I was wondering what would needed to be changed to be challenging to the players of this 6 group team:
1) Warforged Artillerist Artificer with black smithing tools to make weapons and armor for the party.
2) Variant Human Oath of Redemption Paladin with Tavern Brawler Feat as the Paladin only uses armor and Shields.
3) Variant Human Open Hand Monk with Grappler Feat will be taking resilience and tough feats later.
4) Variant Human Scout Rogue with Unarmed Fighting Feat will only use a Rapier as a weapon.
5) Variant Himan Hexblade Walrock with reflavoring Necrotic damage to Radiant and chose the Great Weapon Master feat. Will only use a Longsword as their hex weapon.
6) Variant Human Necromancer Wizard with the Magic Initiate feat and took spells in Cleric such as Blessing, Spare the Dying and Healing Word. Agreed to only be able to summon 7 skeletons but each one as tough as a Wight without the ability to summon more undead.
How would this group fair in the Dungeon of the Mad Mage? Should I change anything?
1) Warforged Artillerist Artificer with black smithing tools to make weapons and armor for the party.
2) Variant Human Oath of Redemption Paladin with Tavern Brawler Feat as the Paladin only uses armor and Shields.
3) Variant Human Open Hand Monk with Grappler Feat will be taking resilience and tough feats later.
4) Variant Human Scout Rogue with Unarmed Fighting Feat will only use a Rapier as a weapon.
5) Variant Himan Hexblade Walrock with reflavoring Necrotic damage to Radiant and chose the Great Weapon Master feat. Will only use a Longsword as their hex weapon.
6) Variant Human Necromancer Wizard with the Magic Initiate feat and took spells in Cleric such as Blessing, Spare the Dying and Healing Word. Agreed to only be able to summon 7 skeletons but each one as tough as a Wight without the ability to summon more undead.
How would this group fair in the Dungeon of the Mad Mage? Should I change anything?
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