D&D 5E What I Learned From Creating 30 D&D Next Characters

For humans, I rather liked +1 to every stat that is ~15 or lower. It means that they suit versitile builds well. It also means that a human fighter is not as strong as a half-orc. A human thief is less agile than a halfling. It also encouraged building characters with spread out stats, which could be seen as a human characteristic. It really depends on how you view humans in your games, are the barbarian humans as strong as any race? Is the species itself versatile, or are the individuals within it versitile?

In my playtest, I was happy enough with the +1 to all stats, as in effect it aided in some of the more interesting character builds. Lore wise, I explained it in a variety of ways, including that simply the PCs who choose human are the very best of the human stock, they are exceptional individuals.

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Back on Topic, I really liked the list of character concepts you made up OP. That will be handy for me to simply pass to new players and have them browse through and pick something.
 
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Hi folks,

Still working on this, but I thought you might like to see the character I just completed. I haven't had time to write about the playtest rules, but eventually I'd like to sink my teeth into an analysis of the class features.

A few notes about this character:
  • The sheet format is based on the WotC pregen sheet (with some modifications)
  • I decided not to offer any info about Backgrounds, since aside from the Trait (nearly all of which are completely irrelevant in the Vault) all of a background's elements can be listed elsewhere
  • This character is sort of exploiting the multiclassing system as it currently stands. Expertise in 8 skills, training in 10, bardic knowledge, sneak attack + War College Training, three save proficiencies, and a healing, AoE, and utility spell combine to make this character extremely potent outside of combat as well as a capable fighter. I'm sure WotC will tone down the level dip benefits before the final game releases, but for now I created a (probably overpowered) character that ought to be extremely fun to play!
 

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koga, Not much to add here, but that character looks like a lot of fun. I wouldn't worry too much about being overpowered, despite all the expertise that was thrown around, Jack O'alltrades just look competent. I definitely would use a character like this if my party was short a member since they cover a lot of territory and can fill quite a few gaps.
 

koga, Not much to add here, but that character looks like a lot of fun. I wouldn't worry too much about being overpowered, despite all the expertise that was thrown around, Jack O'alltrades just look competent. I definitely would use a character like this if my party was short a member since they cover a lot of territory and can fill quite a few gaps.
Why thank you! That was exactly the design goal with this one - a character that can do a little bit of everything.

I'm turning in for tonight, but I'll post my tentative Barbarians for your perusal first. These are all pretty simple (as befits Barbarians) but I hope that they're mechanically distinct enough to feel different.
 

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Why thank you! That was exactly the design goal with this one - a character that can do a little bit of everything.

I'm turning in for tonight, but I'll post my tentative Barbarians for your perusal first. These are all pretty simple (as befits Barbarians) but I hope that they're mechanically distinct enough to feel different.

Thanks for the updates.

Could the Halfling Barbarian swap his Con and Dex with each other and use Finesse weapons? That would likely make him feel a bit more different to the other two. I think that though Rage gives adv. to Str manauvers, it gives Adv. to all (melee?)attacks, regardless of what stat they use. Does Eagle totem let people get Adv. on ranged attacks too (can't remember)? This could make a Dex based Barbarian feel even more different if their ranged attack becomes a real option.
 

Hi folks,

Still working on this, but I thought you might like to see the character I just completed. I haven't had time to write about the playtest rules, but eventually I'd like to sink my teeth into an analysis of the class features.

A few notes about this character:
  • The sheet format is based on the WotC pregen sheet (with some modifications)
  • I decided not to offer any info about Backgrounds, since aside from the Trait (nearly all of which are completely irrelevant in the Vault) all of a background's elements can be listed elsewhere
  • This character is sort of exploiting the multiclassing system as it currently stands. Expertise in 8 skills, training in 10, bardic knowledge, sneak attack + War College Training, three save proficiencies, and a healing, AoE, and utility spell combine to make this character extremely potent outside of combat as well as a capable fighter. I'm sure WotC will tone down the level dip benefits before the final game releases, but for now I created a (probably overpowered) character that ought to be extremely fun to play!

In the spell full text at the bottom, you have disguise self instead of animal friendship.
 

Thanks for the updates.

Could the Halfling Barbarian swap his Con and Dex with each other and use Finesse weapons? That would likely make him feel a bit more different to the other two. I think that though Rage gives adv. to Str manauvers, it gives Adv. to all (melee?)attacks, regardless of what stat they use. Does Eagle totem let people get Adv. on ranged attacks too (can't remember)? This could make a Dex based Barbarian feel even more different if their ranged attack becomes a real option.
A good suggestion, but the problem is that it ends up compromising the theme a bit. To take full advantage of the Dual Wielder feat, I'd have to have the Tribal Hunter use a non-light finesse weapon, and the only such is the rapier - hardly a Barbarian-worthy weapon! (This is an issue they should fix, IMO - more Finesse weapons to fit different themes.) In addition, Halflings can't use longbows, and the only other Dex-based weapon really worth taking Eagle totem for is the heavy crossbow ("Tribal Hunter?"). I think I'm happy with the Strength-based maneuverable dual wielder I have now, but thanks for the suggestion and keep them coming!
[MENTION=2525]Mistwell[/MENTION] - Thanks for spotting that! I went for Animal Friendship initially (hitting the cleric/druid/mage trifecta), but then realized it would be 90-95% useless in Vault of the Dracolich so I swapped it for something more generally useful.

So I've been working frantically on these since the event will take place next weekend. I'll post my next batch along with their intended "design goals:"
  • The Jester (with all due respect to the poster of that name!): Intended to be an off-beat character for those who like "messing around" - with the Tinker ability, a specialization in dual throwing knives, charms, disguises, and illusions, this bard has a lot of options to be tricksy or just plain weird.d
  • The Skald: The "battle bard" or Warlord-type. Can heal, buff, and help allies while attacking himself or herself. Carries a bunch of Lore-type proficiencies for the Norse flavor.
  • The Healer: The straightforward, Jozan-style cleric. Heavy armor, a mace, and all the healing spells - whichever party has this character will have no trouble staying on their feet.
  • The Oracle: 4E's classic "laser cleric." The Sun domain grants access to a bunch of fire spells with the Sacred Flame at-will option.
  • The Gladiator: A tactical, 4E style fighter. Has options to trip/disadvantage the opponent as well as marking and a really high AC.
  • The Duelist: Oddly, the same maneuver options that the Gladiator gets fit pretty well here. In short, the nimble, Dex-based fighter.
  • The Sellsword: Originally titled "The Career Soldier," but then I read the first three Game of Thrones books. New-player friendly with the ability to deal heavy damage, contribute even on a miss, and switch to an pretty good ranged attack.
 

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