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D&D 5E Tasha’s cauldron character thread

Ancalagon

Dusty Dragon
I'm very happy that the alchemist's bonus to damage on cantrip now applies to fire. It's small thing, but it bugged me.

I'm not so sure about the new homunculus, it seems... a bit impotent.
 

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FitzTheRuke

Legend
Variant Humanoid (Darkvision, +2Dex, Piercer Feat (+1Dex)) 13str, 18Dex, 14 con
Fighter, Ranged Fighting Style
at 1st level:+8 to hit, +4 to damage w Longbow or HvXB. Reroll 1damage die per turn, add add'l die on crit.
Makes me wonder what kind of creature you are. If I was your DM, I'd allow it if you make up some sort or super-rare race that's just the most perfect specimen for the art of archery. Long limbs, strange eyes. Maybe some kind of high-born ettercap-like spider-thing?
 





Dausuul

Legend
Things that especially appeal to me include the twilight cleric, the aberrant mind sorcerer (it's not as good as certain folks make it out to be, but it's still a darn good class), and both of the new warlock subclasses. The Fathomless has been rather overshadowed by the Genie, but it's got some nifty elements, and I like the idea of a warlock whose pact is with an elder kraken.

Which isn't to say the Genie isn't also excellent.
 


BookTenTiger

Adventurer
Makes me wonder what kind of creature you are. If I was your DM, I'd allow it if you make up some sort or super-rare race that's just the most perfect specimen for the art of archery. Long limbs, strange eyes. Maybe some kind of high-born ettercap-like spider-thing?
I think the character is just really, really into bows. You know people who can obsessively only talk about one thing? This person is just... so into bows!

DM: The goblins fall to the hail of arrows. What do you do now?

Wizard: I study the runes on that door!

Cleric: I pray to my god for guidance.

Bow Guy: I clean my bow.

Later...

DM: The queen thanks you for saving her son and throws a feast in your honor! What do you do?

Wizard: I drink a little too much wine and wind up giving a lecture on the differences between Firebolt and Conjure Flame.

Cleric: I eat sparingly, but greatly enjoy the conversations.

Bow Guy: I... clean my bow.

Later...

DM: You see a 60-foot pit that blocks your passage through the dungeon, what do-

Bow Guy: I clean my bow.
 

Ancalagon

Dusty Dragon
The Fathomless has been rather overshadowed by the Genie, but it's got some nifty elements, and I like the idea of a warlock whose pact is with an elder kraken.

I am SOO happy it's only coming out now. I had a game where a warlock who was following the Old Ones where it turned out that the Old Ones were Krakens (Yoon Suin campaign). I might have been constrained by this subclass had it been available then...
 

JPL

Adventurer
A few ideas I'm knocking around . . .

1. Using the sidekick rules . . . a sage. I've had the notion since I first read about sages in the 1e DMG. Take all the Intelligence skills, and the default in combat is that he dodges every round and uses Help as a bonus action as much as possible. Do a thing like Fishlegs from "How to Train Your Dragon" where his schtick is that he has basically memorized the Monster Manual. Good contender to multiclass later on, as he is invested with power by some knowledge-related deity . . .

2. Blind characters are suddenly viable, so . . . I dunno, a blind bard? Bladesinger wizard with a staff?

3. Just looking at the 4e Heroes of the Feywild book, and reading about the Tuatha, a scattered ancient tribe of fey-touched humans. Sounds like a Fey Wanderer Ranger, with an Irish accent and weird spiral tatoos and maybe a blink dog sidekick.
 

Dausuul

Legend
Certainly not as powerful as that sorcerer poster claims, but there is a very sneaky clause that lets you sub in wizard spells.
That is less potent than it might seem, since you're limited to enchantment and divination. Divinations tend to be highly situational, which is a red flag for a sorcerer's spell picks (particularly since they took out Spell Versatility), and a lot of the best enchantments are already on the sorcerer list: Sleep, suggestion, hold person/monster, synaptic static. The one notable pickup is Tasha's hideous laughter, and that is also somewhat situational.

However, free Subtle Spell is a big deal. Not for the reasons the sorcerer guy claims, but because it takes away one of the biggest drawbacks of using enchantment magic in a social situation--the fact that people other than the target are apt to notice you casting a spell. You could always use regular Subtle Spell, of course, but getting it for free a) conserves sorcery points and b) allows you to use other metamagic, particularly Heightened Spell.
 

Yeah, only get two psionic spells per level too, so there is very little on the wizard-not-sorcerer list that is worth picking up. Couple of things on the warlock-not-sorcerer list that might be worth a second look.
 

Dausuul

Legend
Yeah, only get two psionic spells per level too, so there is very little on the wizard-not-sorcerer list that is worth picking up. Couple of things on the warlock-not-sorcerer list that might be worth a second look.
That is a good point; the warlock picks are actually better than the wizard picks here. The two I notice are enthrall and hex.

While hex has little synergy with sorcerer damage spells (unless you are pulling sorlock shenanigans), it packs a side effect of disadvantage on the ability check of your choice, and there is no saving throw. So you can spend 1 sorcery point to impose disadvantage on a sentry's Wisdom checks, or a leader's Charisma checks, or a grappler's Strength checks.
 

JPL

Adventurer
Actually, that blink dog sidekick looks better and better.

10 Intelligence, speaks Blink Dog, and understands Sylvan but not Common, so maybe some communication issues with the rest of the party, and maybe the ridiculousness of a human / humanoid trying to speak Blink Dog.

As a defensive warrior or an expert, some good options to teleport where needed and then run interference.

As a spellcaster . . . I'd have to take a good look at the spell list, but the idea of a smart dog who can cast illusion or enchantment spells is pretty cool.
 

That is a good point; the warlock picks are actually better than the wizard picks here. The two I notice are enthrall and hex.

While hex has little synergy with sorcerer damage spells (unless you are pulling sorlock shenanigans), it packs a side effect of disadvantage on the ability check of your choice, and there is no saving throw. So you can spend 1 sorcery point to impose disadvantage on a sentry's Wisdom checks, or a leader's Charisma checks, or a grappler's Strength checks.
Yeah - so it's great when you want to con someone and you don't know want them to see what you are doing. Or hex dexterity before launching an attack, nerfing your enemy's initiative roll.
 

Yeah - so it's great when you want to con someone and you don't know want them to see what you are doing. Or hex dexterity before launching an attack, nerfing your enemy's initiative roll.

Does bring us back to the question of 'is someone subject to a Hex spell aware they're Hexed'.

What does it feel like to be Hexed? Does a Hexed Wisdom suddenly make things foggy for you? A Hexed Strength or Con suddenly noticably weaken you? Etc
 


Oofta

Title? I don't need no stinkin' title.
Yeah - so it's great when you want to con someone and you don't know want them to see what you are doing. Or hex dexterity before launching an attack, nerfing your enemy's initiative roll.
I assume any aggressive action (which includes hex) starts combat and initiative. So hexing someone's initiative isn't going to work, any more that pulling out that sword and stabbing someone before they roll for initiative.
 

Dausuul

Legend
Does bring us back to the question of 'is someone subject to a Hex spell aware they're Hexed'.

What does it feel like to be Hexed? Does a Hexed Wisdom suddenly make things foggy for you? A Hexed Strength or Con suddenly noticably weaken you? Etc
I think that would fall under this paragraph from the PHB: "Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise."

There is some debate over whether having to make a saving throw is enough to tip you off that you were targeted, but hex does not grant a saving throw. You might notice when you have to make an ability check and mysteriously have disadvantage. However, you don't normally roll Perception to detect a stealthy creature--the stealthy creature makes a check against your passive Perception--and of course, by the time you roll initiative, you're starting combat anyway.

I assume any aggressive action (which includes hex) starts combat and initiative. So hexing someone's initiative isn't going to work, any more that pulling out that sword and stabbing someone before they roll for initiative.
It may start initiative, but it certainly does not start combat if the target doesn't even know it was hexed.

This is why I hate, hate, hate "rolling for initiative" being an in-game event that can be manipulated and trigger other events. It leads to all kinds of weird questions over what exactly causes the roll and when you roll again. If I sneak up to an enemy camp, hex the big bad, sneak away, and take a short rest to get my spell slot back before combat (maintaining hex through the rest), is there a new initiative roll when we come back? What if the big bad gets wind of our presence and attacks us while we're resting? Has my hex inoculated the party against "rolls initiative" triggers from the enemy?
 
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