If you look at some of the entries in the Monster Manual, the descriptions hint that some monsters may have been created by a wizard, as servants, experiments gone out of control, or whatever.
If I wanted to make a PC who is, or at least aspires to be, a breeder of weird creatures, how would I go about it? What school should I go for when I get my subclass? How should I build the character in terms of background, spells, skills etc.?
It could be a straight-up evil character or a well-meaning, Hagrid type of person who just doesn't realize his babies are dangerous, I don't care, this is never going to happen anyway, it's all for the sake of a thought experiment, I just want to know how you would do it mechanically.
For that matter, as a DM, what would you do if one of your players told you they wanted to breed a new monster? Yes, no, and if you say yes, how would you do it?
For the race, I think a forest gnome would make sense because it seems like something one of them would do and they work well with nature. For a Hagrid-like character, a Firbolg would work nicely because they are also connected to nature and fit the gentle giant feel.
Animal Handling is a must. Survival, Nature, and Arcana would also make sense.
Abjuration might work as a subclass for a character that wants to use a lot of defense spells to survive being in close proximity to monsters.
A Conjuration wizard makes sense for a wizard who wants to summon monsters for him to use.
Enchantment makes the most sense to me. They can calm ferocious beasts and enchant raging monsters, so I think they would work best.
Mage hand is definitely useful for interecting with dangerous monsters at a distance. Minor illusion is great for luring monsters with illusionary food or sounds. Presdigitation is good for cleaning up monster messes and entertaining them.
Sleep, Snare, Shield, Protection from evil and good, find familiar, longstrider, jump, and alarm would be good 1st level spells.
Alter self, Earthbind, Dragon's breath, Enlarge/reduce, Maximillian's Earthen Grasp, Invisibility, Ray of Enfeeblement, and Web are good 2nd level spells.
Hypnotic pattern, magic circle, protection from energy, remove curse, slow, summon lesser demon or summon fey, tiny hut, water breathing, and wall of water are good 3rd level spells.
For 4th level, Hold Monster (obviously), confusion, faithful hound, greater invisibility, hallucinatory terrain, locate creature, polymorph, stone skin, a summoning spell, and wall of fire.
For 5th level, bigby's hand, creation, dominate person, hold monster, mislead, passwall, planar binding, skill empowerment, telekinesis, and wall of force. I will be stopping here for awhile.
Folk Hero or Outlander makes sense. They are good for travelers, and they give the right skills needed. Soldier gives good skills too. Witherbloom student is actually really good, but it is a little overpowered in normal games, so I don't think it would be allowed. If it was, it would fit perfectly.
Hello! I have an odd hypothetical question.
If you look at some of the entries in the Monster Manual, the descriptions hint that some monsters may have been created by a wizard, as servants, experiments gone out of control, or whatever.
If I wanted to make a PC who is, or at least aspires to be, a breeder of weird creatures, how would I go about it? What school should I go for when I get my subclass? How should I build the character in terms of background, spells, skills etc.?
It could be a straight-up evil character or a well-meaning, Hagrid type of person who just doesn't realize his babies are dangerous, I don't care, this is never going to happen anyway, it's all for the sake of a thought experiment, I just want to know how you would do it mechanically.
For that matter, as a DM, what would you do if one of your players told you they wanted to breed a new monster? Yes, no, and if you say yes, how would you do it?
For the race, I think a forest gnome would make sense because it seems like something one of them would do and they work well with nature. For a Hagrid-like character, a Firbolg would work nicely because they are also connected to nature and fit the gentle giant feel.
Animal Handling is a must. Survival, Nature, and Arcana would also make sense.
Abjuration might work as a subclass for a character that wants to use a lot of defense spells to survive being in close proximity to monsters.
A Conjuration wizard makes sense for a wizard who wants to summon monsters for him to use.
Enchantment makes the most sense to me. They can calm ferocious beasts and enchant raging monsters, so I think they would work best.
Mage hand is definitely useful for interecting with dangerous monsters at a distance. Minor illusion is great for luring monsters with illusionary food or sounds. Presdigitation is good for cleaning up monster messes and entertaining them.
Sleep, Snare, Shield, Protection from evil and good, find familiar, longstrider, jump, and alarm would be good 1st level spells.
Alter self, Earthbind, Dragon's breath, Enlarge/reduce, Maximillian's Earthen Grasp, Invisibility, Ray of Enfeeblement, and Web are good 2nd level spells.
Hypnotic pattern, magic circle, protection from energy, remove curse, slow, summon lesser demon or summon fey, tiny hut, water breathing, and wall of water are good 3rd level spells.
For 4th level, Hold Monster (obviously), confusion, faithful hound, greater invisibility, hallucinatory terrain, locate creature, polymorph, stone skin, a summoning spell, and wall of fire.
For 5th level, bigby's hand, creation, dominate person, hold monster, mislead, passwall, planar binding, skill empowerment, telekinesis, and wall of force. I will be stopping here for awhile.
Folk Hero or Outlander makes sense. They are good for travelers, and they give the right skills needed. Soldier gives good skills too. Witherbloom student is actually really good, but it is a little overpowered in normal games, so I don't think it would be allowed. If it was, it would fit perfectly.