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<blockquote data-quote="SmokeyCriminal" data-source="post: 7195944" data-attributes="member: 6876146"><p>In D&D Adventures League there is an official rule that lets you switch feats and stuff out.</p><p></p><p>We recognize that many players start out with a</p><p>pregenerated character, or might try out a</p><p>character class, race, or other option, and then</p><p>decide later that it wasn’t the play experience they</p><p>were looking for. As such, characters in the first</p><p>tier (levels 1–4) can be rebuilt after any episode or</p><p>adventure. A player cannot change a character’s</p><p>name, but can rebuild the character using the rules</p><p>as presented in this document.</p><p>The character keeps all experience, treasure,</p><p>equipment, magic items, downtime, and faction</p><p>renown earned to that point</p><p></p><p>I bring this up because I think that the rogue would really benefit from the mobile feat since I'm sure he wants to use his magical dagger as often as possible. This way, every round, he has the option of TWF with the dagger and a short sword (twice the chance for Sneak Attack) and move away, or he can move away and use Cunning Action to Hide or Dash to really get out of dodge and set up for Range Attacks. Basically it will give him a ton of options in combat. Also remind him that Sneak Attack is his #1 priority every round and that the phrase "I hold my action until the enemy is engaged with someone, and then I attack them" is Gold for a rogue.</p><p></p><p>The Druid seems fine. The only thing I'd say to them is that they're essentially the tank. Turn to a bear and stick to either the biggest threat or the most bodies ASAP so your rogue can Sneak Attack, and the Warlock doesn't get overwhelmed and let the enemy waist attacks on your giant bag of HP.</p><p></p><p>I think the Warlock needs Armor of Agathy. He's obviously always going to get hit, so might as well make the enemy regret it. With AoA and Dark One's Blessing you don't really need Fiendish Vigor, it doesn't scale and having 3 things that gives you Temp HP is overkill. He might not like the idea of spending 1 of his 2 spell slots for Temp HP when he can get it for free. But trust me, the first time an enemy attacks him and he only has 1 temp HP left and the enemy takes 10 points of damage and dies, then your Dark One's Blessing kicks in and you get free Temp HP all while you just stand there, he wont regret the switch. So replace it with Agonizing blast for more damage, Armour of shadows for permanent Mage Armour, something a little more fun like Devils Sight so you can put that Darkness spell to some real good use, Eldritch Sight is really handy, or my personal favourite Mask of Many Faces.</p><p></p><p>The Cleric seems fine too. Just have them stay behind the front line and bless and heal and only jump in when someone needs a little assistance, then back off again if things start to get hairy. I think a great habit any really good Life Cleric can have is to keep track of the parties HP on a piece of paper.</p></blockquote><p></p>
[QUOTE="SmokeyCriminal, post: 7195944, member: 6876146"] In D&D Adventures League there is an official rule that lets you switch feats and stuff out. We recognize that many players start out with a pregenerated character, or might try out a character class, race, or other option, and then decide later that it wasn’t the play experience they were looking for. As such, characters in the first tier (levels 1–4) can be rebuilt after any episode or adventure. A player cannot change a character’s name, but can rebuild the character using the rules as presented in this document. The character keeps all experience, treasure, equipment, magic items, downtime, and faction renown earned to that point I bring this up because I think that the rogue would really benefit from the mobile feat since I'm sure he wants to use his magical dagger as often as possible. This way, every round, he has the option of TWF with the dagger and a short sword (twice the chance for Sneak Attack) and move away, or he can move away and use Cunning Action to Hide or Dash to really get out of dodge and set up for Range Attacks. Basically it will give him a ton of options in combat. Also remind him that Sneak Attack is his #1 priority every round and that the phrase "I hold my action until the enemy is engaged with someone, and then I attack them" is Gold for a rogue. The Druid seems fine. The only thing I'd say to them is that they're essentially the tank. Turn to a bear and stick to either the biggest threat or the most bodies ASAP so your rogue can Sneak Attack, and the Warlock doesn't get overwhelmed and let the enemy waist attacks on your giant bag of HP. I think the Warlock needs Armor of Agathy. He's obviously always going to get hit, so might as well make the enemy regret it. With AoA and Dark One's Blessing you don't really need Fiendish Vigor, it doesn't scale and having 3 things that gives you Temp HP is overkill. He might not like the idea of spending 1 of his 2 spell slots for Temp HP when he can get it for free. But trust me, the first time an enemy attacks him and he only has 1 temp HP left and the enemy takes 10 points of damage and dies, then your Dark One's Blessing kicks in and you get free Temp HP all while you just stand there, he wont regret the switch. So replace it with Agonizing blast for more damage, Armour of shadows for permanent Mage Armour, something a little more fun like Devils Sight so you can put that Darkness spell to some real good use, Eldritch Sight is really handy, or my personal favourite Mask of Many Faces. The Cleric seems fine too. Just have them stay behind the front line and bless and heal and only jump in when someone needs a little assistance, then back off again if things start to get hairy. I think a great habit any really good Life Cleric can have is to keep track of the parties HP on a piece of paper. [/QUOTE]
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