DMing Curse of Strahd, and my Level 5 players decided the best way to keep Ireena safe from Strahd was to kill her in front of him
So I'm about to do my first TPK, how is your evening going?
So I'm about to do my first TPK, how is your evening going?
It really wants to be a Sorcerer instead.
Philosophically, Sorcerers are the class that burns the magical candle at both ends. Digging into their own Hit Dice to fuel magic is just another vector of the same philosophy that gave us Sorcery Points. Indeed, we have basically always wanted a Cast-from-Hit-Points / Constitution-casting Sorcerer variant.
Sorcerers are the class that changes the nature of their spells to deal damage in other types (Radiant in this case).
Sorcerers are fine as a Healing/Support arcane class. Heck, they already have a celestial subclass! Their thing is that they don't get Summon spells unless granted by their subclass. ^(I am aware that Wizards have access to two healing spells now, and I disagree with that decision).
Sorcerers also have native use for their Bonus Actions, so tying subclass features to a BA is less disruptive to the action economy than giving it to the BA-starved Wizard.
Also, we have enough bloody Wizard subclasses after completing the Spell School cycle in Arcana Unleashed.
^(If you haven't read the UA yet, here's a link. Ismaskarcanist starts on page 3. https://media.dndbeyond.com/compendium-images/ua/underdark-options/RoZy4p5SV29Elftn/UA2026-UnderdarkOptions.pdf)
Making a backup character for my Cleric, and decided on a Crowdfighting build.
I've planned my feats out, but I'm not too hot on endgame Ranger's features (go figure).
Given that I've built the character with some position-manipulation in order to get the adjacency clause more often, are there any particular Synergies that I should be aware of?
(I know that I'll need to swap my Con and Wis to be able to multiclass at all)
September 8th, babes! AHHHHHH I'm so excited! >_<
We have a person who hasn't made their character yet, and I'm curious what y'all would do in their shoes.
Campaign is based on Curse of Strahd.
Edit They went with a >!Kenku Vengeance Paladin!<
When I make new characters, I make a new character sheet from scratch in gdocs.
My newest girl has a hole in the middle of her sheet that's bugging the hell out of me, though.
I've already got spaces for:
But something's nagging me, that of course I'm missing something on the front page.
What do you see that I don't?
Playing Curse of Strahd with a Slasher+Slow Frost Goliath Battlemaster intending on keeping enemies from getting to my squishies.
I know I wanna push to level 7 for the additional maneuvers and bonus superiority dice, and am thinking of multiclassing Paladin for both RP and Magic Item reasons.
However, I'm looking at what Paladin brings to the table, and I'm increasingly thinking I might like the fighter features more?
IDK, I'm being wishy-washy, and the campaign hasn't even started yet. What do you think?
| Stats | Starting Score |
|---|---|
| Str | 19 |
| Dex | 11 |
| Con | 16 |
| Int | 12 |
| Wis | 8 |
| Cha | 13 |
Yes, I know that dumping Wis is a bad idea, but I like to have a meaningful flaw from time to time.
| Level | Feat | ASI |
|---|---|---|
| O | Zhentarim Ruffian | |
| DG | Living Shadow | |
| 4 | Slasher | Str |
| 6 | Zhentarim Tactics | Cha or Dex |
| 8 | See Edit | The other of Cha/Dex |
Y'all seem pretty clear that Paladin isn't a great dip for Fighter.
Now that that question's answered, I'm down to considering 6 feats for level 8. In no particular order:
This build centers around 3 combos, but comes online very quickly.
I'm excited to do this, but now I'm wondering where to go after level 5.
So, I'm currently sitting on 3 builds that haven't made it into a campaign yet, but I'm in a brewing mood.
AITA for making someone to be the fourth in line? If so, what do you think would be fun for me to crack open?
I can finally start prototyping my Swordfighting card game!
I'm so excited!
One of our PCs just died, and on the off chance we can't revive him his player'll need a back-up character.
The other party members range from levels 3 to 5, and are:
The dead PCs a Rogue and had the most HP in the party. We figure a Defender is necessary for our party composition.
(The Rogue died because he ran minutes ahead of the party into a cluster of Lizardfolk and ate 3 crits in a row)
The 12 classes from the PHB + the officially published Artificer each want to play D&D with you DMing. Splitting them into 3-4 sub-parties is necessary for the table count, and having them all share a continuity is the only way to maintain your sanity in this project.
That said, how would you split them up?
For arguments' sake, let's say they're all starting at level 1, but will be level 3 by the end of their first adventures.
Your parties must be balanced, but you can give different parties different directions to go in; it's okay for one party to be balanced for an intrigue game rather than a dungeon delving game, and otherwise.
In cases where concentrations can diverge, such as whether a Fighter is a STR build or a DEX build, I leave it to your discretion :)
Also, Multiclassing is banned for this exercize, unless you want to add a 14th player.
This is a build built around maximizing the effectiveness of Retributive Effects - which is to say that I heavily punish enemies for hitting me, while also incentivizing them to do so.
It is also built around doing so as a person who shouldn't be doing any of this. Sure, they have the soul and calling of a Knight, but their talents lie elsewhere.
| - | - |
|---|---|
| Strength | 13 |
| Dexterity | 14 |
| Constitution | 18 |
| Intelligence | 18 |
| Wisdom | 8 |
| Charisma | 13 |
We're using Arcane Ward to abuse the hell out of Armor of Agathys and Fire Shield, and Armor of Shadows to keep my Arcane Ward topped up between combats. Also, because the DM was kind enough to let us get spells out of Humblewood, Gust Barrier and Spiny Shield are also in play for extra hedgehogginess.
With Kender's Taunt ability and a good old Control Concentration Spell (e.g. Web, Banishment, et c), enemies are incentivized to attack me. I am also acting as a particularly mobile tank with Misty Step.
Yeah, I think I'm good
With how many of these I've got already, dipping into Sentinel or Warcaster also feels a bit unecessary.
TL:DR >!about half of them.!<
With Magic Initiate: Wizard allowing all classes access to Find Familiar at level 1, I figured I'd look into the familiars' key trait of being able to deliver Touch spells on your behalf.
I was initially concerned with seeing if it continued to be useful as you gained levels, as the wisdom I had gleaned from my previous Familiar post was that it tended to wane in effectiveness as CR rises, but in truth there was still some basic utility to it up to 9th level spells.
Let's dive on in!
> While its name makes more sense now, making this cantrip a melee spell attack is a decided nerf from its previous 120 ft range. A familiar lets you undo that nerf.
> There are many times where you would wish to support someone without actually being next to them, particularly when you do not wish other people to know that the supported person's skills are currently being augmented with magic.
> A Familiar is already a fantastic scout, but making/giving them a light source is a fantastic bit of hands-free utility.
> You'd be surprised how often you may wish to repair things that are in awkward out-of-reach positions.
> This cantrip is at its best against AoE hazards. Your familiar will typically die in these scenarios, and casting Resistance is less effective than simply not having it be present in the moment. Still, sometimes you need your familiar out anyway, and this is more effective at keeping them alive than Mage Armor
> Turning off a creature's Opportunity Attacks is fantastic for a mage getting out of melee. Doing it through your familiar lets you save your allies as well.
So, the obvious comparison here is Healing Word. But as it turns out:
Dispelling the Frightened condition is best done at range. This is also the lowest leveled spell that upcasts to more targets, which raises the following question.
> A Familiar can spend its reaction to deliver the touch of a spell for you. But what happens if you would touch multiple targets? Can you split the touched targets between your familiar and your own hands simultaneously, or does casting through the familiar replace your touch?
> This is unclear to me, but there are several affected spells which improve drastically if this is the case.
"So, you touch it?"
"Nope."
As a spellcaster, you usually have good tools for spending spell slots to avoid making traversal checks. In the case where your allies fail this check, it's often better to send a flying familiar down to magically assist rather than spending an additional 2 spell slots crossing and re-crossing to deliver a touch yourself. Faster, too.
Dispelling an ally's Charm/Possession is best done from outside their effective range, as is the part where you're granting disadvantage from what are usually melee combatants.
> ^(The spells I deem asynergetic with a familiar will be listed in a comment. I did not forget them. The dividing line is Goodberry, where a familiar is helpful in delivering berries you kept in your pocket, but absurd to consider in the casting of the spell. Whole new meaning to Owl Pellets there, blech.)
Familiars make for fantastic scouts, and this is peak hijinx if you've the material components to burn. Just remember to tell your party the password. Locking a door or window that may produce enemies on an inexcessible elevation is also fantastic.
If you're ever casting this spell rather than just buying 50gp of mundane light sources, it's because you intend to illuminate something for the long-haul. A familiar would allow you to create ceiling lights in this fashion.
If someone needs advantage on death saving throws and reflective damage against melee, it sounds like they're in a dangerous position and you should keep your distance. However, you probably pre-cast this with Circle Casting to avoid spending an Onyx.
Cast Dragon's Breath on the Familiar to give them an offensive option. You probably already knew this combo, but if you didn't I'm glad to tell you this gets around the attack restriction!
This is good for the same reason Guidance is.
If you can split targets when upcasting, this is EXTREMELY good. It's still useful if you can't, though.
While Blindness and Deafness can happen to anyone, Paralysis and Poison tend to happen to frontliners. You also really don't want ANY of these effects and so want to keep your distance
This is less flexible than Lesser Restoration, but it's arguments still apply here.
Rope Trick is a shenanigans-heavy spell, and being able to set the shenanigans Over There rather than Right Here grants great flexibility.
Apropos to be delivered by an actual Spider and shares the logic of Jump with the split-casting of Heroism
The fact that this is touch is the reason that most people don't take it. Used with a Familiar it becomes the most devastating debuff spell available at this level.
Combo with Charm Person to knock someone out for an hour at range. Combo with a venomous familiar (e.g. Scorpion) for cinema's sake.
See also: Spider Climb
See also: Spider Climb. Also you can save allies who are actively in danger of death with this, so doing this with a greater effective range also provides a great deal of safety to your party.
Plant your trap on the ceiling to make it more difficult for the enemy to see and/or dispel
See: Resistance
Most curses give you time to touch them yourself. However, suppressing a cursed item can end a room's hazard, so clever dungeon makers plant those in places you can't reach.
A location where your ally died is definitionally deadly. The tight deadline of this also means that the range and speed of a Familiar is worth even more
See also: Spider-Climb. This one in particular is at its most useful when combined with a highly mobile familiar, particularly in undersea ventures.
See also: Invisibility
Shaping Stone you cannot reach can provide light, fresh air, or just stop the hazard that's killing you from above.
If you're casting this, you want to do so from range. It's also very thematic for certain familiars.
A familiar is very useful in using this spell to steal something worth more than a 1000 gp sapphire.
In the rare event where you need to cast this in combat, you can't really afford to spend extra turns getting to your target with movement.
If you're casting this spell in combat, it's on a frontliner who is yo-yoing. That sounds a dangerous position to be in, and not one you want to touch.
See: Feign Death
See: Glyph of Warding
If you're using this to cleanse the Charmed condition, they've definitely been Dominated at this level, so getting close is probably a bad idea.
When selecting a Champion in this way, a familiar lets you have a larger net to choose from.
So yes, the pool from which to use your Familiar dwindles as levels go up, and the amount of value your Familiar adds requires more niche applications at those levels.
Still, the feature itself maintains potency so long as you are squishy and creative!
Galatea was the statue that Aphrodite brought to life for Pygmalion
I'm also in my mid-late 30s
Thus far, there are 33 potential Familiars printed into 5.5e: 1 in the DMG, 8 from Pact of the chain, and 24 cr0 Beasts printed in both the PHB and MM.
Oddly we haven't had any new entries printed since then, though I did include the more recent offerings in my search.
Obviously, not all of these are created equally, and so I've split them into seperate discussions.
Not all of these are as bad as each other, but if you land in this category you're merely unoptimal. You grab them because you're excited about the story you want to tell despite the stats in the book, not because of them. You can still have great success, but they're far less likely to be useful in combat.
Even among these, there are choices I adore and almost made it into other categories.
These familiars can be ridden!
A smaller subset can even be ridden with speeds your PC might not otherwise have.
Three of them are even rideable into combat!
You're not taking these with any intention of using them in combat, but they're sufficiently strong outside of combat not to be judged on that insufficiency.
Unlike the previous category, these toolboxes have enough wherewithal to be able to be a force in combat as well, though not offensively.
These are all gotten from Pact of the Chain, and all of them are decent offensively in addition to any out-of-combat effects they may have.
I hope you enjoyed this conversation starter, and I also hope you can see why I didn't make it a Tier List.
Ranger 1, Cleric 3 (Trickery)
Yes, I know the ranger dip wasn't optimal, but it fits well with what the character has gone through.
There are 49 weapons (+3 quasai-weapons) listed in the 2024 PHB and DMG, and another 7 printed in 5.0 that have yet to be reprinted.
There's only 7 bad options in all that list: the Longsword, Battleaxe, Morningstar, Flail, Light Hammer, Blowgun, and Hoopak. Of these, only the Morningstar and Blowgun are strictly worse than their betters- the others at least change the damage type, opening up the Slasher and Crusher feats.
Our weapon configurations are: