I'm working on adapting the chroma conclave arc from critical role for my campaign. As part of it, I’m creating the conclave for myself and decided to give them pack tactics for when they’re all together at the start. I like 2 of the 3 I’ve come up with though one needs work but the third is kinda dumb. As they are right now:
- Advantage in attacks against a target of at least one other member is present on the battlefield. (I am needing to work in this because as is it’s a bit op.)
- Save DC for frightful presence goes up by 2 for each member of the Pentad present (max of +8).
- Breath weapon recharged on 4-6 instead of 5-6. (This is the dumb one.)
Thoughts and opinions as well as suggestions on replacements or tweaks are welcome.
I'm not sure a pack of ancient dragons would even need the advantages of pack tactics.
I mean... they're ancient dragons! One ancient dragon should be a deadly challenge for a party of Tier 3 characters. Even a party of Tier 4 characters should have a hard time defeating just one ancient dragon.
Multiple ancient dragons on the same battlefield should make a Tier 4 party crap their collective britches!
Sure, it would make sense for them to use the most effective tactics available. They are supremely intelligent and cunning creatures. They have survived for many centuries for good reason. I just think that any party that defeats multiple ancient dragons in one battle is either decked out in artifacts, AND rolling insanely lucky dice rolls, AND one of them is the DM's girlfriend and he knows that a TPK will quickly turn off the rides to Happy Sexytime Ranch.
So sure... give the dragons another advantage... as if they need one. DNDBeyond will be here waiting to help your players roll new characters.
:-)
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I'm not sure a pack of ancient dragons would even need the advantages of pack tactics.
I mean... they're ancient dragons! One ancient dragon should be a deadly challenge for a party of Tier 3 characters. Even a party of Tier 4 characters should have a hard time defeating just one ancient dragon.
Multiple ancient dragons on the same battlefield should make a Tier 4 party crap their collective britches!
Sure, it would make sense for them to use the most effective tactics available. They are supremely intelligent and cunning creatures. They have survived for many centuries for good reason. I just think that any party that defeats multiple ancient dragons in one battle is either decked out in artifacts, AND rolling insanely lucky dice rolls, AND one of them is the DM's girlfriend and he knows that a TPK will quickly turn off the rides to Happy Sexytime Ranch.
So sure... give the dragons another advantage... as if they need one. DNDBeyond will be here waiting to help your players roll new characters.
:-)
The intention is that hte party takes the Pentad out one by one after the initial onslaught and the Pentad have all taken their respective territories. The initial attack by the Pentad where they make their presence known is not a fight which they are supposed to win or really even fight. The dragons wouldn't actually have access to the pack tactics since the party would be taking them on individually (and would have high-powered artifacts on them much like CR did for their fights.) These are also the last BBEGs they fight so they'll be approaching the end of tier 3 and working through tier 4 levels when taking them on. No TPKs here.
Those pack tactics individually are a bit much, but if you wanted to stick with them there is a way that might work if one of the dragons is willing to not attack that turn.
On each of their turns one dragon may use its action to Help another dragon within 50 feet (distance can be up to you). A dragon may only benefit from one Help action at a time during its turn. I'll leave the flavour text as to how this happens up to you.
The list of help actions the recipient dragon can benefit from are(pick one):
Gains advantage on all melee attacks until the end of its turn.
It's Frightful Presence DC gains a +4 modifier until the end of its turn.
It's dragon breath recharges on a 4-6 instead of 5-6 until the end of its turn.
How about instead of pack tactics, a dragon can forego all Legendary actions for 1 round to give another dragon access to casting spells at one higher level without using the higher tier spell slot?
Another idea: By foregoing all Legendary actions for a round, a dragon can manipulate the breath weapon shape of another dragon. By manipulate, I mean, widen or lengthen the cone or allow it to bypass some creatures in its path. This might make breath weapons more dangerous because their angle of attack is less expected.
If you're running a knockoff of the chroma conclave, then the initial attack is basically just something to make the PCs run and regroup to come after them one by one. So, go nuts, because if they engage at all - even without the pack tactics - its a TPK anyway.
