One of the games I run is a sci fi game along the lines of the old Phantasy Star games (I'm not famliar with the Online ones) with a blend of fantasy and sci fi elements.
The party consists of a human wizard.
A human artificer, but one who lost her legs at a young age and has a mechanical drider like lower body she has. (Doesn't currently give her any special bonuses, it's just for flavor, but have the option open down the line for her to potentially upgrade it and have it serve as a magic item.)
A half elf clone wild magic sorcerer, who poofed into a river for the rest of the party to find. Has no past but doesn't know it yet icly and the party's teaching him to speak etc and dealing with his wild magic surges as they come.
An elf ranger who's an ex con who was innocent but took the fall for his father's crimes, recently released.
An alien druid who's sort of like a wandering monk type character wise, whose physiological and cultural differences from the humans etc where the campaign is starting are sometimes humorous.
That's probably the strangest party composition in any of my games.
My human rogue is grouped with a tiefling cleric, an elf monk, centaur barbarian, and a half halfing/half dragonborn wizard. My other game I run has a minotaur barbarian, human warlock, human cleric, and a sorcerer who's a homebrew race sort of like a tiefling but a bit more human looking and a bit less fiend looking.
barbarian with 4 int? Good lord i wasn't aware that it's possible to go that low, pretty sure there are a few beasts or monstrocities with higher intelligences
here's one for a campaign that my group has on hold for now, keep in mind that some of the races and classes are homebrew but approved of by the dm and being tweaked whenever problems arise because of em. For context in the game our party is part of a group that had set out to settle a recently developed continent that showed up shortly after a devastating flood had swept the world
Undead necromancer who runs a bar (despite being both undead and a necromancer she is the member of the party causing the least amount of chaos or trouble for the town) a human praise the sun monk who's pretty chill A fox girl gun slinger that runs a weapon (gun) shop in town and is in the process of bringing firearms into our world (firearms aren't that common and if anyone but her family were developing them they likely drowned in the flood) who happened to be a secret fey princess a human barbarian who i don't remember the subclass of who ended up bonking and marrying a hobgoblin cleric within weeks of arriving at the continent and is currently expecting half hobgoblin kids and last but not least a Minotaur paladin who worships a chaotic something god and the player who managed to accidentally spawn two mummy lord pyramids the exact day he got gifted a bag of beans (he also spawned some screaming mushrooms which attracted a swarm of 20 dire turkeys that got a surprise round on him and in that exact round ended up dropping him)
overall it's been a chaotic but fun game, my character being the only undead on the continent managed to help our town reach an arrangement with the mummylords that was as close to a amiable relationship as you can expect a town to reach. Needless to say that the appearance of two semi powerful mummy lords on the continent had managed to derail the original campaign to a degree and I myself am interested in seeing how it goes from where it left off once the campaign continues
Currently, the party I’m DM’ing for has an interesting dynamic: “Circle of the Moon” Druid, a “Wild Magic” Sorcerer, and a “Death Domain” Cleric.
In rotation, we have a “Circle of Dreams” Druid, and a Paladin.
So combat essentially surrounds the Moon Druid in their Wild Shape; with the Death Cleric serving as a “striker” of sorts (they aren’t entirely predisposed to healing).
The Wild Sorcerer, as you might imagine, keeps things spicy…they’ve actually “Surged” for some powerful Magic Missile damage; decimating a mini-boss.
There has been one…ah…instance of an unwanted “Fireball”; which did kill an NPC…who had swallowed a potent magic item; so not a total loss…but unusually, our Moon Druid was uniquely capable of eating that damage.
The Death Cleric mops up stragglers with their serviceable melee support; and very good burst damage with their Channel Divinity.
So our party is this unusual balance of burst damage & unconventional tankiness & support.
My current campaign has the players with 2 parties - their main one, and a backup one.
The main one is a Warlock, Fighter/paladin, Barbarian, Monk, and Cleric - nothing too hard to prep for or deal with.
The backup party though...
A tortle druid obsessed with summoning spiders An elderly gnome druid who summons giant owls An Abjuration Wizard with a sentient spellbook who speaks with his same voice, which is the voice of Patrick Warburton (Kronk), which I, the DM, do. A Divination Halfling Wizard with the Lucky feat and Silvery Barbs And an as-yet undecided character from the fifth player.
It's been hectic. The main party is on a mission to build a skyship and to try and reclaim a stolen kingdom for the dwarves by killing the giant king. They are going through gritty combats and the like. The backup party, however, had a random guy called Pickluke Johncard walk into the tavern, declare he was "just borrowing it", produce a spelljamming helm, fly them to the moon, then ask for their help in finding a crashed ship, which led to them finding (totally not the ship from Alien) full of (totally not genestealers from 40k), highjacking it, and then escaping the moon in their tavern again.
