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Booster Item for a Nature Paladin (playing with many rogue types.)
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<blockquote data-quote="Black_Pearl" data-source="post: 6933962" data-attributes="member: 6863142"><p>I'm playing a D&D 5e game as a Paladin. We've just hit level 15. I am very much the odd class in the game, but a well suited character, I'm playing as a warrior of nature (Oath of the Ancients) which isn't the strongest of class/archetypes. Luckily we're a group of players that don't intentionally min/max so we get some interesting class combos which makes for a very fun story driven game.</p><p></p><p>However it is clear (to the DM and I) that my character is becoming a bit underpowered compared to the rest. The majority of the other characters are rogue+<something> or <something>+rogue. The pure rogue in the party has something like 10 skill proficiencies, 4 with <em>expertise</em>, with <em>reliable talent</em> (essentially take 10) that's a minimum roll of 15, for six of them and 20 on those four with expertise (most have an ability boost of +1 to +5 too). Soon the multi-class rogues will have the same. I'm on 6 proficient skills with minimum of 8, 9 or 10. Raising the difficulty to be challenging to the others makes it very difficult for me. Certain success is boring!</p><p></p><p>Sneak attacks do additional damage between 5d6 and 8d6. My smiting ability can add upto 4d8 but I only have so many spell slots to do it with. So after a round or two my damage output drops and I feel less effectual.</p><p></p><p>Spells, well Paladin, so half progression. The DM has been dripping me access to additional spells from Druid/Cleric/Ranger classes, but limited to my spellcasting level (4, just). Also giving me some cantrips, plus some 'spell slot' items so I have more options. A <em>Druidcraft</em> flame snuff out at just the right time, <em>Entangling Roots</em> to split option tomb doors, a small army of <em>Conjured Animals</em> when we are outnumbered etc. This has been good outside of combat and skill checks, kept me feeling effectual. The sorcerer does that same without 'extras' so I am stepping on her toes a bit, but her spells are also awesome in combat...</p><p></p><p>The DM has mostly just given utility spells so far and doesn't want to give something like an <em>Oath Bow</em> (+3d6 damage) to improve by combat prowess (not that I use bows...) What I'd like is an item, or 2 synergistic items that have a bit of utility. So I can do something in combat that I couldn't normally but equally useful out of combat, for example <em>Slippers of Spider Climbing</em>, good for avoiding floor traps, also good for getting vantage points in combat. However we think this is a bit lacklustre and weird for a scale armour person to do.</p><p></p><p><strong>The DM as you can see is very reasonable, so we don't mind converting a 3.5e, 4e or 5e item. Keeping to a Nature/Druid/Paladin/Holy Warrior theme, what sort of multi-purpose item or items would anyone recommend?</strong></p></blockquote><p></p>
[QUOTE="Black_Pearl, post: 6933962, member: 6863142"] I'm playing a D&D 5e game as a Paladin. We've just hit level 15. I am very much the odd class in the game, but a well suited character, I'm playing as a warrior of nature (Oath of the Ancients) which isn't the strongest of class/archetypes. Luckily we're a group of players that don't intentionally min/max so we get some interesting class combos which makes for a very fun story driven game. However it is clear (to the DM and I) that my character is becoming a bit underpowered compared to the rest. The majority of the other characters are rogue+<something> or <something>+rogue. The pure rogue in the party has something like 10 skill proficiencies, 4 with [I]expertise[/I], with [I]reliable talent[/I] (essentially take 10) that's a minimum roll of 15, for six of them and 20 on those four with expertise (most have an ability boost of +1 to +5 too). Soon the multi-class rogues will have the same. I'm on 6 proficient skills with minimum of 8, 9 or 10. Raising the difficulty to be challenging to the others makes it very difficult for me. Certain success is boring! Sneak attacks do additional damage between 5d6 and 8d6. My smiting ability can add upto 4d8 but I only have so many spell slots to do it with. So after a round or two my damage output drops and I feel less effectual. Spells, well Paladin, so half progression. The DM has been dripping me access to additional spells from Druid/Cleric/Ranger classes, but limited to my spellcasting level (4, just). Also giving me some cantrips, plus some 'spell slot' items so I have more options. A [I]Druidcraft[/I] flame snuff out at just the right time, [I]Entangling Roots[/I] to split option tomb doors, a small army of [I]Conjured Animals[/I] when we are outnumbered etc. This has been good outside of combat and skill checks, kept me feeling effectual. The sorcerer does that same without 'extras' so I am stepping on her toes a bit, but her spells are also awesome in combat... The DM has mostly just given utility spells so far and doesn't want to give something like an [I]Oath Bow[/I] (+3d6 damage) to improve by combat prowess (not that I use bows...) What I'd like is an item, or 2 synergistic items that have a bit of utility. So I can do something in combat that I couldn't normally but equally useful out of combat, for example [I]Slippers of Spider Climbing[/I], good for avoiding floor traps, also good for getting vantage points in combat. However we think this is a bit lacklustre and weird for a scale armour person to do. [B]The DM as you can see is very reasonable, so we don't mind converting a 3.5e, 4e or 5e item. Keeping to a Nature/Druid/Paladin/Holy Warrior theme, what sort of multi-purpose item or items would anyone recommend?[/B] [/QUOTE]
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Booster Item for a Nature Paladin (playing with many rogue types.)
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