Im going to be starting an adventure league type of game ( rules are a bit looser as we can use PHB, Volos guide, xanathars and everything in Tashad Cauldren). We are starting at level 1. Sessions will kind of be self contained episodes with a recurring theme.
So full disclosure, I am not trying to fully optimize or make this character a munchkin. I am making this based on flavor and I think it would be an interesting character to play, but I dont want to be completely ****** either so some optimization will be at play.
I plan on making a Drow. I want him to be a rogueish type caster who relies on spells amd tricks. Due to background customization, he has prof. in poisoners kits, forgery kits, disguise kits and thieves tools. He is skilled in deception and persuasion as well.
Since he is a Drow, I figured I would go with spells that rely on saving throws ( because of sunlight sensitivity ). I plan on using a crossbow early on and just taking utility cantrips until I hit 4th level, then may go magic initiate for some extra damage cantrips and either mage armor or find familiar depending on the class I choose.
I am looking for battlefield control so I am torn between Lore Bard and Aberent Mind Sorcerer. Both will give me utility and some damage with spells, along with some tricks for flavor.
I have never played in this type of gaming session before ( only full campaigns ). The DM rewards roleplay and creative play and encourages it.
For those experienced with adventure league type play, which class ( aberent mind or lore bard ) would work best? I dont want to multiclass and before anyone suggests, dont want to play an arcane trickster.
I feel like it depends on what you want to do. If you want to do more support, then bard. If more blasty, then sorcerer. Even just those alone though still have a lot of customization options open with their spell lists
Want more crowd control ( lockdown/slowdown ) along with utility. Dont want to blast, although having one or maybe two blasty spells in a pinch wouldnt hurt.
It's hard to beat a lore bard in, well, most things. Magical Secrets is such a versatile skill, and the bard spell list already lends itself to control and utility. Both choices you gave will probably work for what you want, but I think lore bard will work better.
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If Battlefield Control is your priority, then I'd also double down on Lore Bard. Cutting Words isn't world-shattering in terms of battlefield control, but it gives you a solid option to influence combat, either to protect yourself or your allies. It's very versatile... you can potentially make an attack miss outright, or simply reduce damage dealt, or even reduce an enemy's skill check. Getting extra magical secrets at level 6 can completely change your character depending on the spell you choose. Plus the Bonus Proficiencies you get at level 3 paired with jack of all trades generally means that you're the perfect utility skill-monkey for out-of-combat challenges.
I actually ended up going Lore Bard. In the end, it just fit his background better and the spells and skills combined allowed me to flesh him out how I wanted.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Im going to be starting an adventure league type of game ( rules are a bit looser as we can use PHB, Volos guide, xanathars and everything in Tashad Cauldren). We are starting at level 1. Sessions will kind of be self contained episodes with a recurring theme.
So full disclosure, I am not trying to fully optimize or make this character a munchkin. I am making this based on flavor and I think it would be an interesting character to play, but I dont want to be completely ****** either so some optimization will be at play.
I plan on making a Drow. I want him to be a rogueish type caster who relies on spells amd tricks. Due to background customization, he has prof. in poisoners kits, forgery kits, disguise kits and thieves tools. He is skilled in deception and persuasion as well.
Since he is a Drow, I figured I would go with spells that rely on saving throws ( because of sunlight sensitivity ). I plan on using a crossbow early on and just taking utility cantrips until I hit 4th level, then may go magic initiate for some extra damage cantrips and either mage armor or find familiar depending on the class I choose.
I am looking for battlefield control so I am torn between Lore Bard and Aberent Mind Sorcerer. Both will give me utility and some damage with spells, along with some tricks for flavor.
I have never played in this type of gaming session before ( only full campaigns ). The DM rewards roleplay and creative play and encourages it.
For those experienced with adventure league type play, which class ( aberent mind or lore bard ) would work best? I dont want to multiclass and before anyone suggests, dont want to play an arcane trickster.
I feel like it depends on what you want to do. If you want to do more support, then bard. If more blasty, then sorcerer. Even just those alone though still have a lot of customization options open with their spell lists
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Want more crowd control ( lockdown/slowdown ) along with utility. Dont want to blast, although having one or maybe two blasty spells in a pinch wouldnt hurt.
It's hard to beat a lore bard in, well, most things. Magical Secrets is such a versatile skill, and the bard spell list already lends itself to control and utility. Both choices you gave will probably work for what you want, but I think lore bard will work better.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If Battlefield Control is your priority, then I'd also double down on Lore Bard. Cutting Words isn't world-shattering in terms of battlefield control, but it gives you a solid option to influence combat, either to protect yourself or your allies. It's very versatile... you can potentially make an attack miss outright, or simply reduce damage dealt, or even reduce an enemy's skill check. Getting extra magical secrets at level 6 can completely change your character depending on the spell you choose. Plus the Bonus Proficiencies you get at level 3 paired with jack of all trades generally means that you're the perfect utility skill-monkey for out-of-combat challenges.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I actually ended up going Lore Bard. In the end, it just fit his background better and the spells and skills combined allowed me to flesh him out how I wanted.