D&D (2024) Jump or Find Familiar on my Dark Sun Scout Rogue/Drunken Monk

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So I am playing a human Scout Rogue/Monk in a new game based on Dark Sun. We are starting at level 3 (Scout 3) and will be going to level 13 (Scout 5/Monk 8).

There is a lot of homebrew in the game but those two classes and subclasses are RAW (using 2024 rules and classes with 2014 subclasses).

My first level feats are Magic Initiate (Wizard) and Magic Initiate (Druid).

I am debating getting Find Familiar vs Jump as my Wizard spell. There are custom familiars for this game instead of the PHB versions (Critic, GIant Fly, Harrum, Jankx, Kip, Lizard, Ock'n, Renk, Scorpion). Most of them are pretty mundane, the Kip has an ability to Daze enemies in a 10 foot cone once a day with a DC 12, other than that standard familiar-type abilities. None have flyby.
 

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Jump will be more consistently fun. As long as someone has a familiar for scouting in the party, go with jump. If nobody has a familiar, maybe reconsider for scouting purposes.
 

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