Zardnaar
Legend
We use 4d6 drop the lowest for ability score generation and we ended up with this today. While some of you probably think we try to get 20's and run around with the -5/+10 feats and Sorlocks that was a lot earlier in the 5E lifecycle and most of it was stress testing.
The party.
Level 1
Halfling Fighter (heading towards champion)
Half Elf Lore Bard
Variant Human Gemini (EN5ider class think fighter/Rogue)
Variant Human Arcane Cleric
Most of them have 18s and 19's in there prime, no 18's were rolled though racial's got them up there so no 20's at level 1 (its rare even at our tables). Two characters were very similar with a 15 and 17 in the stats rolled. The halfling is a dual wielder along with the Gemini (think Fighter/Rogue with 7 skills). The arcane cleric is going to be a beatdown clerics and she is trying to mix shillelagh+greenflame blade perhaps PAM and later on spiritual guardians. The lore bard is only a lvl 1 bard atm. Anyway some key issues with this party.
1. Not so great at range/lack of wizard. The bards and arcane cleric between them add up to a wizard almost but we have 3 primarily melee characters here. At range they do have the option of pulling out a bow and are dex based. My Gemini has magical initiate-mage armor+ GFB and ray of frost as options as well. Arcane cleric is one of the better clerics at range, not as good as a light cleric though.
2. We have 2 dual wielders. AKA the weakest fighting style. Some 3PP material is allowed and he will be taking 2 feats that by level 6 will allow him to stack dex and strength damage while using light weapons. This means 2 shortswords. Strength will be 16, dex 20 (both feats are +1 to dex/str). The halfling will also get to reroll 1 and 2's and get a bonus dice of damage when he crits although the dice will only be a d6. The Gemini might not go dual wielding but doesn't have a lot to do with the bonus action and gets a combat style at level 3.
3. No dedicated healer as such. We have 2 spellcasters who can cast healing spells to some extent, the bard plans on picking up healing spirit level 6.
4. No dedicated artillery. Lore Bard and Magic cleric can do it to an extent but the cleric is going melee primarily.
The early plan is to bury the enemies in a lot of attacks as the Halfling and Gemini will both get dex to damage off hand and action surge at level 2 and 3. Halfling gets a boost at 6 with the bonus fighter feat (3 attacks 1d6+8 per attack). Have not seen a good halfling fighter since 2E however and a heavy damage halfling dual wielder is amusing. Also I think most of the party is trained in stealth and the arcane cleric is in medium armour. Two PCs dual wielding, 2 PCs with magic initiate.
DM likes his traditional ye olde medieval Europe type games, lots of knights, damsels in distress, mass battles and hordes of mundane lower CR critters (AKA fodder) but pulls out things like Dragons on occasion. Just wondering what people think of the party as I am thinking of replacing the Gemini with an Assassin+ crossbow expert and have a range Rogue.
The party.
Level 1
Halfling Fighter (heading towards champion)
Half Elf Lore Bard
Variant Human Gemini (EN5ider class think fighter/Rogue)
Variant Human Arcane Cleric
Most of them have 18s and 19's in there prime, no 18's were rolled though racial's got them up there so no 20's at level 1 (its rare even at our tables). Two characters were very similar with a 15 and 17 in the stats rolled. The halfling is a dual wielder along with the Gemini (think Fighter/Rogue with 7 skills). The arcane cleric is going to be a beatdown clerics and she is trying to mix shillelagh+greenflame blade perhaps PAM and later on spiritual guardians. The lore bard is only a lvl 1 bard atm. Anyway some key issues with this party.
1. Not so great at range/lack of wizard. The bards and arcane cleric between them add up to a wizard almost but we have 3 primarily melee characters here. At range they do have the option of pulling out a bow and are dex based. My Gemini has magical initiate-mage armor+ GFB and ray of frost as options as well. Arcane cleric is one of the better clerics at range, not as good as a light cleric though.
2. We have 2 dual wielders. AKA the weakest fighting style. Some 3PP material is allowed and he will be taking 2 feats that by level 6 will allow him to stack dex and strength damage while using light weapons. This means 2 shortswords. Strength will be 16, dex 20 (both feats are +1 to dex/str). The halfling will also get to reroll 1 and 2's and get a bonus dice of damage when he crits although the dice will only be a d6. The Gemini might not go dual wielding but doesn't have a lot to do with the bonus action and gets a combat style at level 3.
3. No dedicated healer as such. We have 2 spellcasters who can cast healing spells to some extent, the bard plans on picking up healing spirit level 6.
4. No dedicated artillery. Lore Bard and Magic cleric can do it to an extent but the cleric is going melee primarily.
The early plan is to bury the enemies in a lot of attacks as the Halfling and Gemini will both get dex to damage off hand and action surge at level 2 and 3. Halfling gets a boost at 6 with the bonus fighter feat (3 attacks 1d6+8 per attack). Have not seen a good halfling fighter since 2E however and a heavy damage halfling dual wielder is amusing. Also I think most of the party is trained in stealth and the arcane cleric is in medium armour. Two PCs dual wielding, 2 PCs with magic initiate.
DM likes his traditional ye olde medieval Europe type games, lots of knights, damsels in distress, mass battles and hordes of mundane lower CR critters (AKA fodder) but pulls out things like Dragons on occasion. Just wondering what people think of the party as I am thinking of replacing the Gemini with an Assassin+ crossbow expert and have a range Rogue.
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