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*Dungeons & Dragons
A WOTC 5e Warlord That Would Be Acceptable To Skeptics
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<blockquote data-quote="I'm A Banana" data-source="post: 6710414" data-attributes="member: 2067"><p>Not Alchemist's Supplies, but check out <em>Herbalism Kit</em> - you can make antitoxins and potions of healing with it. Admittedly, the core rules make that <em>slow as frig</em> (probably not accidentally thanks to AL, an FR Tenday), and if you're not in a campaign that spends significant downtime anywhere you might as well be getting proficiency in underwater basket-weaving for all the good ANY artisan's tools will do you. But that's part of that high campaign variability. </p><p></p><p></p><p></p><p>It's primarily a fluff ability, since "presume you have weapons" seems to be one of the assumptions about combat (along with the resting rules). Weapons aren't hard to come by. It was the swordmage ability in 4e, but I've seen it used for passing messages between split party members - EK leaves the weapon somewhere, Party Scout finds it, leaves the note inside. At some time later, EK summons the weapon, now knowledge is shared! I've also seen it used with bartering tricks - "That's a nice magic weapon!" the ogre says, and you say, "It pains me to give it up, but if you give us safe passage you can have it." and the Ogre's like "AWESOME," and then later that day the EK is like "Yoink." and the Ogre just thinks she's lost a valuable bit of treasure. </p><p></p><p>Again, utility can vary wildly, but that's true about every class's fluff ability.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6710414, member: 2067"] Not Alchemist's Supplies, but check out [I]Herbalism Kit[/I] - you can make antitoxins and potions of healing with it. Admittedly, the core rules make that [I]slow as frig[/I] (probably not accidentally thanks to AL, an FR Tenday), and if you're not in a campaign that spends significant downtime anywhere you might as well be getting proficiency in underwater basket-weaving for all the good ANY artisan's tools will do you. But that's part of that high campaign variability. It's primarily a fluff ability, since "presume you have weapons" seems to be one of the assumptions about combat (along with the resting rules). Weapons aren't hard to come by. It was the swordmage ability in 4e, but I've seen it used for passing messages between split party members - EK leaves the weapon somewhere, Party Scout finds it, leaves the note inside. At some time later, EK summons the weapon, now knowledge is shared! I've also seen it used with bartering tricks - "That's a nice magic weapon!" the ogre says, and you say, "It pains me to give it up, but if you give us safe passage you can have it." and the Ogre's like "AWESOME," and then later that day the EK is like "Yoink." and the Ogre just thinks she's lost a valuable bit of treasure. Again, utility can vary wildly, but that's true about every class's fluff ability. [/QUOTE]
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A WOTC 5e Warlord That Would Be Acceptable To Skeptics
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