest/etc, thus negating the heat factor, my character is a secret agent james bond style, so being well defended while wearing no armour is a priority. Also, Ive wanted to make an unarmoured spear fighter for some time - think Balsa, or the Viper.
unarmored dex based spear fighter - SECRET AGENT/DUELIST
Bard Lore 14/Paladin Vengence 5/Monk 1
Race Highelf
Background Criminal (Spy)
Str13, Dex19, Con14, Int14, Wis16, Cha15
Monk 1 - Unarmored Defence, with my high dex and wis combo with bracers of defence results in competitive AC.
- monk weapons (SPEAR) use dex for attack and damage
Paladin 5 - Caster synergy, Vow of Enmity (advantage on attacks for 1 minute, hunters mark), EXTRA ATTACK, smitey goodness, not to mention all sorts of paladin fun in those early levels.
1 - bard1 - BI(d6)
2 - bard2 - JAck of all trades
3 - bard3 - Lore College, Expertise (Acro, Decep), cutting words
4 - monk1 - UA Defence, Martial Arts,
5 - paladin1 - divine sense 3/day, Lay on Hands,
6 - paladin2 - fighting style (GWF), Divine Smite 2d8,
7 - paladin3 - immune to disease, bane/hunters mark spells, vow of enimity (advantage on attacks for 1min/short rest)
8 - paladin4 - +1dex +1cha
9 - paladin5 - extra attack
10 - bard4 - +2wis
11 - bard5 BI(d8)
12 - bard6 - magical secrets (swift quiver, fireball/X Smite)
Sure, in the long run miss out of level 8 and 9 spells. Which results in the loss of TWO spells. Which I can live with.
by level 10 I'll have Dex 20, Wis 18, Cha 16. Initiative +7, AC 19, +13 Acrobatics, +11 Deception, 2 attacks. Add all the fun spells, buffs, vows, smites, 8 trained skills.
Im really just asking for your thoughts on its general efficacy in terms of game play. as this is my first 5e character Ive played.
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