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<blockquote data-quote="Kaffis" data-source="post: 6356193" data-attributes="member: 10305"><p>I'm currently stewing over how best to convert my character from our 4E campaign over to 5th.</p><p></p><p>The character is a wood elf storm warden, who was just about to start in on the Child of the North Wind paragon path. In the campaign setting we're using, some races aren't native to the plane but started showing up 20-30 years ago, all describing wandering in through portals that suddenly appeared, but all with wildly different (and, we've since discovered, delusional) accounts of what their home plane was like. My character claims he was a 1930's-esque barnstorming biplane pilot from a travelling air show in his homeland, much to the bewilderment of everybody else, of course.</p><p></p><p>So I'm stuck with a defensive, protect-the-party character who has classically used a lot of wind-and-thunder themed forced movement shenanigans to keep enemies away from folks, and is used to being the toughest guy in the room. He's a spear-wielder who has previously used both a spear-and-shield combo as well as a longspear.</p><p></p><p>Longspear's gone, but we can call it a pike instead, and the Polearm Mastery feat looks pretty tasty for giving back some of that area control. Protection fighting style is a great port for any 4E Defender, and no longer needs a shield, so we're free to use both. Score!</p><p></p><p>But now we're in a quandary as to how to pick up the nature/primal theming without leaning hard on super-planty stuff like Druid, Ranger, and Green Knight do, since Wind is his element and Thunder/Lightning is his damage type.</p><p></p><p>One option is to do either an Oath of the Ancients Paladin and simply beg the DM to retheme about two thirds of the Oath bonus spells. Entangling Strike gets the twisting vines replaced by focused winds, etc. Could work, but still left with a lot of base Paladin spell list stuff that I just wouldn't feel right casting much. Suboptimal, though probably the most obvious (and usually pleasing) solution when you say "Warden conversion." It just doesn't fit the Storm Warden variety very well at all.</p><p></p><p>Another option is to multiclass Druid/Fighter and habitually prepare spells from about half the spell list. Moderately better, I suppose. The hit die's not as good since Druid's diluting the d10's, but it shouldn't be unworkably terrible, either. Armor might be tricky without some permissive magic item substitution/reflavoring to remove metal, though.</p><p></p><p>Straight-up Ranger is out because the Protection fighting style is too good a fit to pass up. Multiclassing Ranger/Fighter or Ranger/Paladin seems weird and sloppy. Pass.</p><p></p><p>What I'm leaning towards, though, might just be Eldritch Knight. The Wizard spell list is broad and utilitarian enough to do pretty well, even with the limitation of 4 non-Abjuration/Evocation leveled spells. Feather Fall, Gust of Wind, and a re-themed Mage Hand sell this pretty well, I think, and the Eldritch Knight features allowing for combination attacks with bonus actions could really promote the primal vibe of a fighting style naturally incorporating both melee and primal powers.</p><p></p><p></p><p>Thoughts? Anybody see something I missed entirely that looks like a good option to deliver on the theme?</p></blockquote><p></p>
[QUOTE="Kaffis, post: 6356193, member: 10305"] I'm currently stewing over how best to convert my character from our 4E campaign over to 5th. The character is a wood elf storm warden, who was just about to start in on the Child of the North Wind paragon path. In the campaign setting we're using, some races aren't native to the plane but started showing up 20-30 years ago, all describing wandering in through portals that suddenly appeared, but all with wildly different (and, we've since discovered, delusional) accounts of what their home plane was like. My character claims he was a 1930's-esque barnstorming biplane pilot from a travelling air show in his homeland, much to the bewilderment of everybody else, of course. So I'm stuck with a defensive, protect-the-party character who has classically used a lot of wind-and-thunder themed forced movement shenanigans to keep enemies away from folks, and is used to being the toughest guy in the room. He's a spear-wielder who has previously used both a spear-and-shield combo as well as a longspear. Longspear's gone, but we can call it a pike instead, and the Polearm Mastery feat looks pretty tasty for giving back some of that area control. Protection fighting style is a great port for any 4E Defender, and no longer needs a shield, so we're free to use both. Score! But now we're in a quandary as to how to pick up the nature/primal theming without leaning hard on super-planty stuff like Druid, Ranger, and Green Knight do, since Wind is his element and Thunder/Lightning is his damage type. One option is to do either an Oath of the Ancients Paladin and simply beg the DM to retheme about two thirds of the Oath bonus spells. Entangling Strike gets the twisting vines replaced by focused winds, etc. Could work, but still left with a lot of base Paladin spell list stuff that I just wouldn't feel right casting much. Suboptimal, though probably the most obvious (and usually pleasing) solution when you say "Warden conversion." It just doesn't fit the Storm Warden variety very well at all. Another option is to multiclass Druid/Fighter and habitually prepare spells from about half the spell list. Moderately better, I suppose. The hit die's not as good since Druid's diluting the d10's, but it shouldn't be unworkably terrible, either. Armor might be tricky without some permissive magic item substitution/reflavoring to remove metal, though. Straight-up Ranger is out because the Protection fighting style is too good a fit to pass up. Multiclassing Ranger/Fighter or Ranger/Paladin seems weird and sloppy. Pass. What I'm leaning towards, though, might just be Eldritch Knight. The Wizard spell list is broad and utilitarian enough to do pretty well, even with the limitation of 4 non-Abjuration/Evocation leveled spells. Feather Fall, Gust of Wind, and a re-themed Mage Hand sell this pretty well, I think, and the Eldritch Knight features allowing for combination attacks with bonus actions could really promote the primal vibe of a fighting style naturally incorporating both melee and primal powers. Thoughts? Anybody see something I missed entirely that looks like a good option to deliver on the theme? [/QUOTE]
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