I have a level 7 Ranger. He is a Wood Elf, with Fighting Syle: Archery and the Multiattack Defense as the selections. The other day on my DDB character sheet, I noticed that it says I have advantage on initiative. I cannot find anywhere where this came from, except if I look at the Revised Ranger, this is part of Natural Explorer.
I have two questions. The first question, does this seem right? Should I have Advantage on initiative, or did I screw something up in my character. This was my first D&D 5E character I ever rolled up, so it is possible.
The second question, what would you do with Advantage on Initative? You roll up Initiative and go where the chips lay. Moving the Ranger to the front of the heap with Advantage (if she or he chooses to act on it), what does that gain me or my party strategically?
Well, I'm a little embarrassed. I found the source of the advantage on initiative, and the character sheet is quite right. I have a Dagger of Warning. It states, "this magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls." I've had this for a long time, and I've missed this feature until the DND Beyond Character Sheet told me. Wow...
One more reason I love DND Beyond!
Now, I'm still going to be thinking long and hard about the strategy with initiative. There are times it would be nice to be able to TRY (@Stormknight) to be first to do damage to the creature we are fighting before it strikes us. My cleric always seems to be last (he infamously rolls low, we think it is his die, but he loves it so he keeps it and it really adds something fun to the game). Sometimes being last also has its benefits. He is always healing where he can and prepping us up for the next round.
Typically being last on initiative can be really good for a "support" character as it allows them to take action reactively, based on what has happened during the round.
Going early in initiative order is usually better than going late, even for a support character. Since the turn order is cyclic, you're going to get a turn after your enemy's first turn anyways:
Cleric, Monster, Rogue, Fighter
Monster, Rogue, Fighter, Cleric
The cleric in the first scenario is still going to be able to heal the damage the monster does after the fighter's turn, but they're also getting an extra opportunity weaken the monster or buff their allies before the monster's gotten a chance to act.
For situations where you'd really rather do something after somebody else that round, there's always the Ready action. Worst case scenario, you can always take the Dodge action.
Where you fall in the initiative rolls can be tricky when you are unsure of what the monsters and your party will do, but after a few quick sessions, you learn your party well enough that it almost doesnt matter what the monsters do. Like InquisitiveCoder stated, you have great opportunities with first and last, even in the middle you can heal an already wounded ally, buff a soon to attack ally, or deal some damage in the meantime as you wait for what is needed. You may even find yourself up against a well wounded monster that you can tell to heal may be a waste, but your simple attack may be enough to finish this foe and give your party time to heal all the way around.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have a level 7 Ranger. He is a Wood Elf, with Fighting Syle: Archery and the Multiattack Defense as the selections. The other day on my DDB character sheet, I noticed that it says I have advantage on initiative. I cannot find anywhere where this came from, except if I look at the Revised Ranger, this is part of Natural Explorer.
I have two questions. The first question, does this seem right? Should I have Advantage on initiative, or did I screw something up in my character. This was my first D&D 5E character I ever rolled up, so it is possible.
The second question, what would you do with Advantage on Initative? You roll up Initiative and go where the chips lay. Moving the Ranger to the front of the heap with Advantage (if she or he chooses to act on it), what does that gain me or my party strategically?
Hi there BrassZeus,
having advantage means you roll twice and take the best dice roll, doesn't mean they automatically win. :)
If you link your character here, someone can take a look for you.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Well, I'm a little embarrassed. I found the source of the advantage on initiative, and the character sheet is quite right. I have a Dagger of Warning. It states, "this magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls." I've had this for a long time, and I've missed this feature until the DND Beyond Character Sheet told me. Wow...
One more reason I love DND Beyond!
Now, I'm still going to be thinking long and hard about the strategy with initiative. There are times it would be nice to be able to TRY (@Stormknight) to be first to do damage to the creature we are fighting before it strikes us. My cleric always seems to be last (he infamously rolls low, we think it is his die, but he loves it so he keeps it and it really adds something fun to the game). Sometimes being last also has its benefits. He is always healing where he can and prepping us up for the next round.
Typically being last on initiative can be really good for a "support" character as it allows them to take action reactively, based on what has happened during the round.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Going early in initiative order is usually better than going late, even for a support character. Since the turn order is cyclic, you're going to get a turn after your enemy's first turn anyways:
The cleric in the first scenario is still going to be able to heal the damage the monster does after the fighter's turn, but they're also getting an extra opportunity weaken the monster or buff their allies before the monster's gotten a chance to act.
For situations where you'd really rather do something after somebody else that round, there's always the Ready action. Worst case scenario, you can always take the Dodge action.
The Forum Infestation (TM)
Where you fall in the initiative rolls can be tricky when you are unsure of what the monsters and your party will do, but after a few quick sessions, you learn your party well enough that it almost doesnt matter what the monsters do. Like InquisitiveCoder stated, you have great opportunities with first and last, even in the middle you can heal an already wounded ally, buff a soon to attack ally, or deal some damage in the meantime as you wait for what is needed. You may even find yourself up against a well wounded monster that you can tell to heal may be a waste, but your simple attack may be enough to finish this foe and give your party time to heal all the way around.