Experimenting with the Cresthaven RPG Rules Lawyer

velkymx

Explorer
I've been experimenting with ChatGPT lately, and I've created something I'm calling the Cresthaven RPG Rules Lawyer. It's like an AI assistant which can help build a character, optimizing your skills, get tips on a battle, etc. If you're the DM, you can quickly look up rules, plan encounters, or even giving you ideas on how to use a monster, NPC or BBEG. I think it's come out pretty cool. Not perfect, but could be the future of RPGing. I know AI can be a bit controversial in our community, especially when it comes to art and content creation. Everyone seems to have an opinion on whether AI enhances or detracts from the gaming experience, this might be the middle ground that works for everyone.

Let me know what you think! I can also do a demo video. Let me know if that would be interesting for you!

Blog post: More info on what it is here!

Jump straight to using it here!
 

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velkymx

Explorer
Trying this... say, "I want to make a character like Legolas." It's crazy! It shows you which ancestry, class, equipment, etc. I've tried Conan, Harry Potter, Saitama ...
 


velkymx

Explorer
Can it make the players stop killing every NPC they meet?
According to the Rules Lawyer:

Dealing with players who tend to kill every NPC they meet can be challenging, but here are some strategies based on Cresthaven RPG rules to shift their behavior and encourage more diverse interactions:

  1. Introduce Morale Checks for NPCs: You can make NPCs more likely to flee or surrender when their hit points are reduced below 50%. According to the rules, if their morale fails (a DC 20 check vs Wisdom), they may flee or offer peace. This gives the players a chance to interact rather than immediately kill.
  2. Reward Negotiation: Players may need more incentive to engage in non-combat solutions. Encourage them to talk, barter, or recruit NPCs rather than fight. Negotiation rolls allow the party to use their Charisma and work as a team to exceed target checks, gaining valuable information or even assistance from NPCs.
  3. Limit Consequences to Combat: Introduce significant in-game consequences for killing NPCs, such as reduced reputation, missed opportunities for trade or quests, or attracting powerful enemies. Highlight that some NPCs might hold crucial information or lead to beneficial alliances.
  4. Reinforce Character Goals: Tie player goals to NPC interactions. For example, certain quests may only be completed through diplomacy or acquiring knowledge, which is impossible to obtain if the NPCs are dead. You can gently remind the players of their objectives and how NPCs can help.
  5. Use NPCs with Meaningful Roles: Make NPCs more than simple cannon fodder. Give them backstories, relationships, and social connections that the players will discover and value as part of the world’s living ecosystem. Once players understand the impact of killing NPCs on the game's story, they might reconsider their approach.
For more guidance on balancing combat and non-combat elements, you can refer to the rules regarding NPC interactions and negotiations on the Cresthaven RPG site here.
 

Tonguez

A suffusion of yellow
Trying this... say, "I want to make a character like Legolas." It's crazy! It shows you which ancestry, class, equipment, etc. I've tried Conan, Harry Potter, Saitama ...

I like to use unusual characters to test these AI generators and one of my Go toos is Adrian Mole, thus:

Character Concept: Adrian Mole (age 20)​

Adrian Mole is a reflective and awkward young adult, aspiring to be a writer but often caught up in the complexities of life. His character could be best reflected in a Grifter class, leveraging skills like Persuasion and Deception—not because he is a con artist, but due to his constant attempts to navigate social situations and persuade others with his writing and ideas.

