D&D General Update on the DnD Club


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Of course we will be sticking to Dungeons and Dragons 5th edition 2014 unless we need to break up into two groups since my maximum player amount will be 6-7 player characters and yours truly as the Dungeon Master.

After the players complete the Lost Mines of Phandelver or get the hang of adventuring they will delve into the Dungeon of the Mad Mage.

I have 8 pre generated characters to choose from:

Human Fighter with Great Axe - Tank and DPS

Human Fighter with Longbow - Range and DPS

Halfling Rogue with Short sword - Sabotage and sneak attacks

High Elf Wizard - Your typical Wizard with access to all the wizardry spells

Hill Dwarf Life Cleric - Party Healer and Divine attacker

Drow Bard - Party Healer, party healer and Support

Half- Orc Paladin - Tank, party face and makeshift healer

Aasimar Great Old One Warlock - Battlefield control and blaster
 

Rules of the DnD 5e 2014 Club:

1) Do not be a jerk to other players out of game. Horse playing is allowed as long as it is in character or in game.

2) No stealing from or attacking other player characters. Killing other player characters on purpose is not that fun on the receiving end.

3) Know what you are going to do when it comes to your character’s turn in initiative.

4) As long as you have your Arcane focus you do not need spell components to cast spells, this is provided you have the spell slots to spare.

5) You may only multiclass between three classes and no more.

Feedback on my rules?

Just talked to one of my players and he said we can address problems as it shows up at the table.
 
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