- Hobgoblin Echo Knight Fighter / Barbarian (1 level of Barb) - Human Artillerist Artificer - Half-orc Warlock/Rogue (2 levels of Warlock) - Water Genasai Storm Cleric
Secondary game: (L7 I believe)
- Kobold Oath of Vengence Paladin that just dipped Bard for 1 level - Kobold Creation Bard (the two Kobolds are twin brothers and dumb as rocks) - Dark Elf Drakewarden Ranger - Earth Genasai Knowledge Cleric / Dunamancy Wizard (1 level of Cleric)
I'm DMing the second one, and I gotta tell you the amount of Draconic Cry going on is insane.
So I just joined a new campaign with my sister. There is me , her + two others in the party and we have such a strange set of characters, we've only done one game so far but I can't wait to see how our characters react to situations all being so different.
Our DM allows all alignments excluding neutral evil and chaotic evil. But we've got me who is a neutral Arakocra (vulture) who's a loyal duellist/bard. My sister is a lawful neutral nymph/satyr who's a ranger, the other two are a not-so-smart neutral hobgoblin sorcerer and a chaotic neutral Yuan-Ti pureblood sorcerer who so far tries to cause the most chaos while my sisters shy/kind satyr has to watch in horror. XD We're all still getting used to how we'll play our characters but I can't wait to see how it all plays out.
I'm not a DM, but I don't think any PC should be evil at all. This is a game of heroes, not anti-heroes and conniving party members. Then again, I also don't like the idea of non-humanlike creatures as party members either. Aasimar humans are obviously fine. Halfings (Hobbits) and maybe Half Elves are okay. Elves, Dwarves, Tieflings etc. are just too alien.
Curse of Strahd is a halfling bard, halfling barbarian, dwarf cleric, human fighter and human wizard. Level 4.
Waterdeep Dragon Heist is a half elf warlock, half elf bard, half elf ranger, halfling rogue, half orc barbarian and gnome cleric. Level 1, only a few sessions into this one.
Homebrew campaign is a dwarf warlock, dwarf cleric, dwarf barbarian, and dwarf wizard. Level 3. All dwarf on purpose.
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One of the games I run is a sci fi game along the lines of the old Phantasy Star games (I'm not famliar with the Online ones) with a blend of fantasy and sci fi elements.
The party consists of a human wizard.
A human artificer, but one who lost her legs at a young age and has a mechanical drider like lower body she has. (Doesn't currently give her any special bonuses, it's just for flavor, but have the option open down the line for her to potentially upgrade it and have it serve as a magic item.)
A half elf clone wild magic sorcerer, who poofed into a river for the rest of the party to find. Has no past but doesn't know it yet icly and the party's teaching him to speak etc and dealing with his wild magic surges as they come.
An elf ranger who's an ex con who was innocent but took the fall for his father's crimes, recently released.
An alien druid who's sort of like a wandering monk type character wise, whose physiological and cultural differences from the humans etc where the campaign is starting are sometimes humorous.
That's probably the strangest party composition in any of my games.
My human rogue is grouped with a tiefling cleric, an elf monk, centaur barbarian, and a half halfing/half dragonborn wizard.
My other game I run has a minotaur barbarian, human warlock, human cleric, and a sorcerer who's a homebrew race sort of like a tiefling but a bit more human looking and a bit less fiend looking.
barbarian with 4 int? Good lord i wasn't aware that it's possible to go that low, pretty sure there are a few beasts or monstrocities with higher intelligences
here's one for a campaign that my group has on hold for now, keep in mind that some of the races and classes are homebrew but approved of by the dm and being tweaked whenever problems arise because of em. For context in the game our party is part of a group that had set out to settle a recently developed continent that showed up shortly after a devastating flood had swept the world
Undead necromancer who runs a bar (despite being both undead and a necromancer she is the member of the party causing the least amount of chaos or trouble for the town)
a human praise the sun monk who's pretty chill
A fox girl gun slinger that runs a weapon (gun) shop in town and is in the process of bringing firearms into our world (firearms aren't that common and if anyone but her family were developing them they likely drowned in the flood) who happened to be a secret fey princess
a human barbarian who i don't remember the subclass of who ended up bonking and marrying a hobgoblin cleric within weeks of arriving at the continent and is currently expecting half hobgoblin kids
and last but not least a Minotaur paladin who worships a chaotic something god and the player who managed to accidentally spawn two mummy lord pyramids the exact day he got gifted a bag of beans (he also spawned some screaming mushrooms which attracted a swarm of 20 dire turkeys that got a surprise round on him and in that exact round ended up dropping him)
overall it's been a chaotic but fun game, my character being the only undead on the continent managed to help our town reach an arrangement with the mummylords that was as close to a amiable relationship as you can expect a town to reach. Needless to say that the appearance of two semi powerful mummy lords on the continent had managed to derail the original campaign to a degree and I myself am interested in seeing how it goes from where it left off once the campaign continues
Current campaign I'm doing has six players:
A wood elf druid who only uses their wild shape to become a cat
A dragonborn sorcerer who doesn't use their spells
A kobold rogue with -4 strength and -2 constitution
Two high elf warlocks, one of which only casts eldritch blast
A Goliath devotion paladin who never uses divine smite
Surprised I don’t see this more!
Currently, the party I’m DM’ing for has an interesting dynamic: “Circle of the Moon” Druid, a “Wild Magic” Sorcerer, and a “Death Domain” Cleric.
In rotation, we have a “Circle of Dreams” Druid, and a Paladin.
So combat essentially surrounds the Moon Druid in their Wild Shape; with the Death Cleric serving as a “striker” of sorts (they aren’t entirely predisposed to healing).
The Wild Sorcerer, as you might imagine, keeps things spicy…they’ve actually “Surged” for some powerful Magic Missile damage; decimating a mini-boss.
There has been one…ah…instance of an unwanted “Fireball”; which did kill an NPC…who had swallowed a potent magic item; so not a total loss…but unusually, our Moon Druid was uniquely capable of eating that damage.
The Death Cleric mops up stragglers with their serviceable melee support; and very good burst damage with their Channel Divinity.
So our party is this unusual balance of burst damage & unconventional tankiness & support.
My current campaign has the players with 2 parties - their main one, and a backup one.
The main one is a Warlock, Fighter/paladin, Barbarian, Monk, and Cleric - nothing too hard to prep for or deal with.
The backup party though...
A tortle druid obsessed with summoning spiders
An elderly gnome druid who summons giant owls
An Abjuration Wizard with a sentient spellbook who speaks with his same voice, which is the voice of Patrick Warburton (Kronk), which I, the DM, do.
A Divination Halfling Wizard with the Lucky feat and Silvery Barbs
And an as-yet undecided character from the fifth player.
It's been hectic. The main party is on a mission to build a skyship and to try and reclaim a stolen kingdom for the dwarves by killing the giant king. They are going through gritty combats and the like. The backup party, however, had a random guy called Pickluke Johncard walk into the tavern, declare he was "just borrowing it", produce a spelljamming helm, fly them to the moon, then ask for their help in finding a crashed ship, which led to them finding (totally not the ship from Alien) full of (totally not genestealers from 40k), highjacking it, and then escaping the moon in their tavern again.
And somehow, these are both Canon.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Main campaign: (Level 9)
- Hobgoblin Echo Knight Fighter / Barbarian (1 level of Barb)
- Human Artillerist Artificer
- Half-orc Warlock/Rogue (2 levels of Warlock)
- Water Genasai Storm Cleric
Secondary game: (L7 I believe)
- Kobold Oath of Vengence Paladin that just dipped Bard for 1 level
- Kobold Creation Bard (the two Kobolds are twin brothers and dumb as rocks)
- Dark Elf Drakewarden Ranger
- Earth Genasai Knowledge Cleric / Dunamancy Wizard (1 level of Cleric)
I'm DMing the second one, and I gotta tell you the amount of Draconic Cry going on is insane.
Ngl that actually sounds like fun
I'm not a DM, but I don't think any PC should be evil at all. This is a game of heroes, not anti-heroes and conniving party members. Then again, I also don't like the idea of non-humanlike creatures as party members either. Aasimar humans are obviously fine. Halfings (Hobbits) and maybe Half Elves are okay. Elves, Dwarves, Tieflings etc. are just too alien.
A (slightly)stupid intelligence 20 Tortle Wizard that casts spell using a cookbook and a Pan
A Tiefling rogue that hates thieve's guilds
A Human Cleric that doesn't worship a god
An Aasimar Paladin named Gabriel that is based off of Gabriel from Ultrakill
A Human Bard that is paying off a college debt
Roll for Initiative: [roll]1d20+7[/roll]
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In a few games at the moment.
Curse of Strahd is a halfling bard, halfling barbarian, dwarf cleric, human fighter and human wizard. Level 4.
Waterdeep Dragon Heist is a half elf warlock, half elf bard, half elf ranger, halfling rogue, half orc barbarian and gnome cleric. Level 1, only a few sessions into this one.
Homebrew campaign is a dwarf warlock, dwarf cleric, dwarf barbarian, and dwarf wizard. Level 3. All dwarf on purpose.