1. Race: Human

Adrian's character is fundamentally human, with strengths and flaws. Humans are versatile, allowing a good balance of abilities.
  • Human Racial Traits: +1 to all ability scores, a great fit for his generally average but multifaceted personality.
Details: Human Race Traits

2. Class: Grifter

Adrian’s wit, attempts at persuasion, and social blunders align with the Grifter class, using charisma to navigate tricky situations, though often with less success.
  • Primary Skills:
    • Persuasion (to reflect his writing aspirations and attempts at social interaction)
    • Gambler (Adrian often takes risks, even if they don’t pay off)
    • Deception (not malicious, but Adrian often finds himself in awkward situations where he’s not fully honest)
Details: Grifter Class

3. Ability Scores

  • Strength: 8 (Adrian isn’t physically strong or imposing)
  • Dexterity: 10 (He’s average, not especially agile or clumsy)
  • Constitution: 9 (Adrian often complains about his health and general wellbeing)
  • Intelligence: 14 (He considers himself an intellectual, aspiring to be a writer)
  • Wisdom: 10 (His decisions are average, often made in youthful naivety)
  • Charisma: 14 (Though awkward, Adrian tries hard to be liked and gain social acceptance)
These reflect his slightly above-average intellect and charm but below-average physical traits.

4. Equipment

Adrian doesn’t need heavy armor or weapons. His essentials include:
  • Simple clothes (reflecting his modest upbringing)
  • Writing materials (to document his thoughts and stories)

Narrative Elements:​

  • Backstory: Adrian is a young man from a modest background, full of dreams but often too caught up in his inner world. He tries his best to navigate society and relationships with a degree of awkwardness.
  • Motivation: To make a name for himself through writing, though often distracted by life's challenges.
For more information, see the character creation overview and Grifter class page.


Character Concept: Solomon Kane

Solomon Kane is a wandering Puritan with an unshakable sense of justice, driven to destroy evil in all its forms. He's characterized by his unyielding will, knowledge of the occult, and his exceptional fighting skills, particularly with a sword. His stern demeanor and Puritan faith would make him a perfect fit for a Paladin, with a dark, brooding twist.

1. Race: Human

As a human, Solomon Kane gains versatility and the opportunity to excel in multiple areas. His dedication and moral conviction align well with the human traits.
  • Human Racial Traits: +1 to all ability scores, which reflects Kane's overall balance between martial prowess, mental fortitude, and moral strength.
Details: Human Race Traits

2. Class: Paladin

The Paladin class is ideal for Solomon Kane's character, as he embodies many traits associated with paladins—devotion to justice, protection of the innocent, and fierce combat against evil forces. However, unlike traditional knights, Kane is more of a lone wanderer, with a less formal approach to chivalry, making him a darker, more solitary version of a Paladin.
  • Primary Skills:
    • Rally: To inspire fear in evil and strength in allies.
    • Diplomacy: Kane may be a warrior, but he often uses persuasion or intimidation to confront evil without resorting to violence immediately.
    • Strategic Awareness: Solomon Kane is a tactical thinker, aware of how to approach battles against stronger foes.
Details: Paladin Class

3. Ability Scores:​

  • Strength: 15 (Solomon is physically powerful and skilled in combat)
  • Dexterity: 14 (His agility aids him in combat and when moving through dangerous terrain)
  • Constitution: 14 (He has remarkable endurance, often persevering against overwhelming odds)
  • Intelligence: 12 (While not a scholar, Kane has deep knowledge of the occult and battlefield tactics)
  • Wisdom: 15 (He has great intuition and an iron sense of morality)
  • Charisma: 13 (While stern, his commanding presence often influences others)
These stats reflect Kane's combination of martial skill, survival instinct, and moral clarity.

4. Equipment:​

  • Rapier or Sword: Solomon Kane’s weapon of choice is often depicted as a rapier, but in the Cresthaven setting, you can flavor it as a light but deadly sword.
  • Pistol: A rare but potent firearm, used sparingly (if allowed by the setting).
  • Leather Armor: While not heavily armored, Kane relies on agility and tactics rather than bulky protection.
  • Occult Artifacts: He often carries trinkets or talismans to ward off evil or offer protection against dark magic.
Details on equipment can be found here: Equipment Page

5. Spells and Abilities:​

  • Divine Smite: Kane often calls upon the power of righteousness to strike down evil foes.
  • Divination: Though Kane isn’t a wizard, his understanding of supernatural forces allows him to detect the presence of evil and the occult, making him a skilled investigator of dark forces.
For more ideas on spells and abilities, check out: Paladin Class Abilities

