2. Put points into wisdom i dont need this to be magic but if that is available because of class, background, etc., then may be used. Just not a goal or must have.
Also using healing kits, potions, brewery kit.
3. Failed merchant background to help with goods shopping deals, find lore, help with objectives, and get side quests (like find x or take x to person a) within areas the party already travels to. So ex: if party needs travel between towns, my character can use the failed merchant feat to find way to get paid for taking goods from one town to another.
I figured this feat decreases the need for charisma.
4. Different ways in having companion. If taking away failed merchant background, there is homebrew falconers background. However I saw barbarian - sub class warrior of the totem has ability to speak with beasts to do just that.
Such spells are available to druid and ranger but i thought barbarian uses strgnth more than druid or ranger.
Also can work with gm to find/buy a magical pot that makes any shrub into a living being. Forgot the name of the pot. this bypasses a need for animal handling, spells, etc. But not sure what the potential is for getting Groot in game (a walking plant).
5. Barbarian has feat where they can have higher a/c without armor. This is not really needed but thought it might be ok.
For starters, healing without magic is not really worth your time. Medicine does not really do much other than trying to stabilize the dying and identifying certain things--a DM might let it be used for very light healing outside of combat--but, at that point, hit dice are going to be better. In combat, magical healing already has a hard enough time keeping up with NPC damage output--non-magical healing is basically a no-go for everything other than stabilizing.
The real problem you run into, however, is a player issue not a character one, and one you will have to do some introspection on: Whether you suffer from "Main Character Syndrome" or not. MCS is a term referring to a player who often wants to be the centre of the story--no matter what the party is doing, that player wants to have the limelight. It is one of the most common types of problematic player and is the kind of person who can make the game miserable for everyone.
Think about why you want to do so much. Are you trying to be a jack of all trades, master of none, because you like to be marginally helpful whatever the party is doing? Or are you diversifying your options so you can always be able to insert yourself in whatever the party is doing?
That is not a question anyone here can answer--take some time to think about that. If the former--and you want to help out the people who are going to be better in a specialized situation--that would be fine. If the latter--and you want to make sure you are always able to try and solve the problems yourselves--you might want to specialize more to mitigate the temptation to MCS.
Wow good points. I never considered mcs before. I actually dont have much experience as a player and used only monk class with subclasses determined by story. Or what i think is story driven.
Anyways disecting my points.
1. Being a pact mule could be to have others rely on me and therefore interact more. :/
2. Others rely on medicine.
3. I thought failed merchant background would limit how I help discover the story but maybe there is a way to put focus on me?
4. Companion - i dont know about this one
5. Being the tankish person conflicts with being able to heal others and puts spotlight on me? :/
Ill consider this in more depth to see how things go. Session zero is soon.
There's good news and there's bad news. The good news is that you obviously want to play a support character, and that's great! Support characters rock. You want to be able to carry stuff for people. You want to be able to heal people. You want to be able negotiate with people. That's good! Every party needs a solid reliable support character.
Now here's the bad news - it sounds like you also want glory. Sorry. No. The paladin gets the glory, the rogue gets the gold, and bard gets the girl. But we support characters get something better - we get the satisfaction of knowing that they only got those things because we helped them along the way. We get peace of mind.
You've got an entire party around you. Learn to rely on them, and prove to them that they can rely on you. That's what it's all about. Team effort! No one can do everything. Each person only needs to be able to do a couple things really well. Do you want to defend & heal? Do you want to summon companions & explore? Do you want to kick @ss and chew bubblegum?
Stop trying to decide what you want to do and decide who you are, and what you are. Look inward first, then expand outward.
In general I prefer to have a bit more focus rather than going that wide, but that's a me thing.
Regarding these specific points, pack mule and merchant are both tricky to meaningfully implement in a direct gameplay sense; lots of tables handwave the exact mechanics of what's being hauled where and usually the DM will line up a Bag of Holding early on as well, while the economics are a bit too bare-bones for you to really interact with. Plus, trying too hard to role-play haggling usually just bogs the session down. Not trying to outright shoot down the idea, but you probably want to manage your expectations a little.