The intention is that hte party takes the Pentad out one by one after the initial onslaught and the Pentad have all taken their respective territories. The initial attack by the Pentad where they make their presence known is not a fight which they are supposed to win or really even fight. The dragons wouldn't actually have access to the pack tactics since the party would be taking them on individually (and would have high-powered artifacts on them much like CR did for their fights.) These are also the last BBEGs they fight so they'll be approaching the end of tier 3 and working through tier 4 levels when taking them on. No TPKs here.
The OP has already said the Pack Tactics and multiple Ancient Dragons encounter is just the campaign plot device.
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I'm working on adapting the chroma conclave arc from critical role for my campaign. As part of it, I’m creating the conclave for myself and decided to give them pack tactics for when they’re all together at the start. I like 2 of the 3 I’ve come up with though one needs work but the third is kinda dumb. As they are right now:
- Advantage in attacks against a target of at least one other member is present on the battlefield. (I am needing to work in this because as is it’s a bit op.)
- Save DC for frightful presence goes up by 2 for each member of the Pentad present (max of +8).
- Breath weapon recharged on 4-6 instead of 5-6. (This is the dumb one.)
Thoughts and opinions as well as suggestions on replacements or tweaks are welcome.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I'm not sure a pack of ancient dragons would even need the advantages of pack tactics.
I mean... they're ancient dragons! One ancient dragon should be a deadly challenge for a party of Tier 3 characters. Even a party of Tier 4 characters should have a hard time defeating just one ancient dragon.
Multiple ancient dragons on the same battlefield should make a Tier 4 party crap their collective britches!
Sure, it would make sense for them to use the most effective tactics available. They are supremely intelligent and cunning creatures. They have survived for many centuries for good reason. I just think that any party that defeats multiple ancient dragons in one battle is either decked out in artifacts, AND rolling insanely lucky dice rolls, AND one of them is the DM's girlfriend and he knows that a TPK will quickly turn off the rides to Happy Sexytime Ranch.
So sure... give the dragons another advantage... as if they need one. DNDBeyond will be here waiting to help your players roll new characters.
:-)
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
Maybe the player group is just part of a large scale battle, that's a common way to really ramp up power levels.
Here's a crazy Pack Tactics idea for you:
A Friend in Need. Whenever accompanied by another Chromatic Ancient Dragon ally, each of them gain access to their Lair Actions.
The intention is that hte party takes the Pentad out one by one after the initial onslaught and the Pentad have all taken their respective territories. The initial attack by the Pentad where they make their presence known is not a fight which they are supposed to win or really even fight. The dragons wouldn't actually have access to the pack tactics since the party would be taking them on individually (and would have high-powered artifacts on them much like CR did for their fights.) These are also the last BBEGs they fight so they'll be approaching the end of tier 3 and working through tier 4 levels when taking them on. No TPKs here.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Oooh, I like that one. Thanks!
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Those pack tactics individually are a bit much, but if you wanted to stick with them there is a way that might work if one of the dragons is willing to not attack that turn.
On each of their turns one dragon may use its action to Help another dragon within 50 feet (distance can be up to you). A dragon may only benefit from one Help action at a time during its turn. I'll leave the flavour text as to how this happens up to you.
The list of help actions the recipient dragon can benefit from are(pick one):
Gains advantage on all melee attacks until the end of its turn.
It's Frightful Presence DC gains a +4 modifier until the end of its turn.
It's dragon breath recharges on a 4-6 instead of 5-6 until the end of its turn.
How about instead of pack tactics, a dragon can forego all Legendary actions for 1 round to give another dragon access to casting spells at one higher level without using the higher tier spell slot?
Another idea: By foregoing all Legendary actions for a round, a dragon can manipulate the breath weapon shape of another dragon. By manipulate, I mean, widen or lengthen the cone or allow it to bypass some creatures in its path. This might make breath weapons more dangerous because their angle of attack is less expected.
If you're running a knockoff of the chroma conclave, then the initial attack is basically just something to make the PCs run and regroup to come after them one by one. So, go nuts, because if they engage at all - even without the pack tactics - its a TPK anyway.
The OP has already said the Pack Tactics and multiple Ancient Dragons encounter is just the campaign plot device.