Narrative Elements:​

  • Backstory: Solomon Kane is a lone wanderer, driven by his puritanical faith and a personal vow to rid the world of evil. His travels take him across dangerous lands, fighting creatures of darkness, malevolent sorcerers, and corrupt men alike. His unwavering moral compass drives him forward, no matter the cost.
  • Motivation: Kane seeks justice and vengeance against the wicked, driven by his faith and a desire to ensure that evil is eradicated.
This adaptation makes Solomon Kane an excellent Paladin in Cresthaven RPG, blending combat prowess with a relentless moral pursuit.
For more about creating a character like Solomon Kane, visit the Paladin class page and Human race page.

Character Concept: Rincewind the Wizzard

Rincewind is a failed wizard who can barely cast spells, but he has an incredible talent for avoiding danger and surviving the most unlikely situations. He’s not a brave or skilled adventurer, but he always seems to land on his feet (barely). This character would lean heavily on intelligence (for wizardry) but also dexterity (for escaping), while the emphasis on magic will be more theoretical than practical.

1. Race: Human

Rincewind is a human, and his average physical and mental traits make this race an ideal fit. He is unremarkable in many ways except for his knowledge of how not to die.
  • Human Racial Traits: +1 to all ability scores is fitting for Rincewind’s general averageness, though his stats will show his specific weaknesses and strengths.
Details: Human Race Traits

2. Class: Wizard

While Rincewind is technically a wizard, he has famously failed at casting spells. To reflect this, the Wizard class will focus on his knowledge of magic without much practical application. His key spells will either fail or be useless in many situations, but his survival and intelligence will keep him alive.
  • Primary Skills:
    • Divination: He seems to know when things will go wrong and avoid them.
    • Arcane Knowledge: Rincewind is technically knowledgeable, though he’s bad at using his magic practically.
    • Stealth: Not typically a wizard's skill, but Rincewind is excellent at hiding and running away.
Details: Wizard Class

3. Ability Scores:​

  • Strength: 9 (Rincewind is not physically strong)
  • Dexterity: 15 (He’s excellent at running and dodging danger)
  • Constitution: 10 (He’s surprisingly resilient, managing to survive despite constant danger)
  • Intelligence: 14 (He knows a lot about magic, even if he can’t cast spells effectively)
  • Wisdom: 12 (He has great survival instincts, often knowing when to run)
  • Charisma: 10 (Rincewind isn’t particularly likable or persuasive, but he’s not completely without charm)
These scores reflect his intelligence and dexterity, his primary strengths, while his constitution reflects his average ability to survive physical dangers.

4. Equipment:​

  • Pointy Hat: The iconic hat that says “WIZZARD” on it in a somewhat shabby state.
  • Robes: Traditional wizard robes, though often torn, dirty, or otherwise unremarkable.
  • Book of Spells (mostly theoretical): Though he carries it, Rincewind rarely gets any actual use from it.
  • Luggage (optional): If you want to capture a little of the magic from Discworld, you could include a magical or animated item that serves him despite his incompetence.
For more details, check out the Equipment Page.

5. Spells and Abilities:​

  • Arcane Failures: Rincewind's spells often fizzle or backfire. You can roleplay this by having him roll disadvantage or have misfires on his spells.
  • Escape: Rincewind’s real skill lies in his ability to run. Using Stealth or Divination, he avoids danger rather than engaging with it.
  • Mana Management: Though Rincewind technically has mana to cast spells, it often goes unused or is spent on minor, non-combat spells.
For more wizard spells, visit the Wizard Class page.