From a flavor perspective you could definitely run a lot of this; the merchant background is good and there's no shortage of ways to get access to Find Familiar. I wouldn't worry too much about speccing into STR for hauling stuff; see above regarding all that. Now, being the guy who has a cart from the outset is a cool little niche; maybe look at the Guild Artisan alternate background, Guild Merchant. You'll start with a mule and cart that way; good way for you to stand out a little in the direction you're looking at. It's also worth asking the DM how much they intend to play into your background feature/general backstory when planning this out; different DM's prefer to put different amounts of emphasis on downtime stuff like shopping/chatting up locals/etc, so you'll want some idea of how relevant it will be/how often you'll have a natural chance to bring it up.
Healing I'd leave be unless it plays into your class pick; you can take the Medicine skill anyways, assuming it's an option, but that skill has extremely variable mileage outside of stabilizing a character, since addressing actual damage/status effects is left to things like spells, abilities, and resting.
Oh, final point; don't worry to much about "finding" side quests. This isn't a video game, typically if the DM is inclined to run side quests they'll just work them into the narrative. Plus, like haggling, trying too hard to roleplay the guy who chats up the locals can bog down a session.
I dont know much about the setting or story other than era. There was a lot of traveling in past campaigns but everything was streamlined. So I am hesitant to have a cart we dont use. But maybe I can just ask the dm about it?
Every pc got a letter to visit x shop. Everyone pc has same level of failure in our backstory (ex: unable to become respectable adventurer) and the shop is a last hope to accomplish this goal. I figure if my background is guild merchant, this may conflict with rp and story. Is there accuracy to this? Maybe I am looking at this too much like a video game and too rigid (set in stone) of a mindset.
I dont know if campaign will come full circle (with accomplishing the end game or pc death) or just disapear in the middle of the campaign. So I am trying something different, while still being helpful, but at same time I can walk away without wondering what if .
Sometimes my character ideas have put greater imphasis on my character, but at same time I focus more on character development as a means to progress a story rather than have the same pc through out a campaign.
Ex: a character who is lost in alcoholism to subdue ptsd (monk: druken master) but discovers a better path in life (multiclass potential), to later develop intrapersonal conflict because the best way to help his/her companions beat the big evil boss is to dive back down into a bottle.
Or a fighting champion (monk) obsessed with winning being forced to turn away from his fighting as a means to personal glory and turn towards inner peace (jet li's fearless inspired).
So this one was going to be - a failed merchant fallen to debt in search of renewed faith. Based on how story goes I considered branching pc into a faith based character (multiclass potential), develop a brewery with companions, or return to tribe.
This pc back story includes a potential to be included in campaign but based on earlier posts, that may make me center of attention rather than party as a whole? Probably will take that out. Especially if I dont know if pc stry will be resolved.
I mean honestly, other than the animal (or whatever) companion part, it's not hard to get all that in a character -- goliath monk (Way of Mercy for healing) or barbarian with the Healer feat, with the failed merchant background. I've seen (heck, I've played) wackier combos
I don't know how you fit the scout companion element in there, though. You can certainly have a pet, but if you want them to actually be useful for anything other than RP, you're looking at a different class (or a multiclass), or some other way to cast find familiar
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'd say that the post #1 expectations are too varied. Using your numbering system:
Requires Strength.
Requires Wisdom.
Requires Charisma.
I'm not sure ifnyou mean you want to be the scout or if you want a companion, but either requires Dexterity and Wisdom (the latter means being a Ranger, really).
Wants you to be a Barbarian or maybe a Monk, and on top of that you'll need Constitution and Dexterity.
I'm not too worried.about Main Character Syndrome since you've expressed no desire for the glorious bits (DPR, magic, etc), but in seeing a character so.spread out that you are going to be outclassed in every aspect by the rest of the party. The only attribute you're not taking is Intelligence, so your stats are going to be all 12s and 13s, which is +1. Depending on your party makeup, you could find yourself literally never being the right option for any task. The Paladin will be able to carry more than you, heal more than you and be able to barter better. The Ranger can scout better than you. The Cleric can be a better general healer.
I mean, play how you want, but this kind of character is only going to be useful in parties of 3 or fewer, and being useful is the large basis of what is fun. I'd recommend narrowing your focus. My suggestion is to lose the mule and scouting roles, then a lot of the rest can be covered by a Divine Soul Sorceror (good charisma, can heal and doesn't use armour or much money), I think it's DS Sorceror that does that. Whatever you choose, focus on one or two roles or clusters of roles.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Just having a backstory that can come up in the game isn’t an issue; the issue comes if you keep trying to bring it to the forefront or shoehorn your skills into solving most problems. Though, as a personal take, alcoholism/PTSD is a bit of an overdone trait; honestly I wouldn’t invest too much thought in a long-term arc if you don’t know how long the campaign will run for.
I agree with you ace of rogues. Alcoholism/ptsd is a character flaw that may be too much for this campaign. I was using it as an example for my personal interest in the game; using critical thinking skills, character development, and maybe something else. I focus a lot on character flaws to make them more interesting.
failed merchant background and lack in charisma flaw should tie directly into the (known) story line without needing to take center stage, in my opinion. Much of it can just occur during downtime, like finding out who is x. Doesnt require rp I dont think either.
Unlike ptsd or fear, this should not inhibit my character or another character from performing their tasks or take away from the main story. One time I asked for disadvantage because my character was afraid of lions. Other players laughed at my pc response to the lion. But that is just some players. Perhaps I should not expect all to much of the same from everyone.
making an effort to create or search for side quests would take away from everyone else's gameplay. I see how that could be as such and an issue. Thanks.
But paying for the upkeep of a mule and a companion scout who both require food and such every day?
That's going to cost more than armor. :)
Not really, unless you’re looking at light armor, which itself is only comparable or worse than an Unarmored AC feature. Feed for a mount is 5 cp/day and stabling is 5 sp/day. Any armor is priced in gp, putting it at more than an order of magnitude above mount upkeep, especially the medium and heavy stuff. You can literally cover mount expenses for about three months for the cost of mid-tier medium armor.
Ah AntonSirius. i dont know the landscape; could be forest, mountain, or just cities. I figured having a companion would make it easier to adapt to all terrain. Something that flies or is small and easily unnoticable would be able to find or obtain necessary info with ease. Also would get info when I or the group can do something else - or downtime.
I think any class has the ability to scout in some way special to their abilities.
Out of curiosity, so you happen to know what other classes the other players have chosen? That is a useful data point in deciding what you want your own character to do.
Ah AntonSirius. i dont know the landscape; could be forest, mountain, or just cities. I figured having a companion would make it easier to adapt to all terrain. Something that flies or is small and easily unnoticable would be able to find or obtain necessary info with ease. Also would get info when I or the group can do something else - or downtime.
I think any class has the ability to scout in some way special to their abilities.
A standard familiar is of limited use for recon, particularly independently, as they don’t have the language or intelligence score to recognize or communicate complex concepts. Honestly, if your party already has a Wizard, Druid, or Warlock, I’d say check if they’re planning to use one; if they are and especially if you’re not running a caster might be best to let them have that bit.
But paying for the upkeep of a mule and a companion scout who both require food and such every day?
That's going to cost more than armor. :)
Not really, unless you’re looking at light armor, which itself is only comparable or worse than an Unarmored AC feature. Feed for a mount is 5 cp/day and stabling is 5 sp/day. Any armor is priced in gp, putting it at more than an order of magnitude above mount upkeep, especially the medium and heavy stuff. You can literally cover mount expenses for about three months for the cost of mid-tier medium armor.
Yeah, that's why I also quoted the scout too.
I would assume they're paying for their food and board as well.
I am not sure the scout will be keen on hanging out in a stable with the mule and eating hay.
My point being that day to day expenses are negligible in a typical campaign; unless the DM is deliberately keeping the gold tight, it’s not hard to come up with the 1.05 - 1.55 gp/day required to maintain modest living conditions and see to the mount’s needs.
Caerwyn, I heard others are looking at monk or wizard, drow rogue, warlock. Sounds like warlock & monk/wizard want to do damage. I am not familair with drow rogue but I assume range fighting unless they want to be close.
Hmm, if you want to blend some tank into your healer/support there is Paladin or a more martial-oriented Cleric, although you might have to finesse or revise your backstory for that.
Edited addendum: You’ll also want to make sure your group isn’t going to ride you for not making heavy use of Smite if you go Paladin
Creating character to use as
1. Mule (carry a bunch of stuff)
2. Basic Healing with out magic (not priority)
3. Develop as merchant4
4. Use companion to scout
5. Be cheap & try it w/o armor.
So far the build is:::
1. goliath. Focus attribute points on stregth.
2. Put points into wisdom i dont need this to be magic but if that is available because of class, background, etc., then may be used. Just not a goal or must have.
Also using healing kits, potions, brewery kit.
3. Failed merchant background to help with goods shopping deals, find lore, help with objectives, and get side quests (like find x or take x to person a) within areas the party already travels to. So ex: if party needs travel between towns, my character can use the failed merchant feat to find way to get paid for taking goods from one town to another.
I figured this feat decreases the need for charisma.
4. Different ways in having companion. If taking away failed merchant background, there is homebrew falconers background. However I saw barbarian - sub class warrior of the totem has ability to speak with beasts to do just that.
Such spells are available to druid and ranger but i thought barbarian uses strgnth more than druid or ranger.
Also can work with gm to find/buy a magical pot that makes any shrub into a living being. Forgot the name of the pot. this bypasses a need for animal handling, spells, etc. But not sure what the potential is for getting Groot in game (a walking plant).
5. Barbarian has feat where they can have higher a/c without armor. This is not really needed but thought it might be ok.
Am I trying to put too much into 1 character?
https://www.dndbeyond.com/characters/92491173
Above is sample.
For starters, healing without magic is not really worth your time. Medicine does not really do much other than trying to stabilize the dying and identifying certain things--a DM might let it be used for very light healing outside of combat--but, at that point, hit dice are going to be better. In combat, magical healing already has a hard enough time keeping up with NPC damage output--non-magical healing is basically a no-go for everything other than stabilizing.
The real problem you run into, however, is a player issue not a character one, and one you will have to do some introspection on: Whether you suffer from "Main Character Syndrome" or not. MCS is a term referring to a player who often wants to be the centre of the story--no matter what the party is doing, that player wants to have the limelight. It is one of the most common types of problematic player and is the kind of person who can make the game miserable for everyone.
Think about why you want to do so much. Are you trying to be a jack of all trades, master of none, because you like to be marginally helpful whatever the party is doing? Or are you diversifying your options so you can always be able to insert yourself in whatever the party is doing?
That is not a question anyone here can answer--take some time to think about that. If the former--and you want to help out the people who are going to be better in a specialized situation--that would be fine. If the latter--and you want to make sure you are always able to try and solve the problems yourselves--you might want to specialize more to mitigate the temptation to MCS.
Wow good points. I never considered mcs before. I actually dont have much experience as a player and used only monk class with subclasses determined by story. Or what i think is story driven.
Anyways disecting my points.
1. Being a pact mule could be to have others rely on me and therefore interact more. :/
2. Others rely on medicine.
3. I thought failed merchant background would limit how I help discover the story but maybe there is a way to put focus on me?
4. Companion - i dont know about this one
5. Being the tankish person conflicts with being able to heal others and puts spotlight on me? :/
Ill consider this in more depth to see how things go. Session zero is soon.
Yes. You're doing too much.
There's good news and there's bad news. The good news is that you obviously want to play a support character, and that's great! Support characters rock. You want to be able to carry stuff for people. You want to be able to heal people. You want to be able negotiate with people. That's good! Every party needs a solid reliable support character.
Now here's the bad news - it sounds like you also want glory. Sorry. No. The paladin gets the glory, the rogue gets the gold, and bard gets the girl. But we support characters get something better - we get the satisfaction of knowing that they only got those things because we helped them along the way. We get peace of mind.
You've got an entire party around you. Learn to rely on them, and prove to them that they can rely on you. That's what it's all about. Team effort! No one can do everything. Each person only needs to be able to do a couple things really well. Do you want to defend & heal? Do you want to summon companions & explore? Do you want to kick @ss and chew bubblegum?
Stop trying to decide what you want to do and decide who you are, and what you are. Look inward first, then expand outward.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
In general I prefer to have a bit more focus rather than going that wide, but that's a me thing.
Regarding these specific points, pack mule and merchant are both tricky to meaningfully implement in a direct gameplay sense; lots of tables handwave the exact mechanics of what's being hauled where and usually the DM will line up a Bag of Holding early on as well, while the economics are a bit too bare-bones for you to really interact with. Plus, trying too hard to role-play haggling usually just bogs the session down. Not trying to outright shoot down the idea, but you probably want to manage your expectations a little.
From a flavor perspective you could definitely run a lot of this; the merchant background is good and there's no shortage of ways to get access to Find Familiar. I wouldn't worry too much about speccing into STR for hauling stuff; see above regarding all that. Now, being the guy who has a cart from the outset is a cool little niche; maybe look at the Guild Artisan alternate background, Guild Merchant. You'll start with a mule and cart that way; good way for you to stand out a little in the direction you're looking at. It's also worth asking the DM how much they intend to play into your background feature/general backstory when planning this out; different DM's prefer to put different amounts of emphasis on downtime stuff like shopping/chatting up locals/etc, so you'll want some idea of how relevant it will be/how often you'll have a natural chance to bring it up.
Healing I'd leave be unless it plays into your class pick; you can take the Medicine skill anyways, assuming it's an option, but that skill has extremely variable mileage outside of stabilizing a character, since addressing actual damage/status effects is left to things like spells, abilities, and resting.
Oh, final point; don't worry to much about "finding" side quests. This isn't a video game, typically if the DM is inclined to run side quests they'll just work them into the narrative. Plus, like haggling, trying too hard to roleplay the guy who chats up the locals can bog down a session.
Wow this has been helpful.
A little campaign Background:
I dont know much about the setting or story other than era. There was a lot of traveling in past campaigns but everything was streamlined. So I am hesitant to have a cart we dont use. But maybe I can just ask the dm about it?
Every pc got a letter to visit x shop. Everyone pc has same level of failure in our backstory (ex: unable to become respectable adventurer) and the shop is a last hope to accomplish this goal. I figure if my background is guild merchant, this may conflict with rp and story. Is there accuracy to this? Maybe I am looking at this too much like a video game and too rigid (set in stone) of a mindset.
I dont know if campaign will come full circle (with accomplishing the end game or pc death) or just disapear in the middle of the campaign. So I am trying something different, while still being helpful, but at same time I can walk away without wondering what if .
Sometimes my character ideas have put greater imphasis on my character, but at same time I focus more on character development as a means to progress a story rather than have the same pc through out a campaign.
Ex: a character who is lost in alcoholism to subdue ptsd (monk: druken master) but discovers a better path in life (multiclass potential), to later develop intrapersonal conflict because the best way to help his/her companions beat the big evil boss is to dive back down into a bottle.
Or a fighting champion (monk) obsessed with winning being forced to turn away from his fighting as a means to personal glory and turn towards inner peace (jet li's fearless inspired).
So this one was going to be - a failed merchant fallen to debt in search of renewed faith. Based on how story goes I considered branching pc into a faith based character (multiclass potential), develop a brewery with companions, or return to tribe.
This pc back story includes a potential to be included in campaign but based on earlier posts, that may make me center of attention rather than party as a whole? Probably will take that out. Especially if I dont know if pc stry will be resolved.
I mean honestly, other than the animal (or whatever) companion part, it's not hard to get all that in a character -- goliath monk (Way of Mercy for healing) or barbarian with the Healer feat, with the failed merchant background. I've seen (heck, I've played) wackier combos
I don't know how you fit the scout companion element in there, though. You can certainly have a pet, but if you want them to actually be useful for anything other than RP, you're looking at a different class (or a multiclass), or some other way to cast find familiar
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'd say that the post #1 expectations are too varied. Using your numbering system:
I'm not too worried.about Main Character Syndrome since you've expressed no desire for the glorious bits (DPR, magic, etc), but in seeing a character so.spread out that you are going to be outclassed in every aspect by the rest of the party. The only attribute you're not taking is Intelligence, so your stats are going to be all 12s and 13s, which is +1. Depending on your party makeup, you could find yourself literally never being the right option for any task. The Paladin will be able to carry more than you, heal more than you and be able to barter better. The Ranger can scout better than you. The Cleric can be a better general healer.
