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Advise me on a Dragonborn Valor Bard
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<blockquote data-quote="Zalabim" data-source="post: 6695334" data-attributes="member: 73227"><p>One thing I find myself suggesting a lot is starting with 17 Str and taking Heavily Armored at level 4. That would be starting with 17, 12, 14, 8, 10, 14, as an example. It's a ways off, but in the end you get +1 AC over medium armor and you're already picking between 12 dex 14 con or 14 dex 12 con. </p><p></p><p>Sleep is the obvious combat spell, but Bane can be useful as well, since Charisma is a weak stat on a lot of monsters. Having an area attack like Thunderwave can make you stand out from the heavily melee party, but you've already got a breath weapon. </p><p></p><p>A versatile weapon like the longsword is suited to switching between two-hands for damage and one-hand for grappling. It's a good idea to have some thrown weapons around too, like hand axes for two-weapon throwing or javelins for that extra bit of range. Keep those handy and you can draw the sword when you actually enter melee. You don't have to use an instrument to cast your spells; the spell component pouch is perfectly valid, and has you juggling equipment less often. Of course you can keep the instrument around and just use it out of combat. Even if you don't grapple on a turn, you can (I believe) use the bonus attack from TWF to trip the enemy to help your teammates. If so, you can actually trip first by using the bonus action before taking your primary attack. You can Help with anything you're capable of attempting to give advantage on skill checks, in addition to granting the bonus die from bardic inspiration or the divine caster's Guidance.</p></blockquote><p></p>
[QUOTE="Zalabim, post: 6695334, member: 73227"] One thing I find myself suggesting a lot is starting with 17 Str and taking Heavily Armored at level 4. That would be starting with 17, 12, 14, 8, 10, 14, as an example. It's a ways off, but in the end you get +1 AC over medium armor and you're already picking between 12 dex 14 con or 14 dex 12 con. Sleep is the obvious combat spell, but Bane can be useful as well, since Charisma is a weak stat on a lot of monsters. Having an area attack like Thunderwave can make you stand out from the heavily melee party, but you've already got a breath weapon. A versatile weapon like the longsword is suited to switching between two-hands for damage and one-hand for grappling. It's a good idea to have some thrown weapons around too, like hand axes for two-weapon throwing or javelins for that extra bit of range. Keep those handy and you can draw the sword when you actually enter melee. You don't have to use an instrument to cast your spells; the spell component pouch is perfectly valid, and has you juggling equipment less often. Of course you can keep the instrument around and just use it out of combat. Even if you don't grapple on a turn, you can (I believe) use the bonus attack from TWF to trip the enemy to help your teammates. If so, you can actually trip first by using the bonus action before taking your primary attack. You can Help with anything you're capable of attempting to give advantage on skill checks, in addition to granting the bonus die from bardic inspiration or the divine caster's Guidance. [/QUOTE]
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