Narrative Elements:​

  • Backstory: Rincewind studied at Unseen University (or the Cresthaven equivalent), where he famously failed at wizardry. Despite this, he’s often thrown into dangerous situations, surviving mostly by running away.
  • Motivation: His primary goal is survival. Rincewind doesn’t seek adventure—it seeks him, and he spends most of his time trying to avoid it.
Rincewind’s Wizard class will lean heavily on roleplaying his failures in magic and his ability to escape danger rather than dealing with it directly.
For more ideas on building your character, check out the Human race page and Wizard class page.


 

Tonguez

A suffusion of yellow
and my own character

You said:​

I want a character that is an gnome alchemist, and an acrobat, with a huge wanderlust and a quiet confidence that life will turn out okay, even if he sometimes doubts that he is doing the right thing. He would rather hide than fight, but will use his wits and alchemical talent to create distractions and useful utilitarian potions. He rides a giant carniverous hamster
GPT

To create a gnome alchemist-acrobat character in Cresthaven RPG who embodies wanderlust, quiet confidence, and relies on wits and alchemy over combat, we'll blend elements from the Grifter class for acrobatic talents and Shaman (Mixology) or Wizard (Alchemy) for potion-crafting, focusing on utility spells. Let’s flesh out the character's stats and abilities to reflect their unique qualities.

Character Concept:

This character is a nimble, clever gnome who prefers using alchemy and trickery to avoid conflict. His wanderlust drives him to explore, while his quiet confidence keeps him calm, even when he’s unsure if his choices are right. He rides a giant carnivorous hamster, using it for travel and occasionally as a last resort in combat.

1. Race: Gnome

Gnomes are naturally inquisitive and creative, fitting this character’s alchemical and acrobatic nature. Their small size complements their preference for hiding and avoiding direct confrontation, while their intelligence aids in alchemical creations.
  • Gnome Racial Traits: Gnomes get bonuses to Dexterity and Intelligence, ideal for acrobatics and alchemy.

2. Class: Grifter (with Alchemy focus)

The Grifter class provides the acrobatic and stealthy skills needed for avoiding combat, hiding, and creating distractions. By adding alchemical talent, this gnome is also capable of crafting potions and concoctions to aid in exploration and survival.
  • Primary Skills:
    • Sleight of Hand: Useful for quick tricks, handling alchemical ingredients, or setting up distractions.
    • Stealth: Essential for hiding and avoiding conflict.
    • Mixology (Alchemy): A focus on creating potions, including utility potions like smoke bombs or healing draughts.
    • Acrobatics: This skill emphasizes the character's agility and ability to escape from danger or navigate tricky terrain.
Details: Grifter Class

3. Ability Scores:​

  • Strength: 8 (He’s small and relies on agility, not strength)
  • Dexterity: 16 (His acrobatic skills make him quick and agile)
  • Constitution: 12 (He has reasonable endurance for long travels and survival)
  • Intelligence: 15 (He’s sharp, using his wits and alchemical knowledge)
  • Wisdom: 13 (He’s perceptive, often sensing when it’s time to hide or escape)
  • Charisma: 12 (Though quiet, he has a subtle confidence that helps in social interactions)
These stats prioritize agility and intelligence, key to his acrobatic and alchemical talents.

4. Equipment:​

  • Alchemical Toolkit: A portable set of vials, flasks, and ingredients for creating potions on the go.
  • Light Armor: Flexible and lightweight, allowing for quick movements and acrobatics.
  • Potions: A variety of utility potions, such as:
    • Smoke Bombs: To create distractions and help with escapes.
    • Healing Draughts: Minor healing for himself or his allies.
    • Tanglefoot Potions: To slow down or entangle pursuers.
  • Throwing Daggers: Light, quick weapons for defense if absolutely necessary.
Details on equipment can be found here: Equipment Page

5. Mount: Giant Carnivorous Hamster

This unusual and slightly intimidating mount fits the gnome’s whimsical yet practical nature. The hamster is a swift, powerful creature that can help the gnome escape danger quickly or, if all else fails, defend him fiercely.
  • Mount Traits: The hamster would have decent speed, making it useful for quick escapes, and it could be trained to defend its rider in dire situations.
Details on pets or mounts: Pets and Mounts Page

6. Spells and Alchemical Abilities:​

  • Alchemy: This character primarily uses alchemy to craft useful potions and concoctions. His Mixology skill focuses on creating non-lethal solutions like invisibility potions, sticky substances to trap enemies, or potions of haste for quick escapes.
  • Distraction Techniques: He can quickly mix potions that explode into blinding light or smoke, giving him and his companions time to flee.
  • Healing Draughts: Though not a healer, he can whip up minor healing potions to patch up injuries in the midst of an adventure.

