My player is in a tournament and after so recon and digging. I found out things about what I'll be facing and trying to build a strategy and creative ways to use spells and which spells to pick.
I am a 3rd level druid and 4th level warlock multi class. So my warlock spells cant be changed. Plus I have added spells due to feats, invocations, and patron rewards. Not all of these are necessarily combat but I'll list them just in case you had a fun idea.
Tournament details: round 1 has and obstacle course with loot throughout the obstacle course. Your are not wearing any armor, nor do you have anything on you beyond your spell focus and a plain issued simple outfit. First to get to the end gets to choose between a weapon that is good for them and a weapon that is meh. Second to arrive only gets the meh weapon. You cannot see your opponent in the course. Then you fight in a circle until knocked out, pushed out of the ring, or give up. Round 2 is the same thing but you bring the weapon you won and you're racing the get the best armor for yourself. Round 3 is another obstacle course but you get back all your standard gear.
My opponents: first opponent I believe is a human monk, not ideal to go against in an armor less round. Thinking of bringing barkskin for it. 2nd opponent would be either another PC who is a tempest cleric or her opponent when she only thinks is either a wizard or sorcerer but favors fire. The final opponent would likely be the son of our big bad. He is either a barbarian or a fighter. Likely knows spells. But he is a vampire.
Spells to still choose (six) from: absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, purify food/drink, snare, thunderwave, animal messenger, barkskin, beast sense, darkvision, dust devil, earthbind, enhance ability, find traps, flame blade, flaming sphere, gusto of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals and plants, locate object, moonbeam, pass without a trace, protection from poison, skywrite, spike growth, warding wind.
Other things to note: circle of moon druid so I have combat wildshape. Archfey warlock so i have fey presence. I have 4 1st level spells slots an 4 2nd level. But two of the 2nd levels come back on short rest.
Thoughts I've had so far: jump or longstrider would be helpful in the obstacle course. Barkskin or mirror image would be good for lack of armor. Heat metal would be good for the cleric and her metal spellcasting focus.
My player is in a tournament and after so recon and digging. I found out things about what I'll be facing and trying to build a strategy and creative ways to use spells and which spells to pick.
I am a 3rd level druid and 4th level warlock multi class. So my warlock spells cant be changed. Plus I have added spells due to feats, invocations, and patron rewards. Not all of these are necessarily combat but I'll list them just in case you had a fun idea.
Tournament details: round 1 has and obstacle course with loot throughout the obstacle course. Your are not wearing any armor, nor do you have anything on you beyond your spell focus and a plain issued simple outfit. First to get to the end gets to choose between a weapon that is good for them and a weapon that is meh. Second to arrive only gets the meh weapon. You cannot see your opponent in the course. Then you fight in a circle until knocked out, pushed out of the ring, or give up. Round 2 is the same thing but you bring the weapon you won and you're racing the get the best armor for yourself. Round 3 is another obstacle course but you get back all your standard gear.
My opponents: first opponent I believe is a human monk, not ideal to go against in an armor less round. Thinking of bringing barkskin for it. 2nd opponent would be either another PC who is a tempest cleric or her opponent when she only thinks is either a wizard or sorcerer but favors fire. The final opponent would likely be the son of our big bad. He is either a barbarian or a fighter. Likely knows spells. But he is a vampire.
Spells to still choose (six) from: absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, purify food/drink, snare, thunderwave, animal messenger, barkskin, beast sense, darkvision, dust devil, earthbind, enhance ability, find traps, flame blade, flaming sphere, gusto of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals and plants, locate object, moonbeam, pass without a trace, protection from poison, skywrite, spike growth, warding wind.
Other things to note: circle of moon druid so I have combat wildshape. Archfey warlock so i have fey presence. I have 4 1st level spells slots an 4 2nd level. But two of the 2nd levels come back on short rest.
Thoughts I've had so far: jump or longstrider would be helpful in the obstacle course. Barkskin or mirror image would be good for lack of armor. Heat metal would be good for the cleric and her metal spellcasting focus.
You're chain-pacted, right? Since you know find familiar and can't drop it?
Make your familiar an imp, cast longstrider and enhance ability on it, and wild shape into a tardigrade - you'll spend the entire tournament in the imp's beak, and it will be in the shape of a raven. The imp goes invisible and completes the obstacle course, ignoring all interim loot as it may be difficult to pick up and will almost certainly risk revealing its location. During the battle round, fly straight up at least 150 feet and wait for your opponent to forfeit. The third opponent this is guaranteed to work on if you can survive until dawn.
My player is in a tournament and after so recon and digging. I found out things about what I'll be facing and trying to build a strategy and creative ways to use spells and which spells to pick.
I am a 3rd level druid and 4th level warlock multi class. So my warlock spells cant be changed. Plus I have added spells due to feats, invocations, and patron rewards. Not all of these are necessarily combat but I'll list them just in case you had a fun idea.
Tournament details: round 1 has and obstacle course with loot throughout the obstacle course. Your are not wearing any armor, nor do you have anything on you beyond your spell focus and a plain issued simple outfit. First to get to the end gets to choose between a weapon that is good for them and a weapon that is meh. Second to arrive only gets the meh weapon. You cannot see your opponent in the course. Then you fight in a circle until knocked out, pushed out of the ring, or give up. Round 2 is the same thing but you bring the weapon you won and you're racing the get the best armor for yourself. Round 3 is another obstacle course but you get back all your standard gear.
My opponents: first opponent I believe is a human monk, not ideal to go against in an armor less round. Thinking of bringing barkskin for it. 2nd opponent would be either another PC who is a tempest cleric or her opponent when she only thinks is either a wizard or sorcerer but favors fire. The final opponent would likely be the son of our big bad. He is either a barbarian or a fighter. Likely knows spells. But he is a vampire.
Spells to still choose (six) from: absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, purify food/drink, snare, thunderwave, animal messenger, barkskin, beast sense, darkvision, dust devil, earthbind, enhance ability, find traps, flame blade, flaming sphere, gusto of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals and plants, locate object, moonbeam, pass without a trace, protection from poison, skywrite, spike growth, warding wind.
Other things to note: circle of moon druid so I have combat wildshape. Archfey warlock so i have fey presence. I have 4 1st level spells slots an 4 2nd level. But two of the 2nd levels come back on short rest.
Thoughts I've had so far: jump or longstrider would be helpful in the obstacle course. Barkskin or mirror image would be good for lack of armor. Heat metal would be good for the cleric and her metal spellcasting focus.
You're chain-pacted, right? Since you know find familiar and can't drop it?
Make your familiar an imp, cast longstrider and enhance ability on it, and wild shape into a tardigrade - you'll spend the entire tournament in the imp's beak, and it will be in the shape of a raven. The imp goes invisible and completes the obstacle course, ignoring all interim loot as it may be difficult to pick up and will almost certainly risk revealing its location. During the battle round, fly straight up at least 150 feet and wait for your opponent to forfeit. The third opponent this is guaranteed to work on if you can survive until dawn.
I would consider flying 150 feet away leaving the circle (even if it is straight up), but that’s, of course, a dm call. How big is the ring? Cause that tempest cleric is going to be able to push you around. So watch for that.
Ohhhhhh interesting. I like it. I dont know how the crowd would feel for the sportsmanship of waiting it out for someone to forfeit. But that is def a great way for the obstacle course because she is NOT great at jumping or climbing.
We were not told the size of the ring. But I as long as I stay 15 ft away from the ring. Spells would only be able to get me so close. I'm thinking gust of wind or thunderwave for those reasons. Meanwhile. We decided that I can keep concentration spells up while wildshaped. So if I heat metal her spell focus she will either get damage from it or not be able to cast spells. So the imp idea is clutch for at least waiting out the heat metal.
I'm thinking you're a warlock, druid shapeshifter. Weapons and armor seem... Like a waste? As for the flying thing you mentioned something about loot through out the obstacle course?
Why not just stroll through the whole course taking your time, having some fun, telling a great story, resting a bit and so on. Ok the monk got the weapon, who cares? And you get points for sportsmanship and entertaining! Crowd points! Also if there's actually loot around the obstacle course you get them all.
Round 2, same deal. You don't need the armor. The cleric does. The cleric will laugh when they get the magic full plate or something, but cry in terror when you cast heat metal on it and just stay out of touch.
Third round Is worse. Vampires can turn into bats and fly through the course as well. Enhance ability is probably the best spell for the course in general since you can get advantage on all you do.
Something fun could be enhance ability strength, wild shape big gorilla type monkey, grapple the vampire and just throw (ok drag and pull) him outside the circle for a quick uneventful win that will embarrass the shit out of the vampire
Yeah, I don’t know if I’d ignore the loot. If it’s just some sacks of gold, that’s crap, but if it’s a potion of heroism or a wand or something, then you might wish you’d picked it up. Loot can mean a lot of things. And of course there’s a bit of a zero-sum game here; any loot you pick up is something they don’t pick up.
And if I were the monk, I’d just sit down in the circle and wait for you to forfeit. You’re the one refusing to fight, if anyone is forfeiting, it’s you. (And that wild shape won’t last forever.) That cleric will have sleet storm as a domain spell. Prone while flying = falling damage.
Yeah, I don’t know if I’d ignore the loot. If it’s just some sacks of gold, that’s crap, but if it’s a potion of heroism or a wand or something, then you might wish you’d picked it up. Loot can mean a lot of things. And of course there’s a bit of a zero-sum game here; any loot you pick up is something they don’t pick up.
And if I were the monk, I’d just sit down in the circle and wait for you to forfeit. You’re the one refusing to fight, if anyone is forfeiting, it’s you. (And that wild shape won’t last forever.) That cleric will have sleet storm as a domain spell. Prone while flying = falling damage.
The wild shape will last forever, because druids can short rest while wild shaped and can wild shape while wild shaped. This druid is only level 3, so the hard limit is that they can't long rest while wild shaped without losing the shape before they can put it up again, and they can't fix needing to long rest regardless of level (not a Celestial warlock).
That said, this is fair, so I'll amend my original advice: can you determine the size of the circle beforehand, and can you determine lighting conditions? If the tournament is simply fought outside on an unlit stone slab, this is trivial - human monks can't see in the dark. If the slab is small enough, fog cloud also makes it trivial (turn into a giant spider).
If plan giant spider doesn't cut it, you have no good solutions left. Use your familiar to try and probably fail to keep the monk away from you long enough to cast suggestion, which will win the fight for you if it lands, but it is highly unlikely to land. Cast goodberry a lot the day before the tournament so your familiar can heal you, unless your DM rules goodberry don't follow the potion rules, i.e. you can't be fed a goodberry by someone else, in which case you'll need to prep with actual healing potions.
Yeah, I don’t know if I’d ignore the loot. If it’s just some sacks of gold, that’s crap, but if it’s a potion of heroism or a wand or something, then you might wish you’d picked it up. Loot can mean a lot of things. And of course there’s a bit of a zero-sum game here; any loot you pick up is something they don’t pick up.
And if I were the monk, I’d just sit down in the circle and wait for you to forfeit. You’re the one refusing to fight, if anyone is forfeiting, it’s you. (And that wild shape won’t last forever.) That cleric will have sleet storm as a domain spell. Prone while flying = falling damage.
The wild shape will last forever, because druids can short rest while wild shaped and can wild shape while wild shaped. This druid is only level 3, so the hard limit is that they can't long rest while wild shaped without losing the shape before they can put it up again, and they can't fix needing to long rest regardless of level (not a Celestial warlock).
That said, this is fair, so I'll amend my original advice: can you determine the size of the circle beforehand, and can you determine lighting conditions? If the tournament is simply fought outside on an unlit stone slab, this is trivial - human monks can't see in the dark. If the slab is small enough, fog cloud also makes it trivial (turn into a giant spider).
If plan giant spider doesn't cut it, you have no good solutions left. Use your familiar to try and probably fail to keep the monk away from you long enough to cast suggestion, which will win the fight for you if it lands, but it is highly unlikely to land. Cast goodberry a lot the day before the tournament so your familiar can heal you, unless your DM rules goodberry don't follow the potion rules, i.e. you can't be fed a goodberry by someone else, in which case you'll need to prep with actual healing potions.
If I were the DM and you tried to pull short resting shenanigans I'd say, you're in the middle of a fight, you can't rest. I do see you're getting away from that advice, but I'm just saying. the wild shape can't last forever in this situation.
Pointing out how she cant see in the dark makes me once again kick myself for not taking darkness. Cuz with the imp idea, I could see through the imp on my shoulders who can see through magical darkness. I could also use phantasmal force to hide the limits of the circle. Floor is lava!
Some examples were gold and silver, potions (including healing), maybe a shield, some duds. Thought about casting beastial spirit to collect for me while I rush through. But the risk of the beastial spirit being shut out after I arrive at the battle is real.
As for taking the loot from the enemy. It sounds like we would be taking separate courses. So no one can cast things like slow or bane or attack while running it.
Some examples were gold and silver, potions (including healing), maybe a shield, some duds. Thought about casting beastial spirit to collect for me while I rush through. But the risk of the beastial spirit being shut out after I arrive at the battle is real.
As for taking the loot from the enemy. It sounds like we would be taking separate courses. So no one can cast things like slow or bane or attack while running it.
If you can't sabotage each other during the course, and both the winner and the loser get to keep what they find, then naturally you might as well pick up loot en route - it means winning the initial race is essentially meaningless, particularly round 1, when both contestants are deeply uninterested in magical weapons.
Yeah. To be honest, the weapons and armor dont appeal to me as much as taking away their ability to get a better weapon and armor. But I like the idea of gathering the crowds favor with entertainment so they won't be pissed if I cast suggestion to leave the circle or something like that.
Honestly i dont know if the cleric will make it to the 2nd round without armor. She has less than 40 hit points. It's the vague magic user I'm more concerned with.
Enhance ability might be a good way to go if I dont ride my familiar while in wildshape like someone suggested.
The monk has fast movement and probably a bunch of skills that will work well in that kinda obstacle course, odds are you probably lose anyways. Monks aren't gonna get that much out of it anyways even if they can use it. To use flurry of blows, the two extra attacks, they need to use at least one normal attack as unarmed which means when they have 2 attacks they can either use 2 weapon attacks or 1 weapon attack and 3 unarmed or just 4 unarmed.
This means at worst you take 2 hits by that weapon, but then you're avoiding 2 extra attacks. Otherwise you take just one hit with the weapon and 3 unarmed instead of 4 unarmed. It's still just 1 attack by the weapon.
Unless it's an artifact I wouldn't worry about it. And even if it is... Wouldn't you get more out of it by getting the different other items in the map?
Also, if you use the turn into a bird to win the obstacle course fast trick, I can almost guarantee the vampire will do the same. If you save it until the last one, it's more of a surprise
The monk has fast movement and probably a bunch of skills that will work well in that kinda obstacle course, odds are you probably lose anyways. Monks aren't gonna get that much out of it anyways even if they can use it. To use flurry of blows, the two extra attacks, they need to use at least one normal attack as unarmed which means when they have 2 attacks they can either use 2 weapon attacks or 1 weapon attack and 3 unarmed or just 4 unarmed.
This means at worst you take 2 hits by that weapon, but then you're avoiding 2 extra attacks. Otherwise you take just one hit with the weapon and 3 unarmed instead of 4 unarmed. It's still just 1 attack by the weapon.
Unless it's an artifact I wouldn't worry about it. And even if it is... Wouldn't you get more out of it by getting the different other items in the map?
Also, if you use the turn into a bird to win the obstacle course fast trick, I can almost guarantee the vampire will do the same. If you save it until the last one, it's more of a surprise
A vampire in bat form is fly speed 30, in mist form is fly speed 20, and in both cases it can do this regardless of whether or not Paige uses their familiar to win. The familiar is fly speed 60. I don't see any credible reason to sit on the ability.
The monk has fast movement and probably a bunch of skills that will work well in that kinda obstacle course, odds are you probably lose anyways. Monks aren't gonna get that much out of it anyways even if they can use it. To use flurry of blows, the two extra attacks, they need to use at least one normal attack as unarmed which means when they have 2 attacks they can either use 2 weapon attacks or 1 weapon attack and 3 unarmed or just 4 unarmed.
It doesn’t have to be unarmed strikes to use flurry, just an attack. If they spend a ki point to make bonus action 2 flurry attacks, it doesn’t even have to be a monk weapon. Raw, it just has to be the attack action, it could be with a greatsword (probably not proficient, but that doesn’t matter by raw) or even a spell attack, if they have those. Unarmed is not a requirement.
So maybe I missed something. Aren't you only 1 lvl warlock/ 3 moon druid? If so how do you have the chain pact and find familiar available already? Also any spell you cast in previous form carries into your wildshape, such as longstrider and concentration spells. This is important if you want to mitigate the impact from the others gaining good stuff. Since you are a moon druid you dont care about gaining the items yourself, only mitigating what they can do against you. Now this changes if you are actively trying to nab the loot along the way (hidden goodies are nice). If you choose to care about the goodies then hold off on the wildshape until combat; otherwise at the start of the tourny cast longstrider and then you and the monk are the same speed (probably). Then Wildshape into a Giant Spider and easily traverse the obstacles and be good for combat especially with web. If you choose to hold off wildshape then you can set up a real surprise when you become a Deinonychus and move faster than anyone, have normal 3 atks against an enemy and if you can get the pounce off then that's 4 atks. Thinking on it, that may be the better call. If you completely defeat an opponent in the 1st round of the tourny in combat do they still get to compete further or is there a rest period after r1 for everyone?
A vampire in bat form is fly speed 30, in mist form is fly speed 20, and in both cases it can do this regardless of whether or not Paige uses their familiar to win. The familiar is fly speed 60. I don't see any credible reason to sit on the ability.
What may not be credible is wild shaping into a tardigrade, which may or may not exist in that world and is wildy out of line with the size of every given example of the kinds of things you can wild shape into. If there was an official beast that was effectively always invisible, nigh unhittable, could ride around on tiny things, was extremely resistant to heat and cold, could survive months without food or water or in frickin outer space, it would not be given a CR that this build would have access to. And if you get past all that, you still need to have seen it first. But I suppose your druid grove has a microscope?
Any legit wild shape form is going to be clearly visible and will require being dragged by the imp through the air, halving its movement and leaving you just as exposed to attack as any other plan. You need to be one size smaller than a creature to ride it, and there is no size smaller than Tiny.
And all that is beside the point that you're basically rejecting the entire premise the DM has set up just to "win." I mean it's a fun thought experiment but sounds like a terrible session to play through.
My player is in a tournament and after so recon and digging. I found out things about what I'll be facing and trying to build a strategy and creative ways to use spells and which spells to pick.
I am a 3rd level druid and 4th level warlock multi class. So my warlock spells cant be changed. Plus I have added spells due to feats, invocations, and patron rewards. Not all of these are necessarily combat but I'll list them just in case you had a fun idea.
Tournament details: round 1 has and obstacle course with loot throughout the obstacle course. Your are not wearing any armor, nor do you have anything on you beyond your spell focus and a plain issued simple outfit. First to get to the end gets to choose between a weapon that is good for them and a weapon that is meh. Second to arrive only gets the meh weapon. You cannot see your opponent in the course. Then you fight in a circle until knocked out, pushed out of the ring, or give up. Round 2 is the same thing but you bring the weapon you won and you're racing the get the best armor for yourself. Round 3 is another obstacle course but you get back all your standard gear.
My opponents: first opponent I believe is a human monk, not ideal to go against in an armor less round. Thinking of bringing barkskin for it. 2nd opponent would be either another PC who is a tempest cleric or her opponent when she only thinks is either a wizard or sorcerer but favors fire. The final opponent would likely be the son of our big bad. He is either a barbarian or a fighter. Likely knows spells. But he is a vampire.
Spells I cannot change: cantrips: druidcraft, eldritch blast, mending, presidigitation, toll the dead. 1st level: disguise self, find familiar, hex, identify, illusory script, speak with animals. 2nd level: mirror image, misty step, phantasmal force, suggestion, gentle repose.
Spells to still choose (six) from: absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, purify food/drink, snare, thunderwave, animal messenger, barkskin, beast sense, darkvision, dust devil, earthbind, enhance ability, find traps, flame blade, flaming sphere, gusto of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals and plants, locate object, moonbeam, pass without a trace, protection from poison, skywrite, spike growth, warding wind.
Other things to note: circle of moon druid so I have combat wildshape. Archfey warlock so i have fey presence. I have 4 1st level spells slots an 4 2nd level. But two of the 2nd levels come back on short rest.
Thoughts I've had so far: jump or longstrider would be helpful in the obstacle course. Barkskin or mirror image would be good for lack of armor. Heat metal would be good for the cleric and her metal spellcasting focus.
You're chain-pacted, right? Since you know find familiar and can't drop it?
