I just hit level 4 and can now pick two ability points or a feat.
Our DM has explained that the combat per short rest and long rest will be the same, but the in game time will now be 8 hour short rest and 1 week long rest.
My character is based around the trickery nature of Fey, using spells such as disguise self, invisibility, suggestion (a replacement for Fey tricks such as "may I have your name" or "may I have a moment of your time"). I may switch this with charm person. These spells I would like to keep for the nature of my character.
The rest are open to advice based on what is most helpful to a party in combat.
My main concern is that even if I technically have the same amount of spells per encounter I would have had anyways (6-8 encounters per long rest with about 2 short rests in between) I would still have my spells drastically spread out for the increase in out of combat scenarios. Before I assumed we could have a day dedicated to intelligence gathering, where disguise self or invisibility could come into play (I'm considering message instead of mage hand to help share info as well) then be able to recharge before a fight, but now I worry using spells for anything out of combat, especially general hijinks, might be a waste of a spell slot.
Breaking it down into my main questions are
1. Aside from the 3 spells listed above, what spell list would be helpful for my team while being able to protect myself, like maybe dissonant whispers if I get snuck up on.
2. Are there any in game items that may help with my trickster playstyle, possibly saving me spell uses while still being able to waste a spell on fun. If its not rude to ask a DM's character "do you know where I might find an item that achieves this desired effect".
3. If I'm only gonna be using 1 or two spells per encounter for a while is it better to use a debuff to lower the chance of someone getting hit or just letting them get hit and using a healing spell to pick them back up? We are low level so a couple drops have happened.
4. Based on my characters current stats am I better of using the ABI (either max CHA to 20 or raise DEX and WIS to 16) or are there any feats I should get now and level up the points at a later level.
Also if you are wondering why my Satyr has dark vision its just because the DM said it would make sense for the character, he got lost in the Feydark for a while.
What are your current Attributes? If you split them into two +1s, what do you want to bump?
In the long run, how do you want your character to play? What spells have you selected already to achieve that?
Can you get Elven Chain Shirt armor by buying it, finding it or stealing it? Elven Chain is the best for a character that isn't proficient with medium armor, because you don't have to be proficient with medium armor to be proficient with Elven Chain armor; all the benefits of a Chain Shirt, a magical +1, you get your dex bonus (+2 max) and you don't have to be proficient with medium armors.
Get used to using your Bardic Inspiration to fuel Cutting Words. Use your Song of Rest whenever you can. At level 5 you get your Bardic Inspiration pool back on a short rest. Having a high Charisma Score is very important for this reason.
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So I was considering multi classing into cleric for the armor boost, or just using my abi on dex and wisdom which would bring them both to 16 and raise my armor rating slightly.
So knowing this medium armor is an option eliminates my need to pick either of those options which is extremely helpful.
So now it's either raise my CHA to the max of 20 (currently 18) or pick a feat. But I think having 5 uses of cutting words would be more helpful than another spell like misty step.
Remember, you're not out of the woods yet. Your DM has to agree to let you acquire Elven Chain Shirt armor. But yea, getting that takes so many concerns off the table, because you've taken your AC from 11 up to about 16, and that's pretty darn good.
Maximum Charisma is a top priority for me.
What spells are you planning to get? I decided that I was going to get Dispel Magic to get rid of various battlefield magic problems and I of course picked up Counterspell in an attempt to stop them from happening in the first place.
Did you get Healing Word, a Bonus Action healing spell? Although it doesn't heal the same number of points as Cure Wounds, it is a ranged healing spell and requires your bonus action so you can still use your action, although not to cast another spell.
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So my current stats, using the level 4 ABI increase on CHA brings me to,
STR: 11 DEX: 15 CON: 14 INT: 12 WIS: 15 CHA: 20
+2 Prof. Bonus. 35ft. Walking speed. +3 Initiative and 14 Armor Class (16 when I aquire Elven Chain Mail, I have 950 in gold so maybe that could be enough to outright buy)
My current spell selection is
Cantrips
Mage Hand (feels like it would be used more often than Message)
Minor Illusion
Vicious Mockery
1st Level
Healing Word (Average Rolls heal close enough to Cure wounds so the distance feels more useful)
Dissonant Whispers (My oh shit button, or I could run up to an enemy, use it and when they flee using their reaction it will give me a chance for an opportunity attack)
Disguise Self (Out of combat uses, also too fun to lose even if it's not optimal, may replace at later levels if I find a hat of disguise)
2nd Level
Invisibility (has been a life saver a couple times already)
Suggestion (Haven't had much use yet but I haven't fully tested what I can do with it yet)
So I have two remaining spell choices
Detect magic (ritual will save me a spell slot. But our paladin has detect good and evil which has been useful in most situations so far)
Heat Metal (Post industrial campaign so there's a lot of metal around, but I feel suggestion could have similar results just without the added damage)
Phantasmal Force (interesting but I'm not sure how I could use it)
Hideous Laughter (temporarily take one enemy out of combat/help melee players)
Faerie Fire (help give advantage for my melee players attack rolls, feels more helpful than hideous laughter but too inexperienced to be sure)
Heroism (plus 5 each round sounds good. Our paladin is taking inspiring leader but I think it might still be useful for after those extra hit points are lost, but will probably be better to save the spell slot for another choice)
Comprehend Languages (our next session we are actually going to a college within our main city. Idk how this works in game but could it possibly mean I can use any scrolls I find?)
These are just the spells I've been debating over but this is still my first campaign so other spells could be more powerful than their description has lead me to believe.
I don't have level 3 spells yet but I do plan on getting Counterspell and Tiny Hut cause I feel like everyone in my party would be happy to have these options.
Those are better stats than I had at level 4. I had ...
Str 10 Dex 14 Con 12 Wis 14 Int 12 Cha 18 (because I used my ASI to boost Charisma)
Like you, this gave me +3 on initiative because Dex +2 and Jack of all Trades. I had Elven Chain Shirt by this point. But having 4 uses of Bardic Inspiration for Cutting Words was a key feature.
My Cantrips were Prestidigitation and Vicious Mockery (but I can totally see using yours) I thought the third cantrip came at level 5. Vicious Mockery only gives disadvantage on the next attack, not the next turn.
My first level spalls were Bane, Charm Person, Dissonant Whispers, and Healing Word. I would always take DW and HW, but the other two are something I might change next time. DW is great because it takes a monster completely out of the fight for an extra round even if the opportunity attacks (OA) don't kill him, or the spell damage itself. I try to buy scrolls for Comprehend Languages so I can use the spell slot for something else. I have considered getting Ritual Caster so I can get a bunch of ritual spells.
My second level spells were Invisibility, Darkness and Heat Metal, but I've used Phantasmal Force. Suggestion and Disguise Self are very thematic for the Bard that wants to gain access to something. Faerie Fire is very good if you fight something that might turn invisible.
Your next two levels will really change things for you and the party. When all your mates get their extra attack and you get Font of Inspiration allowing you to regain your bardic inspiration every short rest, and everyone increases from +2 to +3 proficiency, so much of your power goes up a notch. You will immediately get two third level spells and you get to add two more at level 6 with Extra Magic Secrets. At that point Counterspell is a big plus. At level 5 I take Dispel Magic so I can get rid of a magical effect on me or a team mate, but hopefully with Counterspell you can stop the effect before it takes shape.
It looks like a solid build, but Elven Chain Shirt will make it feel much better. Good luck.
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https://ddb.ac/characters/73052854/sAv75x
I just hit level 4 and can now pick two ability points or a feat.
Our DM has explained that the combat per short rest and long rest will be the same, but the in game time will now be 8 hour short rest and 1 week long rest.
My character is based around the trickery nature of Fey, using spells such as disguise self, invisibility, suggestion (a replacement for Fey tricks such as "may I have your name" or "may I have a moment of your time"). I may switch this with charm person. These spells I would like to keep for the nature of my character.
The rest are open to advice based on what is most helpful to a party in combat.
My main concern is that even if I technically have the same amount of spells per encounter I would have had anyways (6-8 encounters per long rest with about 2 short rests in between) I would still have my spells drastically spread out for the increase in out of combat scenarios. Before I assumed we could have a day dedicated to intelligence gathering, where disguise self or invisibility could come into play (I'm considering message instead of mage hand to help share info as well) then be able to recharge before a fight, but now I worry using spells for anything out of combat, especially general hijinks, might be a waste of a spell slot.
Breaking it down into my main questions are
1. Aside from the 3 spells listed above, what spell list would be helpful for my team while being able to protect myself, like maybe dissonant whispers if I get snuck up on.
2. Are there any in game items that may help with my trickster playstyle, possibly saving me spell uses while still being able to waste a spell on fun. If its not rude to ask a DM's character "do you know where I might find an item that achieves this desired effect".
3. If I'm only gonna be using 1 or two spells per encounter for a while is it better to use a debuff to lower the chance of someone getting hit or just letting them get hit and using a healing spell to pick them back up? We are low level so a couple drops have happened.
4. Based on my characters current stats am I better of using the ABI (either max CHA to 20 or raise DEX and WIS to 16) or are there any feats I should get now and level up the points at a later level.
Also if you are wondering why my Satyr has dark vision its just because the DM said it would make sense for the character, he got lost in the Feydark for a while.
What are your current Attributes? If you split them into two +1s, what do you want to bump?
In the long run, how do you want your character to play? What spells have you selected already to achieve that?
Can you get Elven Chain Shirt armor by buying it, finding it or stealing it? Elven Chain is the best for a character that isn't proficient with medium armor, because you don't have to be proficient with medium armor to be proficient with Elven Chain armor; all the benefits of a Chain Shirt, a magical +1, you get your dex bonus (+2 max) and you don't have to be proficient with medium armors.
Get used to using your Bardic Inspiration to fuel Cutting Words. Use your Song of Rest whenever you can. At level 5 you get your Bardic Inspiration pool back on a short rest. Having a high Charisma Score is very important for this reason.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
So I was considering multi classing into cleric for the armor boost, or just using my abi on dex and wisdom which would bring them both to 16 and raise my armor rating slightly.
So knowing this medium armor is an option eliminates my need to pick either of those options which is extremely helpful.
So now it's either raise my CHA to the max of 20 (currently 18) or pick a feat. But I think having 5 uses of cutting words would be more helpful than another spell like misty step.
Thank you for the help
Remember, you're not out of the woods yet. Your DM has to agree to let you acquire Elven Chain Shirt armor. But yea, getting that takes so many concerns off the table, because you've taken your AC from 11 up to about 16, and that's pretty darn good.
Maximum Charisma is a top priority for me.
What spells are you planning to get? I decided that I was going to get Dispel Magic to get rid of various battlefield magic problems and I of course picked up Counterspell in an attempt to stop them from happening in the first place.
Did you get Healing Word, a Bonus Action healing spell? Although it doesn't heal the same number of points as Cure Wounds, it is a ranged healing spell and requires your bonus action so you can still use your action, although not to cast another spell.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
So my current stats, using the level 4 ABI increase on CHA brings me to,
STR: 11 DEX: 15 CON: 14 INT: 12 WIS: 15 CHA: 20
+2 Prof. Bonus. 35ft. Walking speed. +3 Initiative and 14 Armor Class (16 when I aquire Elven Chain Mail, I have 950 in gold so maybe that could be enough to outright buy)
My current spell selection is
Cantrips
Mage Hand (feels like it would be used more often than Message)
Minor Illusion
Vicious Mockery
1st Level
Healing Word (Average Rolls heal close enough to Cure wounds so the distance feels more useful)
Dissonant Whispers (My oh shit button, or I could run up to an enemy, use it and when they flee using their reaction it will give me a chance for an opportunity attack)
Disguise Self (Out of combat uses, also too fun to lose even if it's not optimal, may replace at later levels if I find a hat of disguise)
2nd Level
Invisibility (has been a life saver a couple times already)
Suggestion (Haven't had much use yet but I haven't fully tested what I can do with it yet)
So I have two remaining spell choices
Detect magic (ritual will save me a spell slot. But our paladin has detect good and evil which has been useful in most situations so far)
Heat Metal (Post industrial campaign so there's a lot of metal around, but I feel suggestion could have similar results just without the added damage)
Phantasmal Force (interesting but I'm not sure how I could use it)
Hideous Laughter (temporarily take one enemy out of combat/help melee players)
Faerie Fire (help give advantage for my melee players attack rolls, feels more helpful than hideous laughter but too inexperienced to be sure)
Heroism (plus 5 each round sounds good. Our paladin is taking inspiring leader but I think it might still be useful for after those extra hit points are lost, but will probably be better to save the spell slot for another choice)
Comprehend Languages (our next session we are actually going to a college within our main city. Idk how this works in game but could it possibly mean I can use any scrolls I find?)
These are just the spells I've been debating over but this is still my first campaign so other spells could be more powerful than their description has lead me to believe.
I don't have level 3 spells yet but I do plan on getting Counterspell and Tiny Hut cause I feel like everyone in my party would be happy to have these options.
Those are better stats than I had at level 4. I had ...
Str 10 Dex 14 Con 12 Wis 14 Int 12 Cha 18 (because I used my ASI to boost Charisma)
Like you, this gave me +3 on initiative because Dex +2 and Jack of all Trades. I had Elven Chain Shirt by this point. But having 4 uses of Bardic Inspiration for Cutting Words was a key feature.
My Cantrips were Prestidigitation and Vicious Mockery (but I can totally see using yours) I thought the third cantrip came at level 5. Vicious Mockery only gives disadvantage on the next attack, not the next turn.
My first level spalls were Bane, Charm Person, Dissonant Whispers, and Healing Word. I would always take DW and HW, but the other two are something I might change next time. DW is great because it takes a monster completely out of the fight for an extra round even if the opportunity attacks (OA) don't kill him, or the spell damage itself. I try to buy scrolls for Comprehend Languages so I can use the spell slot for something else. I have considered getting Ritual Caster so I can get a bunch of ritual spells.
My second level spells were Invisibility, Darkness and Heat Metal, but I've used Phantasmal Force. Suggestion and Disguise Self are very thematic for the Bard that wants to gain access to something. Faerie Fire is very good if you fight something that might turn invisible.
Your next two levels will really change things for you and the party. When all your mates get their extra attack and you get Font of Inspiration allowing you to regain your bardic inspiration every short rest, and everyone increases from +2 to +3 proficiency, so much of your power goes up a notch. You will immediately get two third level spells and you get to add two more at level 6 with Extra Magic Secrets. At that point Counterspell is a big plus. At level 5 I take Dispel Magic so I can get rid of a magical effect on me or a team mate, but hopefully with Counterspell you can stop the effect before it takes shape.
It looks like a solid build, but Elven Chain Shirt will make it feel much better. Good luck.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt