no that a my real life frinds we know us for 13 years know the 2 players a new to dnd so i find it not tooo bad that thy get alot of itams and i don´t realy stress about it if they whant itam xy and it is my only tabel round after a realy long time
Sounds like an adversarial DM. Test him next few combats. Just go invisible at the start of combat, or cast 1 spell at a target then go invisible. If he has monsters or attacks running over to look for you and ignore the other guys, then DM is just out to get you, you can talk to him after the game and ask what is up.
If the other two are new players, you may just need to explain to them "hey, I can do crazy stuff in combat to make you guys way more effective, but you have to keep me from getting knocked out so fast." And in that case, also maybe the DM is targeting you more *because* the other two are new, and he thinks you can handle it better. Sounds like everyone needs to have a chat.
I hate to admit it but, no matter what game I'm playing, I do always go for the range that's pew pewing me constantly first. I can usually run circles around any non range attackers while taking out the range attacker. All this admission really does is support the idea that if you have an amazing glass cannon ally, you should do whatever you can to make sure they can keep nuking enemies.
Have you ever heard of multiclassing? Use a couple of levels of something like a fighter or a paladin or maybe a barbarian solely for the hp. You would also get proficiency with heavy armor and shields, which may be pretty hard to RP, but it is a pretty good optimization.
I've love playing spell casters and have been running into this type of problem regularly. Firstly if this is a good party, everyone should support each other. The magic items should go to who ever needs it most. If the grunts gets taken down regularly, they should get the magical defense, but if they are letting enemies through to the spell caster, then the spellcaster should get the magical defense. Unfortunately this usually only leaves items the grunts can't use to the spellcasters. It's a little sad but in my parties and the person who is casting detect magic. I've had to tell the DM, when I cast detect magic only my character knows what's magical. Then I can decide who gets what. An example of this is our rouge has +1 long sword, +1 rapier, +1 studded leather, bag of tricks, potion of invulnerability and 2 elixir of health compared to my cleric which has holy symbol of raven kind (only useful for undead), Saint Markovia's Tighbone (Only useful for undead) and an Axe +1 (which is the weakest of all the magic weapons the party has). Our Paladin also has a big stash, but our druid only has a magic spear and our sorcerer only has a cloak of protection.
Absorb Elements - grants resistance to elemental damage, literally halving it. Charm Person - Any target charmed by you cannot attack you. Color Spray - Blinds enemy so you can get away (enemies that cannot see you cannot take attacks of opportunity against you). Can affect multiple targets. Disguise Self - If an enemy doesn't see you use this you may be able to convince it you're one of its allies. Situational, but can be effective. False Life - Temp HP helps take a hit or two for you instead of your own HP. Never underestimate the benefit of even a small amount of temporary HP. Grease - If an enemy is chasing you this has a chance to make them fall which halves their remaining movement giving you a sizable lead. Longstrider - Can help you outpace an enemy. Mage Armor - Increases your AC. This one's kinda a must-have. Shield - For a round you get +5 AC. Stacks with Mage Armour: that's +8 AC for a round. A life-saver.
2nd Level.
Blindness/Deafness - Easier chance to blind an enemy for a longer period. No Attacks of Opportunity, attacks are disadvantage, attacks against it have advantage. Mirror Image - Can save you from up to 3 attacks. Misty Step - Teleport away, no attacks of opportunity. Extra useful if you can use it to teleport to a place your enemy can't reach.
3rd Level.
Blink - 50% chance at end of turn to disappear to safety at end of turn and re-appear at start of your next turn. You can reappear 10 ft away out of their range or closer to cover if they're readying attacks - but readying attacks means they have to use their reactions and actions up, so you're still helping reduce their action economy while retaining all of yours. Downside is you cannot use counterspell if up against spellcasters. Counterspell - helps stop enemy casting Dispel Magic - gets rid of enemy magic affecting you or your allies. Thunder Step - Teleport 90 ft while damaging all the enemies around you. Very useful.
These are just some of the lower level spells that can help you stay safe. They also don't require concentration so you can use your concentration for controlling the battlefield or buffing your allies or debuffing the enemy and so on.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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no that a my real life frinds we know us for 13 years know the 2 players a new to dnd so i find it not tooo bad that thy get alot of itams and i don´t realy stress about it if they whant itam xy and it is my only tabel round after a realy long time
Sounds like an adversarial DM. Test him next few combats. Just go invisible at the start of combat, or cast 1 spell at a target then go invisible. If he has monsters or attacks running over to look for you and ignore the other guys, then DM is just out to get you, you can talk to him after the game and ask what is up.
If the other two are new players, you may just need to explain to them "hey, I can do crazy stuff in combat to make you guys way more effective, but you have to keep me from getting knocked out so fast." And in that case, also maybe the DM is targeting you more *because* the other two are new, and he thinks you can handle it better. Sounds like everyone needs to have a chat.
I hate to admit it but, no matter what game I'm playing, I do always go for the range that's pew pewing me constantly first. I can usually run circles around any non range attackers while taking out the range attacker. All this admission really does is support the idea that if you have an amazing glass cannon ally, you should do whatever you can to make sure they can keep nuking enemies.
Have you ever heard of multiclassing? Use a couple of levels of something like a fighter or a paladin or maybe a barbarian solely for the hp. You would also get proficiency with heavy armor and shields, which may be pretty hard to RP, but it is a pretty good optimization.
Zargorth Dakzonar, High Elf Sorceror
I've love playing spell casters and have been running into this type of problem regularly. Firstly if this is a good party, everyone should support each other. The magic items should go to who ever needs it most. If the grunts gets taken down regularly, they should get the magical defense, but if they are letting enemies through to the spell caster, then the spellcaster should get the magical defense. Unfortunately this usually only leaves items the grunts can't use to the spellcasters. It's a little sad but in my parties and the person who is casting detect magic. I've had to tell the DM, when I cast detect magic only my character knows what's magical. Then I can decide who gets what. An example of this is our rouge has +1 long sword, +1 rapier, +1 studded leather, bag of tricks, potion of invulnerability and 2 elixir of health compared to my cleric which has holy symbol of raven kind (only useful for undead), Saint Markovia's Tighbone (Only useful for undead) and an Axe +1 (which is the weakest of all the magic weapons the party has). Our Paladin also has a big stash, but our druid only has a magic spear and our sorcerer only has a cloak of protection.
Why would a rogue want a +1 Longsword?
whoops, my mistake, it was a sentient short sword +1.
Defensive Spells:
1st Level:
Absorb Elements - grants resistance to elemental damage, literally halving it.
Charm Person - Any target charmed by you cannot attack you.
Color Spray - Blinds enemy so you can get away (enemies that cannot see you cannot take attacks of opportunity against you). Can affect multiple targets.
Disguise Self - If an enemy doesn't see you use this you may be able to convince it you're one of its allies. Situational, but can be effective.
False Life - Temp HP helps take a hit or two for you instead of your own HP. Never underestimate the benefit of even a small amount of temporary HP.
Grease - If an enemy is chasing you this has a chance to make them fall which halves their remaining movement giving you a sizable lead.
Longstrider - Can help you outpace an enemy.
Mage Armor - Increases your AC. This one's kinda a must-have.
Shield - For a round you get +5 AC. Stacks with Mage Armour: that's +8 AC for a round. A life-saver.
2nd Level.
Blindness/Deafness - Easier chance to blind an enemy for a longer period. No Attacks of Opportunity, attacks are disadvantage, attacks against it have advantage.
Mirror Image - Can save you from up to 3 attacks.
Misty Step - Teleport away, no attacks of opportunity. Extra useful if you can use it to teleport to a place your enemy can't reach.
3rd Level.
Blink - 50% chance at end of turn to disappear to safety at end of turn and re-appear at start of your next turn. You can reappear 10 ft away out of their range or closer to cover if they're readying attacks - but readying attacks means they have to use their reactions and actions up, so you're still helping reduce their action economy while retaining all of yours. Downside is you cannot use counterspell if up against spellcasters.
Counterspell - helps stop enemy casting
Dispel Magic - gets rid of enemy magic affecting you or your allies.
Thunder Step - Teleport 90 ft while damaging all the enemies around you. Very useful.
These are just some of the lower level spells that can help you stay safe. They also don't require concentration so you can use your concentration for controlling the battlefield or buffing your allies or debuffing the enemy and so on.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.