Make your familiar an imp, cast longstrider and enhance ability on it, and wild shape into a tardigrade - you'll spend the entire tournament in the imp's beak, and it will be in the shape of a raven. The imp goes invisible and completes the obstacle course, ignoring all interim loot as it may be difficult to pick up and will almost certainly risk revealing its location. During the battle round, fly straight up at least 150 feet and wait for your opponent to forfeit. The third opponent this is guaranteed to work on if you can survive until dawn.
I would consider flying 150 feet away leaving the circle (even if it is straight up), but that’s, of course, a dm call.
How big is the ring? Cause that tempest cleric is going to be able to push you around. So watch for that.
Ohhhhhh interesting. I like it. I dont know how the crowd would feel for the sportsmanship of waiting it out for someone to forfeit. But that is def a great way for the obstacle course because she is NOT great at jumping or climbing.
We were not told the size of the ring. But I as long as I stay 15 ft away from the ring. Spells would only be able to get me so close. I'm thinking gust of wind or thunderwave for those reasons. Meanwhile. We decided that I can keep concentration spells up while wildshaped. So if I heat metal her spell focus she will either get damage from it or not be able to cast spells. So the imp idea is clutch for at least waiting out the heat metal.
"We decided that I can keep concentration spells up while wildshaped."
This is Rules As Written.
1: do you need the weapon from round 1?
2: do you need the armor from round 2?
I'm thinking you're a warlock, druid shapeshifter. Weapons and armor seem... Like a waste? As for the flying thing you mentioned something about loot through out the obstacle course?
Why not just stroll through the whole course taking your time, having some fun, telling a great story, resting a bit and so on. Ok the monk got the weapon, who cares? And you get points for sportsmanship and entertaining! Crowd points! Also if there's actually loot around the obstacle course you get them all.
Round 2, same deal. You don't need the armor. The cleric does. The cleric will laugh when they get the magic full plate or something, but cry in terror when you cast heat metal on it and just stay out of touch.
Third round Is worse. Vampires can turn into bats and fly through the course as well. Enhance ability is probably the best spell for the course in general since you can get advantage on all you do.
Something fun could be enhance ability strength, wild shape big gorilla type monkey, grapple the vampire and just throw (ok drag and pull) him outside the circle for a quick uneventful win that will embarrass the shit out of the vampire
Yeah, I don’t know if I’d ignore the loot. If it’s just some sacks of gold, that’s crap, but if it’s a potion of heroism or a wand or something, then you might wish you’d picked it up. Loot can mean a lot of things. And of course there’s a bit of a zero-sum game here; any loot you pick up is something they don’t pick up.
And if I were the monk, I’d just sit down in the circle and wait for you to forfeit. You’re the one refusing to fight, if anyone is forfeiting, it’s you. (And that wild shape won’t last forever.)
That cleric will have sleet storm as a domain spell. Prone while flying = falling damage.
The wild shape will last forever, because druids can short rest while wild shaped and can wild shape while wild shaped. This druid is only level 3, so the hard limit is that they can't long rest while wild shaped without losing the shape before they can put it up again, and they can't fix needing to long rest regardless of level (not a Celestial warlock).
That said, this is fair, so I'll amend my original advice: can you determine the size of the circle beforehand, and can you determine lighting conditions? If the tournament is simply fought outside on an unlit stone slab, this is trivial - human monks can't see in the dark. If the slab is small enough, fog cloud also makes it trivial (turn into a giant spider).
If plan giant spider doesn't cut it, you have no good solutions left. Use your familiar to try and probably fail to keep the monk away from you long enough to cast suggestion, which will win the fight for you if it lands, but it is highly unlikely to land. Cast goodberry a lot the day before the tournament so your familiar can heal you, unless your DM rules goodberry don't follow the potion rules, i.e. you can't be fed a goodberry by someone else, in which case you'll need to prep with actual healing potions.
If I were the DM and you tried to pull short resting shenanigans I'd say, you're in the middle of a fight, you can't rest. I do see you're getting away from that advice, but I'm just saying. the wild shape can't last forever in this situation.
Pointing out how she cant see in the dark makes me once again kick myself for not taking darkness. Cuz with the imp idea, I could see through the imp on my shoulders who can see through magical darkness. I could also use phantasmal force to hide the limits of the circle. Floor is lava!
Some examples were gold and silver, potions (including healing), maybe a shield, some duds. Thought about casting beastial spirit to collect for me while I rush through. But the risk of the beastial spirit being shut out after I arrive at the battle is real.
As for taking the loot from the enemy. It sounds like we would be taking separate courses. So no one can cast things like slow or bane or attack while running it.
If you can't sabotage each other during the course, and both the winner and the loser get to keep what they find, then naturally you might as well pick up loot en route - it means winning the initial race is essentially meaningless, particularly round 1, when both contestants are deeply uninterested in magical weapons.
Yeah. To be honest, the weapons and armor dont appeal to me as much as taking away their ability to get a better weapon and armor. But I like the idea of gathering the crowds favor with entertainment so they won't be pissed if I cast suggestion to leave the circle or something like that.
Honestly i dont know if the cleric will make it to the 2nd round without armor. She has less than 40 hit points. It's the vague magic user I'm more concerned with.
Enhance ability might be a good way to go if I dont ride my familiar while in wildshape like someone suggested.
But if I dont get it, the monk gets the better weapon and that will mean more damage onto myself.
The monk has fast movement and probably a bunch of skills that will work well in that kinda obstacle course, odds are you probably lose anyways. Monks aren't gonna get that much out of it anyways even if they can use it. To use flurry of blows, the two extra attacks, they need to use at least one normal attack as unarmed which means when they have 2 attacks they can either use 2 weapon attacks or 1 weapon attack and 3 unarmed or just 4 unarmed.
This means at worst you take 2 hits by that weapon, but then you're avoiding 2 extra attacks. Otherwise you take just one hit with the weapon and 3 unarmed instead of 4 unarmed. It's still just 1 attack by the weapon.
Unless it's an artifact I wouldn't worry about it. And even if it is... Wouldn't you get more out of it by getting the different other items in the map?
Also, if you use the turn into a bird to win the obstacle course fast trick, I can almost guarantee the vampire will do the same. If you save it until the last one, it's more of a surprise
A vampire in bat form is fly speed 30, in mist form is fly speed 20, and in both cases it can do this regardless of whether or not Paige uses their familiar to win. The familiar is fly speed 60. I don't see any credible reason to sit on the ability.
It doesn’t have to be unarmed strikes to use flurry, just an attack.
If they spend a ki point to make bonus action 2 flurry attacks, it doesn’t even have to be a monk weapon. Raw, it just has to be the attack action, it could be with a greatsword (probably not proficient, but that doesn’t matter by raw) or even a spell attack, if they have those. Unarmed is not a requirement.
So maybe I missed something. Aren't you only 1 lvl warlock/ 3 moon druid? If so how do you have the chain pact and find familiar available already? Also any spell you cast in previous form carries into your wildshape, such as longstrider and concentration spells. This is important if you want to mitigate the impact from the others gaining good stuff. Since you are a moon druid you dont care about gaining the items yourself, only mitigating what they can do against you. Now this changes if you are actively trying to nab the loot along the way (hidden goodies are nice). If you choose to care about the goodies then hold off on the wildshape until combat; otherwise at the start of the tourny cast longstrider and then you and the monk are the same speed (probably). Then Wildshape into a Giant Spider and easily traverse the obstacles and be good for combat especially with web. If you choose to hold off wildshape then you can set up a real surprise when you become a Deinonychus and move faster than anyone, have normal 3 atks against an enemy and if you can get the pounce off then that's 4 atks. Thinking on it, that may be the better call. If you completely defeat an opponent in the 1st round of the tourny in combat do they still get to compete further or is there a rest period after r1 for everyone?
What may not be credible is wild shaping into a tardigrade, which may or may not exist in that world and is wildy out of line with the size of every given example of the kinds of things you can wild shape into. If there was an official beast that was effectively always invisible, nigh unhittable, could ride around on tiny things, was extremely resistant to heat and cold, could survive months without food or water or in frickin outer space, it would not be given a CR that this build would have access to. And if you get past all that, you still need to have seen it first. But I suppose your druid grove has a microscope?
Any legit wild shape form is going to be clearly visible and will require being dragged by the imp through the air, halving its movement and leaving you just as exposed to attack as any other plan. You need to be one size smaller than a creature to ride it, and there is no size smaller than Tiny.
And all that is beside the point that you're basically rejecting the entire premise the DM has set up just to "win." I mean it's a fun thought experiment but sounds like a terrible session to play through.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm