(OOC) Scourge of Daggerford (Full)

Is Tasha's Cauldron in play?
Oooh. Good point. What would you like from it? (Or is it a general question). I'm leaning toward it...

Okay, let's put it this way: YES, but please inform me (this goes for all of you) what it is you plan to use from it. I'm both curious, and a tiny bit nervous that it could be used to do something I don't like. (I can't imagine what that would be, but I'd know it if I saw it.)

On the other hand, I'd like to see it in action, so sure.
 

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I don't own Tasha's. Is it relevant to Dandin's revamp at all?
Let's see... Level 5 Halfling Bard? Or you mean if you rebuild him?

For the Bard you get:

These Spells are added to your Spell List:

1st Level - Color spray; Command
2nd Level - Aid; Enlarge/reduce; Mirror image
3rd Level - Intellect fortress (NEW!); Mass healing word; Slow

- Intellect Fortress (Abjuration) - Action: For 1 hour (concentration), you or one willing creature you can see within 30 feet has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. Higher Levels When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

(Though it occurs to me that you won't have any 3rd level spells, so that would be just if you chose to go Bard 5)

...Either way, you get for a level 2 Bard: Magical Inspiration If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

I'll look into Pet-related stuff and get back to you.
 
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Actually I was looking at the feats. Sorcerer doesn't get much from the new stuff aside from extra spells and being able to rebuild earlier choices (but that's part of all classes). These feats are both amusing (to my sorcerer with a rogue dip and warlock cantrip):

ELDRITCH ADEPT
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

FIGHTING INITIATE
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
 


Okay, for some reason I had a momentary lapse and forgot about Dandin going Bard 2 / Ranger (Beastmaster) 3. Which is an idea I really like.

The Ranger has quite a few alternatives. In particular, the Beast Stat-Block. I think I'd rather you use the Tasha's stuff than the UA, but I'll have to help you out then.

No matter what we do, the beast is going to be a little weaker than the monster stat-block of your bear. We can chalk that up to TWO things: 1) The bear will be somewhat "tamed" by Dandin's kinder training; 2) I don't want to deal with the bear dying on a regular basis. Ol'Sooty will wind up with less HP as a beast companion. This is a feature, not a flaw: We can say that when he runs out of his beast-companion HP (when he reaches 0) he doesn't die but instead immediately disengages and runs off the map. (Similar to what he did in the last fight when he got low on HP). When Dandin "revives" him, he instead heals him and coaxes him back.

Technically, the beast companion is not supposed to be Large (or ridden, really). I will keep thinking about how I'm going to work that, exactly, but basically I'll consider the saddle sort-of like giving Dandin another magic item.
 

Okay. I leveled up Angis. I grabbed Pass Without a Trace, so that should help us with the orcs. Do we need more healing? I can swap out Absorb Elements for Healing Spirit? Lesser Restoration is on my list now, too, if you'd rather that.
 


Here's the Beast's stat block (replaces any from the PHB):

BEAST OF THE LAND
AKA Ol'Sooty the Bear

AC 13 + Your Prof Bonus (So 16) (natural armor)
HP 5 + five times your ranger level (so basically he'll take 20 damage before quitting a fight)
HD 3x d8's
Speed 40 ft., climb 40 ft. (that works for a bear)

STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions (Your bonus Action)
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + Prof Bonus (so 5) slashing damage.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
 


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