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<blockquote data-quote="Stormonu" data-source="post: 7637935" data-attributes="member: 52734"><p>Unlike 3E & 4E, 5E doesn't concern itself with "appropriate wealth" - that's left up to the DM. However, with my experience I'd say at about that level it's likely everyone should have at least one +1 weapon (perhaps the "core" fighter of the group having a +2), armor with a magic value of +1 and a handful of scrolls, potions and at least one minor miscellaneous item (like a bag of tricks, ring of resistance or somesuch). Gold value is a bit harder, as it depends on how often it being used and for what. From the sound of the wizard's costs below, probably about 300 gp on hand per PC might be about right.</p><p></p><p></p><p></p><p>Capturing enemy spellbooks or finding scrolls is the wizard's best bet. Enemy wizard casters will need to refer back to their spellbooks to rememorize spells, so one the party has defeated them they should be able to track down the book (Detect Magic/Locate Object might be a good source for this). Of course, this option makes the wizard dependant on getting spells somewhat randomly.</p><p></p><p>If the Wizard is charismatic, it may be possible for him to trade or purchase spells in settled communities - perhaps allowing a fellow wizard scribe a spell from his book in return for a copy from the friendly wizard.</p><p></p><p>Unfortunately, Clerics & Paladins can't teach the Wizard spells as Divine magic is a "gift from the gods". A permissive DM may allow a wizard to "research" a spell from a Sorcerer, Warlock or Bard (basically any Arcane caster), but the character would need to interpret the spell as the three classes don't quite perform magic the same way a wizard does - their magic is a bit more ingrained into their being rather than being a memorized formula.</p><p></p><p></p><p></p><p>I seem to recall that multiple attackers on a single foe get a +2 bonus to hit, but that may have been just a playtest thing. I think there is an advanced option in the DMG to allow multiple attackers to gain Advantage. Anyway, I wouldn't say that an 8 on 1 fight in DND is anything a character wants to be a victim of - eight blows vs. one tends to end poorly for the person only able to lash back at one attacker at a time.</p><p></p><p></p><p></p><p>Griffons, Owlbears and Wyverns come to mind, though the latter would be a bit more difficult to control. It would also be more significant to the campaign if the party needs to interact with the beast from time to time - especially if they are involved in some way with its upbringing & training; something a ranger or druid would be geared towards, as well as possibly a paladin (who might be able to ride it into a battle or two as a mount).</p><p></p><p>If you did want to do a dragon as a mascot, age isn't the only way to make a dragon grow. According to old lore in the Council of Wyrms campaign, dragons can grow quicker than normal by accumulating large quantities of treasure that they bond to (in 5E terms, item attunement). I would suggest something like 1,000 gp/HD of growth or such - either from accumulated wealth of the growing city or PCs willingly giving up treasure (including magical items) to enlarge the beast. Just be sure in the latter case the PCs understand they aren't loaning the magic item - the dragon has to hoard it and won't be using it for the benefit of the party.</p><p>Thanks for any assistance you can provide.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Stormonu, post: 7637935, member: 52734"] Unlike 3E & 4E, 5E doesn't concern itself with "appropriate wealth" - that's left up to the DM. However, with my experience I'd say at about that level it's likely everyone should have at least one +1 weapon (perhaps the "core" fighter of the group having a +2), armor with a magic value of +1 and a handful of scrolls, potions and at least one minor miscellaneous item (like a bag of tricks, ring of resistance or somesuch). Gold value is a bit harder, as it depends on how often it being used and for what. From the sound of the wizard's costs below, probably about 300 gp on hand per PC might be about right. Capturing enemy spellbooks or finding scrolls is the wizard's best bet. Enemy wizard casters will need to refer back to their spellbooks to rememorize spells, so one the party has defeated them they should be able to track down the book (Detect Magic/Locate Object might be a good source for this). Of course, this option makes the wizard dependant on getting spells somewhat randomly. If the Wizard is charismatic, it may be possible for him to trade or purchase spells in settled communities - perhaps allowing a fellow wizard scribe a spell from his book in return for a copy from the friendly wizard. Unfortunately, Clerics & Paladins can't teach the Wizard spells as Divine magic is a "gift from the gods". A permissive DM may allow a wizard to "research" a spell from a Sorcerer, Warlock or Bard (basically any Arcane caster), but the character would need to interpret the spell as the three classes don't quite perform magic the same way a wizard does - their magic is a bit more ingrained into their being rather than being a memorized formula. I seem to recall that multiple attackers on a single foe get a +2 bonus to hit, but that may have been just a playtest thing. I think there is an advanced option in the DMG to allow multiple attackers to gain Advantage. Anyway, I wouldn't say that an 8 on 1 fight in DND is anything a character wants to be a victim of - eight blows vs. one tends to end poorly for the person only able to lash back at one attacker at a time. Griffons, Owlbears and Wyverns come to mind, though the latter would be a bit more difficult to control. It would also be more significant to the campaign if the party needs to interact with the beast from time to time - especially if they are involved in some way with its upbringing & training; something a ranger or druid would be geared towards, as well as possibly a paladin (who might be able to ride it into a battle or two as a mount). If you did want to do a dragon as a mascot, age isn't the only way to make a dragon grow. According to old lore in the Council of Wyrms campaign, dragons can grow quicker than normal by accumulating large quantities of treasure that they bond to (in 5E terms, item attunement). I would suggest something like 1,000 gp/HD of growth or such - either from accumulated wealth of the growing city or PCs willingly giving up treasure (including magical items) to enlarge the beast. Just be sure in the latter case the PCs understand they aren't loaning the magic item - the dragon has to hoard it and won't be using it for the benefit of the party. Thanks for any assistance you can provide.[/QUOTE] [/QUOTE]
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