7. Narrative Elements:​

  • Backstory: The gnome comes from a small, remote village known for its alchemists and tinkers. His desire to see the world has led him on a journey of discovery. Along the way, he perfected his acrobatic skills, learning to rely on speed and stealth to avoid the dangers that his alchemical concoctions couldn’t solve.
  • Motivation: Wanderlust drives him to explore, though he constantly questions whether his choices are right. He seeks adventure but is never fully at ease with confrontation, preferring to hide or escape rather than fight.
This gnome would use his alchemy, wit, and agility to explore the world, staying one step ahead of danger and creating unique solutions to the challenges he faces.
 

velkymx

Explorer
Make me the character Altaïr Ibn-LaʼAhad from Assassin's Creed

To create a character like Altaïr Ibn-La'Ahad from Assassin's Creed within the Cresthaven RPG, we need to focus on his key traits: a highly skilled assassin with a focus on stealth, agility, precision, and lethal combat. Here's a step-by-step outline to help you shape Altaïr in Cresthaven RPG:

1. Class: Assassin

The Assassin class is a perfect fit for Altaïr, focusing on stealth, precision, and the ability to take down targets effectively. You can review the class details here.

Key Assassin Skills:

  • Stealth: Essential for sneaking through cities and completing missions unnoticed.
  • Tracking: Allows Altaïr to locate and follow his targets.
  • Poison Mixologist: Useful for subtle assassinations.
  • Information Gathering: For obtaining intel on targets.
  • Disguise: Helps blend into crowds, a core tactic of Altaïr's methods.

2. Race: Human

Altaïr is a human, which grants balanced stats and versatility across a range of skills. You can explore the details of the human race in Cresthaven here.

3. Ability Scores

Given Altaïr's abilities, you'll want to prioritize:

  • Dexterity: To enhance his stealth, acrobatics, and precision with ranged and melee attacks.
  • Intelligence: For strategic planning, information gathering, and problem-solving.
  • Strength: Secondary but important for close-quarters combat when needed.
  • Wisdom: Boosts Altaïr’s ability to make quick decisions and his awareness of his surroundings.

4. Combat and Skills

Altaïr excels at melee combat with his hidden blade and ranged combat with throwing knives. You can allocate his points accordingly:

  • Melee Weapons: Proficient with short swords and daggers.
  • Ranged Weapons: Altaïr uses throwing knives to take down targets from a distance.
He would likely use the Backstab skill to deal massive damage when attacking unaware enemies, a critical move for any assassin. Combat information and special moves like Backstab can be found here.

5. Equipment

Altaïr typically carries a hidden blade and throwing knives. For more details on equipment, you can check Cresthaven's equipment list here.

6. Stealth and Exploration

Altaïr is a master of parkour and stealth. You can leverage the Cresthaven RPG rules for Sneaking (1/10th speed with a bonus to Notice) to move silently and undetected. For climbing and movement rules, refer to the exploration section here.

Summary:​

  • Class: Assassin
  • Race: Human
  • Key Skills: Stealth, Tracking, Poison Mixologist, Information Gathering, Disguise
  • Primary Stats: Dexterity, Intelligence, Wisdom
  • Combat Focus: Melee (hidden blade) and Ranged (throwing knives)
To continue building Altaïr in Cresthaven RPG, you can explore the full details of his class and race on the official website.

