I am going to be starting a campaign at a local gaming store. Its not a full campaign, but from whatvI understand a series of one shots with light links in between. It is for 6 players and it is casual as people can drop in/out as they please. You can only use the PHB in this campaign. It starts at level 3.
I like to play skilled characters that use stealth, tactics and the environment. I enjoy creative casting and LOVE crowd control. I have played mostly wizards and rogues in the past. I have not played in years and have been reading up on 5e. So after some consideration, here is what I have potentially come up with.
Level 3 Variant Human Druid circle of land/coast Background - Urchin ( can use thieves tools if no rogue available )
Skills: Stealth Slight of hand Perception Arcana Investigation
St-8 Dex- 14 Con - 16 ( +1 from human ) Int - 10 Wis - 16 ( +1 from human ) Cha - 8
AC will be 17 (13 from mage armor, +2 Dex and +2 from wooden shield)
Feat: Magic Initiate
Cantrips:
Mage Hand (from feat) Fire bolt or Ray of frost (from feat, haven't decided which one yet) Guidance Thorn whip Mending
Spells:
1st: Mage Armor ( from feat ) Entangle Fog Cloud Goodberry Faerie Fire
I took magic initiate to get a few better cantrips and mage armor to carry over into animal form. Granted since I am not a moon druid I wont be in combat much in animal form, but it will give the form better ac without the need for concentration (barkskin). Was contemplating taking minor illusion over fire bolt/Ray of frost but a damage cantrip with a nice range is never a bad thing. Ray of frost will give me a bit more control to ping pong enemies across spike growth along with thorn whip over straight fire damage with fire bolt.
This way I have a bit of versatility in the character. How does this sound? Suggestions...critiques?
I can only use the PHB, no other sources. Barkskin requires concentration, mage armor does not. I also don't intend to be in melee with a weapon, more of support/crowd control.
Do you intend to multiclass at any point, or just stick with Druid?
Either way, these spells are nice support and crowd control options for spells of first and second level, and cantrips:
1st level spells and Cantrips: Entangle, Earth Tremor, Faerie Fire, Fog Cloud, Thunderwave, Healing Word, Guidance.
Earth Tremor is great if you have melee focused allies, as melee attacks gain advantage on prone creatures.
Entangle is fantastic if you plan to keep your enemies at a safe range. Restraint + difficult terrain is sure to do the trick well.
Faerie Fire is an easy way to gain advantage on attack rolls against low Dex monsters.
Fog Cloud is essential when you are losing a fight, and need the cover for an escape.
If you are completely surrounded, you can cast Thunderwave to shove your attackers a respectable distance away.
Healing Word is amazing - not for the number of hit points restored, because damage always outweighs healing, but for the fact that you can get a dying ally back on his feet for another attack round. At a distance. For a bonus action.
Guidance is one of the best cantrips out there, support or otherwise. Remember: ability checks also encompass things like initiative and grappling, and have great importance in spells like telekinesis and counterspell/dispel magic.
2nd level spells: Gust of Wind, Spike Growth, Pass without Trace.
Gust of Wind is another spell you ought to go for if you want to specialize in crowd control. Pushing back creatures 15 feet on a failed Str save every round? Also, it has a secondary feature akin to difficult terrain.
Spike Growth is a must have, with an enemy taking 2d4 damage for every 5 feet it moves inside the area. This is the height of power for crowd control at low levels. For a broken use of spike growth at higher levels, use your druidic feature 'Elemental wild Shape' to turn into a Wind Elemental and drag your enemies through the Spike Growth at a speed of 90 feet/round, or when dashing, 180 feet/ round. 90 divided by 5 feet = 18, so you deal around 72 damage per round (18 x 2d4 damage), or 144 damage while dashing. You can even have allied spellcasters cast certain spells to increase your speed, or haste, to take an additional dash action and increase your damage to an average of 288/round. Cheers!
Pass without Trace is obvious: who doesn't want a +10 to Stealth checks? Really great support spell here.
uhmmmmmmm..... this makes me think about getting the spell Mold Earth and summon it when a group of goblins charges over me. I mean, if this spell takes out a portion of a solid ground and elevates it, why don't you can use the "elevation" action as an ""improvised spring"" just to make the group of goblins JUMP away from you ????
Will just stick with Druid. From what I understand we are going to be at level 3 for a while then eventually level up and be at 4 for quite a while. Multiclassing will take forever this way. I basically wanted versatility along with creative casting some stealth and crowd control. I also wanted stuff to do outside of combat such as scout and spy and perhaps the occasional roleplay scenario where I can use some cantrips
You definitely do /not/ want eldritch blast with a cha of 12. You will miss way too much with it. I'd pick up a utility cantrip in it's place.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Nice. I added some spells to my previous comment that are fantastic C.Control and Support options. For scouting and sneaking? You can't get much better than Wildshaping into a spider and holding concentration on Pass without Trace!
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I am going to be starting a campaign at a local gaming store. Its not a full campaign, but from whatvI understand a series of one shots with light links in between. It is for 6 players and it is casual as people can drop in/out as they please. You can only use the PHB in this campaign. It starts at level 3.
I like to play skilled characters that use stealth, tactics and the environment. I enjoy creative casting and LOVE crowd control. I have played mostly wizards and rogues in the past. I have not played in years and have been reading up on 5e. So after some consideration, here is what I have potentially come up with.
get green flame blade or booming blade from scag in magic initiate
it works on a shilelagh quarterstaff so you can attack with wisdom allowing for good melee
also just get bearskin from druid, don't waste magic initiate on mage armour
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I can only use the PHB, no other sources. Barkskin requires concentration, mage armor does not. I also don't intend to be in melee with a weapon, more of support/crowd control.
Do you intend to multiclass at any point, or just stick with Druid?
Either way, these spells are nice support and crowd control options for spells of first and second level, and cantrips:
1st level spells and Cantrips: Entangle, Earth Tremor, Faerie Fire, Fog Cloud, Thunderwave, Healing Word, Guidance.
Earth Tremor is great if you have melee focused allies, as melee attacks gain advantage on prone creatures.
Entangle is fantastic if you plan to keep your enemies at a safe range. Restraint + difficult terrain is sure to do the trick well.
Faerie Fire is an easy way to gain advantage on attack rolls against low Dex monsters.
Fog Cloud is essential when you are losing a fight, and need the cover for an escape.
If you are completely surrounded, you can cast Thunderwave to shove your attackers a respectable distance away.
Healing Word is amazing - not for the number of hit points restored, because damage always outweighs healing, but for the fact that you can get a dying ally back on his feet for another attack round. At a distance. For a bonus action.
Guidance is one of the best cantrips out there, support or otherwise. Remember: ability checks also encompass things like initiative and grappling, and have great importance in spells like telekinesis and counterspell/dispel magic.
2nd level spells: Gust of Wind, Spike Growth, Pass without Trace.
Gust of Wind is another spell you ought to go for if you want to specialize in crowd control. Pushing back creatures 15 feet on a failed Str save every round? Also, it has a secondary feature akin to difficult terrain.
Spike Growth is a must have, with an enemy taking 2d4 damage for every 5 feet it moves inside the area. This is the height of power for crowd control at low levels. For a broken use of spike growth at higher levels, use your druidic feature 'Elemental wild Shape' to turn into a Wind Elemental and drag your enemies through the Spike Growth at a speed of 90 feet/round, or when dashing, 180 feet/ round. 90 divided by 5 feet = 18, so you deal around 72 damage per round (18 x 2d4 damage), or 144 damage while dashing. You can even have allied spellcasters cast certain spells to increase your speed, or haste, to take an additional dash action and increase your damage to an average of 288/round. Cheers!
Pass without Trace is obvious: who doesn't want a +10 to Stealth checks? Really great support spell here.
uhmmmmmmm..... this makes me think about getting the spell Mold Earth and summon it when a group of goblins charges over me. I mean, if this spell takes out a portion of a solid ground and elevates it, why don't you can use the "elevation" action as an ""improvised spring"" just to make the group of goblins JUMP away from you ????
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Will just stick with Druid. From what I understand we are going to be at level 3 for a while then eventually level up and be at 4 for quite a while. Multiclassing will take forever this way. I basically wanted versatility along with creative casting some stealth and crowd control. I also wanted stuff to do outside of combat such as scout and spy and perhaps the occasional roleplay scenario where I can use some cantrips
I could also re-work my attributes and give a bump in CHA
Str- 8
Dex -14
Con-14
Int - 10
Wis - 16
Cha - 12
Then get Warlock as my magic initiate dip to get
Eldritch blast
Minor illusion
Hex
I would then wear studded leather or hide armor and a wooden shield for a 16 AC ( would not carry to animal form though)
Would that be better than the wizard dip?
You definitely do /not/ want eldritch blast with a cha of 12. You will miss way too much with it. I'd pick up a utility cantrip in it's place.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Would still get a +3 to hit with it, which isn't too bad.
actually its pretty terrible
your chances of hitting a goblin with 11 ac would be only 75 percent
your chances of hitting anything with 15 ac would be 40 %
and the highest bosses at that level with 18 ac would only be a 25% chance
see you are going to miss a lot
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Nice. I added some spells to my previous comment that are fantastic C.Control and Support options. For scouting and sneaking? You can't get much better than Wildshaping into a spider and holding concentration on Pass without Trace!