D&D 5E Hello - new player character advice

Toledo

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Hello all,

I'm a new player with an experienced DM and 2-3 other experiencedplayers. I've enjoyed my experience so far in two weeks of gaming.

In my first week of playing, I had a first level dwarven fighter pre-generatedby the GM so that I could gain some experience and see how the gameworked. I had a blast and bought the three core books, and am now in the campaign. I missed the second week but played in thethird week, with the DM letting me sub out my own character for the Dwarf (Ieven made a letter from a third party to logically substitute in my new character).


The otherplayers on my team have been a Dwarven Paladin and a woodsy human (elf trained)Cleric of Selune. In the week I wasn’tthere the team had a PC bard. In the twoweeks I’ve played, the DM had one or two NPC’s to help us out in the story, sothat the team is about 4 strong when everyone is there. We’re all LG or CG players.

I made a HighElf female fighter with a super cool back story and outlook (at least in myopinion), with distinguishing characteristics going forward. What I’d like to know is if my concept isplayable going forward. In the firstweek, my Dwarf had enough experience to get to level 2, so my DM let me startwith enough experience points with the Elf to start at level 2. After last week, I just hit enough to reachlevel 3 and the Paladin and Cleric are in the middle to upper experience pointsof level 3.


High ElfFighter (Noble)

Strength 16
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 11
Charisma 8
(80 points tostart with, same as my pregenerated Dwarf fighter. I wanted the Elf to be smarter than most somore in intelligence, less in constitution)

Duelist
Blade Ward Cantrip
Proficiencies: Acrobatics, Athletics, History, Perception. Also Intimidation (with Advantage) andPersuasion (with Disadvantage) with DM’s approval, as the Elf has a hideous self-inflictednon-healing facial scar that is part of her back story.

I’m fightingmostly with Rapier, Shield and Breastplate. I know the studded leather is better mathematically, but she is a nobleand would want to be armored in her family’s crest and breastplate, so I’lltake the hit to AC.



The characterconcept is that she will normally be using rapier and shield, but eventuallywill pick up the Great Weapon feat (-5/+10) at 6th level and whenangry will fight with a two handed sword. She will not use the two handed sword except when angry, and then willonly go -5/+10, never regular attacks.

I told the DM I’mmaking her a Battle Master, as she is supposed to be a more thinking fighter,with her maneuvers more personalized and less team orientated due to herindividualistic style. I asked the DM ifshe could do acrobatic moves like summersaults and the like, as I tried to giveher high strength and dexterity and athletics/acrobatics for this specific concept. Picture Yoda fighting in the prequals. He said that would be fine with thebreastplate (not the other medium armors), with a DC check of 15 for a standardsummersault when my pack and bow have been dropped, which seems in the conceptfor me.


My question iswhether this concept running forward should at least not be horrible to play(both for me and my team).


Manuevers (3rd): Feinting Attack, Parry, Precise Attack (dueto my character being more of a “me first” type). I haven’t chosen these yet. The other option is Riposte, but I thoughtthese seemed to work well together.

First Feat at 4thLevel: Mobile – I picture her darting inand out of combat, getting good position, including things like trying to chokevillains from the rear (grappling) when I get to fifth level. Also I’ll be screaming insults at themonsters to come and get me by darting in and out of combat. I’m not taking those annoyance maneuvers, butthe screaming and insults are more for role playing.

Second Feat at6th Level: The -5/+10 GreatWeapon feat when she gets angry, as I won’t be using the great weapon when in “normal”or controlled mode.

At 8th Level, perhaps Defensive Duelist, Lucky or Resilient (Wisdom) if I'm seeing a lot of mages, but maybe at 12th level.

Thoughts? I’m more sure of myself in the characterconcept (all sorts of weird and cool role playing elements planned out), but wantto check on the character performance, individually and for the team.
 
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The most important thing is to make sure your character creation method is OK with the DM. For example, if you were using the standard point buy system, that would be 47 points instead of the standard 27 (not to mention you aren't allowed to buy past 15, which you have done twice)

As long as he is fine with it, battlemaster is a solid choice.

You might want to get medium armor master at some point to get more benefit from your Dex.
 

Sounds fine

The most important thing is to make sure your character creation method is OK with the DM. For example, if you were using the standard point buy system, that would be 47 points instead of the standard 27 (not to mention you aren't allowed to buy past 15, which you have done twice)

As long as he is fine with it, battlemaster is a solid choice.

You might want to get medium armor master at some point to get more benefit from your Dex.

Thank you.

The original dwarf character was 19/15/17/10/11/12, or 80 total points after the +2/+2 Mountain Dwarf racial features are subtracted out. I think he rolled and assigned, but I did get his okay for the 80 point starting total.

I know the Dwarf Paladin has a 19 Strength and 17 Charisma, so I think I'm not out of line.

Do you think the +1 to AC is more important at 8th level than Lucky or better Wisdom throws or especially Defensive Duelist? I know the Defensive Duelist is one a turn, but seems like a better fit, when I'm expecting the rapier to my weapon 70% of the time.
 

For the stats, just double check with your DM, its the only opinion that matters on that.

The medium armor master 1 AC is handy because it is always available, where duelist will only protect you from one attack, and just as important it uses your reaction, so you can't for example, use defensive duelist and riposte, or even an opportunity attack on the same turn. Medium armor master also allows you to use half-plate without a penalty to stealth, which means it could also potentially increase your AC by another 1.

Later on, duelist becomes more impressive, as it scales up with your bonus. +2 ac isn't really going to change the world, but when it gets up to +4 or so it is pretty powerful.
 

For the stats, just double check with your DM, its the only opinion that matters on that.

The medium armor master 1 AC is handy because it is always available, where duelist will only protect you from one attack, and just as important it uses your reaction, so you can't for example, use defensive duelist and riposte, or even an opportunity attack on the same turn. Medium armor master also allows you to use half-plate without a penalty to stealth, which means it could also potentially increase your AC by another 1.

Later on, duelist becomes more impressive, as it scales up with your bonus. +2 ac isn't really going to change the world, but when it gets up to +4 or so it is pretty powerful.

So wait for Defensive Duelist until 12 level maybe for the +3 or soon +4? Do you think Lucky should be the 8th level, or is improved Wisdom (and its saves) more useful all around? My character build is only tentative after Level 6.

I also like the Tough feat. We were facing some "toned down" fey hell boar (?) and that thing dropped me from my starting 22 hit points down to 3 in one hit. It did 30+ to the NPC. I'm almost tempted to start the first round of each fight with Blade Ward and then swing away in the second round. But then I'd be losing 50% of my offense for a 100% effective HP increase.
 

Hello and welcome to DnD. I hope you will really enjoy it. Since you asked for advice, I will try my best, but please remember this is just my opinion and how you play your character is what in the end makes you happy and not some guy you'll never meet on the internet. :)

---- High ElfFighter (Noble)

Strength 16
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 11
Charisma 8
(80 points tostart with, same as my pregenerated Dwarf fighter. I wanted the Elf to be smarter than most somore in intelligence, less in constitution)---

As has been said before these stats are high. You can have a lot of fun when your character can't easily overcome every obstacle. However as a party member I find the biggest drawback to multiple high stats is it doesn't allow others their moment to shine. Even if other characters in the party all have high stats you can provide lots of good role playing with low stats. I once played a fighter with an Int of 8 who always came up with good tactics in battle, but often forgot one crucial element.

(Examples: attacked by horde of tiny spiders, so dropped to the floor and started rolling to squish them, which would have worked except he "forgot" he was in an ice tunnel that sloped downwards. He nearly took out the whole party :). Next attacked by golems, happens to remember his grandmother saying that salt would disrupt their magic and kill them so he convinced some party members to throw salt on them. When confronted on why it didn't work after the battle his response was "she never said how long it would take") - low stats can be a lot of fun.

That being said, my advice would be to choose - will you be strong or dexterous? Your back story seems to lean towards Dexterity as the primary stat so I would drop strength to 10 or 12.

----Duelist
Blade Ward Cantrip
Proficiencies: Acrobatics, Athletics, History, Perception. Also Intimidation (with Advantage) andPersuasion (with Disadvantage) with DM’s approval, as the Elf has a hideous self-inflictednon-healing facial scar that is part of her back story. ----

Duelist is good as you will help your party by being the damage dealer. I would honestly suggest changing your cantrip as you will not get a lot of use out of it as you can't cast it and attack the same round. If you want to concentrate on damage I'd choose firebolt or ray of frost but if you want to be out of combat helpful mage hand can be excellent.


----The characterconcept is that she will normally be using rapier and shield, but eventuallywill pick up the Great Weapon feat (-5/+10) at 6th level and whenangry will fight with a two handed sword. She will not use the two handed sword except when angry, and then willonly go -5/+10, never regular attacks.----

Quirks like these can be wonderful in group settings as you go psycho and start wailing on your opponents. Your party members start calling you Hulk or Banner and telling opponents "don't make him angry. You wouldn't like him when he is angry."

That being said I would find this hard to incorporate into your role-playing. You're jumping all around, running around the battle (your DM has already said you have to drop your bow and pack, so I'd assume you'd have to drop your 2 handed sword) - now you get angry, run back across the battlefield to pick up your weapon (if someone hasn't stolen it by then) and run back to attack all as a "I get so pissed I lost control" role playing idea.

I would suggest the feat Savage Attacker - where you get angry and can do more damage, but then pull it back in control. Maybe you play it like Mace Windu Vaapad style where you use your opponents aggression against them.


----Thoughts? I’m more sure of myself in the characterconcept (all sorts of weird and cool role playing elements planned out), but wantto check on the character performance, individually and for the team.----

Your character concept is cool and your focus on damage dealing will certainly help your party to survive. As I've outlined above, I would change a few things if I was playing the character, but it in no way needs it - as I hope I made clear, your character is yours and as long as you and your party are having fun, then you've made a good character.


Sent from my iPad using EN World mobile app
 
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I am just trying to give general advice, always up to you on your priorities.

I would rate Lucky > Resilient Wisdom, because that way it could be used on any save you want to protect against (just try to avoid wasting the rerolls on frivolous things, I typically save them for when I am crit or looks like I will fail a save)

Extra HP is useful if kinda boring. Also consider that for the feat you could get +2 con which would be half the HP, but also give +1 to all con saves.

And as a general note, don't forget that the first part of Great Weapon master applies to any melee attack. So even while in control you can get extra attacks by critting or killing.
 

Hello and welcome to DnD. I hope you will really enjoy it. Since you asked for advice, I will try my best, but please remember this is just my opinion and how you play your character is what in the end makes you happy and not some guy you'll never meet on the internet. :)

As has been said before these stats are high. You can have a lot of fun when your character can't easily overcome every obstacle. However as a party member I find the biggest drawback to multiple high stats is it doesn't allow others their moment to shine. Even if other characters in the party all have high stats you can provide lots of good role playing with low stats. I once played a fighter with an Int of 8 who always came up with good tactics in battle, but often forgot one crucial element.

(Examples: attacked by horde of tiny spiders, so dropped to the floor and started rolling to squish them, which would have worked except he "forgot" he was in an ice tunnel that sloped downwards. He nearly took out the whole party :). Next attacked by golems, happens to remember his grandmother saying that salt would disrupt their magic and kill them so he convinced some party members to throw salt on them. When confronted on why it didn't work after the battle his response was "she never said how long it would take") - low stats can be a lot of fun.

That being said, my advice would be to choose - will you be strong or dexterous? Your back story seems to lean towards Dexterity as the primary stat so I would drop strength to 10 or 12.


Duelist is good as you will help your party by being the damage dealer. I would honestly suggest changing your cantrip as you will not get a lot of use out of it as you can't cast it and attack the same round. If you want to concentrate on damage I'd choose firebolt or ray of frost but if you want to be out of combat helpful mage hand can be excellent.



Quirks like these can be wonderful in group settings as you go psycho and start wailing on your opponents. Your party members start calling you Hulk or Banner and telling opponents "don't make him angry. You wouldn't like him when he is angry."

That being said I would find this hard to incorporate into your role-playing. You're jumping all around, running around the battle (your DM has already said you have to drop your bow and pack, so I'd assume you'd have to drop your 2 handed sword) - now you get angry, run back across the battlefield to pick up your weapon (if someone hasn't stolen it by then) and run back to attack all as a "I get so pissed I lost control" role playing idea.

I would suggest the feat Savage Attacker - where you get angry and can do more damage, but then pull it back in control. Maybe you play it like Mace Windu Vaapad style where you use your opponents aggression against them.



Your character concept is cool and your focus on damage dealing will certainly help your party to survive. As I've outlined above, I would change a few things if I was playing the character, but it in no way needs it - as I hope I made clear, your character is yours and as long as you and your party are having fun, then you've made a good character.


Sent from my iPad using EN World mobile app

Thanks, I appreciate the feedback.

The GM is okay with my stats - it seems like we roll play for about 2/3 the session, and fight about 1/3. I think the GM prefers a bit more power all around - "Okay guys, this is a higher CR beast with AC 20 monster, and you're only second or third level, but I'm going to let it start off finishing off a wounded level 3 guy before it starts going for you. You'll have one free round." Or his rogue NPC double hand crossbow dwarf who was pumping out an insane amount of damage.

The strength was intentionally set so that I could long jump a lot and high jump 6' for future acrobatics. I foresee her dropping all her gear except the two handed sword and summersaulting with (and over) the sword in two hands held parallel to the ground surface when in angry 110 pound female elf mode.

The cantrip is locked in for better or worse. I wasn't sure how frequently I'd need to be in the blade ward/parry mode to be a damage absorption fighter.

The Savage Attacker looked ...weak for the lack of better term. I like roll playing but I've also got 75% of a power gamer in me. One less AC due to breastplate is okay, but a wasted feat is too much.

The roll playing aspect is the best though - I've already got the local sheriff disliking my slightly snooty and glehigh elf noble.

I am just trying to give general advice, always up to you on your priorities.

I would rate Lucky > Resilient Wisdom, because that way it could be used on any save you want to protect against (just try to avoid wasting the rerolls on frivolous things, I typically save them for when I am crit or looks like I will fail a save)

Extra HP is useful if kinda boring. Also consider that for the feat you could get +2 con which would be half the HP, but also give +1 to all con saves.

And as a general note, don't forget that the first part of Great Weapon master applies to any melee attack. So even while in control you can get extra attacks by critting or killing.

That is a great point about the other half of great weapon fighting, I'll be able to use the first half with a rapier.

Can the Lucky be used for anything, even stabilizing yourself with 0 hit points? I knew it had to be good, as our cleric took it with his first level feat.
 
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Thanks, I appreciate the feedback.

The GM is okay with my stats - it seems like we roll play for about 2/3 the session, and fight about 1/3. I think the GM prefers a bit more power all around - "Okay guys, this is a higher CR beast with AC 20 monster, and you're only second or third level, but I'm going to let it start off finishing off a wounded level 3 guy before it starts going for you. You'll have one free round." Or his rogue NPC double hand crossbow dwarf who was pumping out an insane amount of damage.

The strength was intentionally set so that I could long jump a lot and high jump 6' for future acrobatics. I foresee her dropping all her gear except the two handed sword and summersaulting with (and over) the sword in two hands held parallel to the ground surface when in angry 110 pound female elf mode.

The cantrip is locked in for better or worse. I wasn't sure how frequently I'd need to be in the blade ward/parry mode to be a damage absorption fighter.

The Savage Attacker looked ...weak for the lack of better term. I like roll playing but I've also got 75% of a power gamer in me. One less AC due to breastplate is okay, but a wasted feat is too much.

The roll playing aspect is the best though - I've already got the local sheriff disliking my slightly snooty and glehigh elf noble.



That is a great point about the other half of great weapon fighting, I'll be able to use the first half with a rapier.

Can the Lucky be used for anything, even stabilizing yourself with 0 hit points? I knew it had to be good, as our cleric took it with his first level feat.
It can't be used for anything (only saves, attacks, skills, attacks against you). But death saves are saves, so lucky and bless and other effects that affect saves can affect it.

Sent from my A1P using EN World mobile app
 

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