Would you like to dive deeper into specific mechanics or other elements?
 

velkymx

Explorer
Check this one (I'm playing with it too!)
Prompt:
Create an adventure for a 3 room basement of a ruined manor house

Here’s a simple three-room adventure for a basement in a ruined manor house in Cresthaven RPG:

Adventure Hook: The Ruined Manor

The adventurers are hired by a local historian to explore the basement of a long-abandoned manor. Rumors persist of strange noises and lights coming from beneath the ruins, and the historian believes that something important lies forgotten there.



Room 1: Entry Chamber - The Dusty Descent

The players enter the basement through a set of old, cracked stairs. The room is dimly lit by a few old torches that are barely flickering. The room is musty, filled with cobwebs, and abandoned. An old stone altar stands at the far end, seemingly long disused.

  • Features:
    • A collapsed section of the ceiling suggests that the manor above suffered significant damage.
    • Trap: The altar contains an old, crumbling pressure plate. Stepping on it releases a hidden poison dart trap. Players can detect this with a Notice check.
    • Encounter: As the players explore, giant rats scurry out from the dark corners to attack. You can reference giant rats here: Giant Rat Entry.


Room 2: The Wine Cellar - Echoes of the Past

This room was once a grand wine cellar, filled with expensive bottles. Now, shattered glass and debris cover the floor. Large wine racks still stand but have mostly collapsed. Faint scratching can be heard coming from the shadows.

  • Features:
    • A few of the wine bottles are still intact. One is a magical healing elixir, providing a small boon if discovered through a Search check.
    • Encounter: Hidden in the shadows is a wight (or another undead monster fitting your campaign) that emerges to confront the party. You can read about wights here: Wight Entry.
    • The wight was once the manor's servant and still guards what remains of its master's belongings.


Room 3: The Vault - Forgotten Riches

The final room is a sealed vault. Once cracked open, the adventurers find remnants of the manor's treasures—old tapestries, chests, and artifacts. However, something powerful has been watching over these treasures.

  • Features:
    • The room is filled with difficult terrain due to scattered gold and debris. Characters must make Dexterity saves to avoid tripping or falling as they explore.
    • Puzzle: A large chest in the center is magically sealed and requires solving an ancient riddle inscribed on the wall.
    • Boss Encounter: As soon as the adventurers begin to tamper with the chest, a shadow emerges from the cracks of the room, drawn to the treasure. The shadow can be found here: Shadow Entry.


Rewards:

  • If they defeat the shadow and solve the puzzle, they discover a magic item or treasure. Use resources like these for reference: Cresthaven Magic Items.


This three-room dungeon combines exploration, traps, and undead encounters, perfect for a quick session or an introduction to an overarching questline!

For more details on designing adventures, visit Designing Adventures.
 

velkymx

Explorer
Try this one:
Develop an NPC who is secretly a member of a thieves' guild.

Name: Silas "Whisper" Greystone​

  • Race: Human
  • Class: Thief
  • Appearance: Silas appears as a humble, unassuming shopkeeper in the bustling city of Arinvale. He dresses in modest, dark-colored clothing with a constant air of caution. His sharp eyes are often hidden behind a pleasant smile, though a discerning adventurer might notice the faint scars on his hands from years of picking locks and disabling traps.
  • Role in Society: Silas runs a small curio shop selling odd trinkets and exotic goods, which provides excellent cover for his operations. Unknown to most, the backroom of his shop contains a secret passage leading to the headquarters of a local thieves' guild known as The Black Fangs.

Abilities & Skills:​

  • Pick Locks (primary skill for opening doors or containers)
  • Disable Traps (to navigate through dangerous areas undetected)
  • Stealth (moves silently through the city’s alleyways and rooftops)
  • Pick Pockets (uses his light touch to steal small valuables)
  • Deception (he maintains the appearance of a law-abiding citizen)
  • Listen (always on alert for threats or opportunities)

Background:​

Silas was raised in the poor districts of Arinvale, where he quickly learned that survival required cunning and agility. He fell in with The Black Fangs at a young age, proving his worth by becoming one of their most efficient operatives. Now, he uses his shop as both a legitimate business and a front for guild activities, such as fencing stolen goods and gathering intelligence for larger heists.

Secret:​

While Silas is well-liked by his customers, they have no idea that he is a high-ranking member of The Black Fangs. His primary role in the guild is to scout out potential targets and coordinate their operations from the shadows, ensuring that no connection is traced back to him. Should adventurers cross paths with Silas, he may offer them harmless errands, only to watch and gauge their worth for future guild plans.

For more on creating characters and building NPCs, check out the Thief class page: Cresthaven Thief Class.
 

velkymx

Explorer
I found another interesting use case.... How can our party (3rd level Human Ranger, 3rd level Wizard, 3 level Druid and 3 level Cleric) work together to battle a Black dragon?

To effectively battle a Black Dragon with your party of a 3rd level Human Ranger, Wizard, Druid, and Cleric, you will need to consider a combination of tactics based on your party's strengths and the dragon's weaknesses. Here are some strategies for each class:

1. Ranger:

  • Animal Empathy and Tracking: If the encounter allows for some setup, the Ranger could track the Black Dragon and potentially scout its lair to gain a strategic advantage before combat.
  • Ranged Attacks: The Ranger should stay at a distance, using ranged weapons to attack the dragon from a safe distance. Elevated terrain can grant advantage to ranged attacks, as per the terrain rules.
  • Stealth: Use the Ranger’s stealth ability to move undetected if the party is trying to position themselves for an ambush.

2. Wizard:

  • Crowd Control and Debuff Spells: The Wizard’s role will likely focus on casting debilitating spells like Hold or Sleep (depending on what level spells are available), which can slow or incapacitate the dragon for a short period.
  • Save Big Spells: Keep powerful offensive spells in reserve for key moments to maximize damage when the dragon is vulnerable.
  • Utility Spells: Spells like Mage Armor or Shield could help protect against the dragon’s physical attacks or breath weapon.

3. Druid:

  • Healing and Buffing: The Druid should prioritize supporting the party with healing spells or enhancing their abilities through buffs like Barkskin to improve AC.
  • Control the Environment: Druidic spells that manipulate the environment, like Entangle, can potentially slow the dragon's movements, giving the party more time to attack.
  • Animal Companions: If your Druid has an animal companion, this can help distract the dragon or engage it in melee combat while the rest of the party attacks from a distance.

4. Cleric:

  • Healing and Buffing: Like the Druid, the Cleric should focus on keeping the party alive with healing spells like Cure Wounds or Healing Word, and enhancing the party’s damage output through spells like Bless.
  • Protection from Elements: The Cleric might also cast Protection from Energy to help the party resist the dragon's breath weapon, especially if the dragon uses its acid breath attack.
  • Turn Undead: While not directly useful against a dragon, if there are any undead minions involved, the Cleric’s Turn Undead ability might come into play.

General Strategies:​

  • Avoiding the Dragon’s Breath: Dragons often have breath weapons with devastating effects. Position the party in such a way that they can spread out and avoid taking the brunt of the breath attack. This may involve using terrain like cover or moving after each attack.
  • Grappling or Restraining: Use spells or physical abilities that can hold the dragon in place or at least slow it down. For example, the Druid’s Entangle or the Ranger’s nets could restrict its movement.
  • Stay at Range: Apart from the Cleric who might need to engage to heal, the rest of the party should stay at range. The Ranger and Wizard can attack from afar, while the Druid provides support spells.
Working together, this party should be able to combine ranged damage, crowd control, and healing to whittle down the dragon’s hit points and mitigate its attacks. Be sure to conserve powerful spells for when they are most needed, such as when the dragon uses its breath weapon or tries to flee.

For more details on game mechanics and spells, check the Cresthaven RPG spells and combat rules here: Cresthaven Spells.

 

Split the Hoard


Split the Hoard
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