I mean, play how you want, but this kind of character is only going to be useful in parties of 3 or fewer, and being useful is the large basis of what is fun. I'd recommend narrowing your focus. My suggestion is to lose the mule and scouting roles, then a lot of the rest can be covered by a Divine Soul Sorceror (good charisma, can heal and doesn't use armour or much money), I think it's DS Sorceror that does that. Whatever you choose, focus on one or two roles or clusters of roles.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Just having a backstory that can come up in the game isn’t an issue; the issue comes if you keep trying to bring it to the forefront or shoehorn your skills into solving most problems. Though, as a personal take, alcoholism/PTSD is a bit of an overdone trait; honestly I wouldn’t invest too much thought in a long-term arc if you don’t know how long the campaign will run for.
I agree with you ace of rogues. Alcoholism/ptsd is a character flaw that may be too much for this campaign. I was using it as an example for my personal interest in the game; using critical thinking skills, character development, and maybe something else. I focus a lot on character flaws to make them more interesting.
failed merchant background and lack in charisma flaw should tie directly into the (known) story line without needing to take center stage, in my opinion. Much of it can just occur during downtime, like finding out who is x. Doesnt require rp I dont think either.
Unlike ptsd or fear, this should not inhibit my character or another character from performing their tasks or take away from the main story. One time I asked for disadvantage because my character was afraid of lions. Other players laughed at my pc response to the lion. But that is just some players. Perhaps I should not expect all to much of the same from everyone.
making an effort to create or search for side quests would take away from everyone else's gameplay. I see how that could be as such and an issue. Thanks.
So you're not buying armor to be cheap...
But paying for the upkeep of a mule and a companion scout who both require food and such every day?
That's going to cost more than armor. :)
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Not really, unless you’re looking at light armor, which itself is only comparable or worse than an Unarmored AC feature. Feed for a mount is 5 cp/day and stabling is 5 sp/day. Any armor is priced in gp, putting it at more than an order of magnitude above mount upkeep, especially the medium and heavy stuff. You can literally cover mount expenses for about three months for the cost of mid-tier medium armor.
Ah AntonSirius. i dont know the landscape; could be forest, mountain, or just cities. I figured having a companion would make it easier to adapt to all terrain. Something that flies or is small and easily unnoticable would be able to find or obtain necessary info with ease. Also would get info when I or the group can do something else - or downtime.
I think any class has the ability to scout in some way special to their abilities.
Out of curiosity, so you happen to know what other classes the other players have chosen? That is a useful data point in deciding what you want your own character to do.
Thanks linklite. Ill try to narrow may goals and character purpose down. Too varied and spread out indeed.
A standard familiar is of limited use for recon, particularly independently, as they don’t have the language or intelligence score to recognize or communicate complex concepts. Honestly, if your party already has a Wizard, Druid, or Warlock, I’d say check if they’re planning to use one; if they are and especially if you’re not running a caster might be best to let them have that bit.
Yeah, that's why I also quoted the scout too.
I would assume they're paying for their food and board as well.
I am not sure the scout will be keen on hanging out in a stable with the mule and eating hay.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
My point being that day to day expenses are negligible in a typical campaign; unless the DM is deliberately keeping the gold tight, it’s not hard to come up with the 1.05 - 1.55 gp/day required to maintain modest living conditions and see to the mount’s needs.
Caerwyn, I heard others are looking at monk or wizard, drow rogue, warlock. Sounds like warlock & monk/wizard want to do damage. I am not familair with drow rogue but I assume range fighting unless they want to be close.
Hmm, if you want to blend some tank into your healer/support there is Paladin or a more martial-oriented Cleric, although you might have to finesse or revise your backstory for that.
Edited addendum: You’ll also want to make sure your group isn’t going to ride you for not making heavy use of Smite if you go Paladin