I wouldn't put a 10 into Con you will just die to easily. If you go with either the fighter or rogue you suggested I would swap your con with any on the 14s (though probably not wisdom for the rogue)
I wouldn't worry about dumping mental ability score for roll play reasons especially with a minimum of 9. A commoner has stats of 10 in everything so having 10 in a mental stat means you are average in that ability compared to the population as a whole and a 9 is only a little below that. If you have a charisma of 6 or less you can make an argument that they should be RPed socially awkward and an intelligence of 6 or less being uneducated but having a 9 or 10 just means you don't excel in that area.
In case you are struggling to decide which mental stats to be very good at and which are OK to be average here is what the mental ability scores refer to in D&D.
Intelligence refers to how well educated or book smart you are. If you are intelligent you are more likely to know about what happened long ago or in foreign lands about religious beliefs or about rare animals or monsters.
Wisdom is about how in tune you are with your surroundings, do you notice that the sand on the ground is swept rather than naturally lying, are you good at predicting if someone is lying, how good you are at getting an animal to do what you want or follow tracks.
Charisma is how good you are at influencing people, persuading or intimidating them to do what you want, or deceiving them, or some characters it can also inspire your allies (e.g. Inspiring leader feat or Paladin's Aura of protection)
You rolled really well do pretty much any build is open to you. With Point Buy or Standard array you can't have anything better than a +3 mod getting two +3's and a +2 means you have to dump the other 3 abilities. You have the possibility of having a +5 in your main ability making you really powerful for a single ability focused character or you can have a +4 a +3 and 2 +2s if you want a character that needs 4 good abilities (for example Beauregard in Critical Role needs wisdom and Dex as a monk, Int for the (homebrew) cobalt soul subclass and everyone needs Con)
When I see that many 14's and 13's my mind goes straight to multiclassing. You could refer over to that "one of every class!" thread for some ideas (especially if you're willing to temper it by not really taking every class but stopping at 4 or 5). But there's also a strength-based grappler build using the new UA Revised Classes that I've been toying with which has a hard time squeezing enough 14's out, but your rolls are perfect.
If you're interested, I'd suggest a Bugbear grappler: 18 (20) strength, 13 (14) dexterity, 14 con, 9 intelligence, 14 wis, 10 cha. Barbarian 3 (Totem Warrior)/Ranger 3 (Gloomstalker)/Rogue 3 (Assassin or Scout)/Fighter 11 (Battlemaster). Ranger and Fighter each give you a fighting style: pick up Unarmed Fighting style to get monk-level unarmed strikes and bonus damage whenever you grapple or strike a target you're grappling, and either Defense for better AC or Superior Technique for another use of a manuever. The only maneuver you really care about with battlemaster is Restraining Strike, to grab foes in an ultra-grapple that restrains (you don't even need Tavern Brawler, this is so superior). Other fun maneuvers include Menacing Strike, Trip Attack, or Lunging Strike (to grab the backline caster 15' over the shoulder of their tank, and then run away with him!). Ranger can give you expertise on Athletics, Rogue can give you expertise on Stealth and something else. Gloomstalker lets you get the jump on opponents in the first round and an extra attack, and helps you ambush by being spooky invisible in darkness. The UA ranger will also get you some free casts of Hunters Mark, so that's great! Rogue also gets you bonus action dashes, good for moving around with your grappled foes, and sneak attack dice against your victim (if you pull out a rapier to stab them with). Assassin would be useful for more damage, Scout is funny since its reaction-move helps you run away with children you've kidnapped (grappled) at record speeds. Barbarian gives you advantage on grapple checks when you're raging, and if you pick up the Elk Totem helps you snatch children even faster. Oh yeah and fighter gives you feats to make up for your multiple level 3 classes, the always-fun Action Surge, as well as up to three attacks per attack action! All told you'll only end up with 4 feats three feats, but you don't need many starting with 20 Strength, or any ASI! I'd recommend:
Mobile (Dashing away with kidnapped foes is too fun to skip this)
Lucky (you don't want to ever let anyone go that you aren't intending to)
Mage Slayer (helpful for shutting up mages that you've kidnapped)
Sentinel (good way to stop anyone escaping your clutches... not that it's likely)
Tough (meh)
Martial Adept (one more use of Restraining Strike!)
Medium Armor Master (very optional, really only gets you +1 AC if your dex stays at 14).
Tavern Brawler (very very optional since Restraining Strike is a superior grapple initiator, but I suppose it could be useful if you are running low on Superiority dice, or in case you want to swing a grappled foe like a weapon at his friends or be better at throwing garbage)
Grappler (very very very optional, since you mostly will be dealing with restrained targets from your maneuver, so you already have advantage and don't need another way to restrain them)
UA: Telekinetic (bumps your 9 intelligence up to a 10 and gives you an extra free hand while grappling, and some funny push shenanigans?)
I'm not sure if you mentioned, but are not allowed to play magic classes and/or exotic races, or are you allowed to and it would just make interactions outside of your party difficult?
Exotic races are allowed But would be subject to prejudice as are some magic classes such as Druid and maybe warlock but otherwise it Probably wouldn’t be allowed
If allowed, you could go all in on the hiding-your-magical-roots theme. Sorcerer, Warlock, or Bard for class, changeling for race, performer or charlatan for background. You'd be an arcane caster trying to act normal in plain sight, a race that probably isn't native to the land or even the plane but can look like it, and your background gives you some tools to blend. If you only want a few levels to give the ability to cast magic (will it get you caught!) but something else to give you something to do, rogue would be a natural blend and give you good damage. You could throw the 18 at dex or cha, your racial could be +2 cha and +1 anything else, or +3 charisma.
It probably wouldn't be allowed, but it could be so much fun to play.
That actually seems like a really interesting concept to work with. Another interesting combination could be a kalashtar (IF you can use Eberron rules), since they look pretty similar to humans, druid or monk. Their natural bonus to wisdom would work well with druid, and if you went with monk, you could throw your 18 into dex and add your wisdom bonus to a 14. Then maybe a 14 in con, a 13 in strength, 10 in intelligence, and 9 in charisma, which, with the ability increase would bump up to 10.
I do like the idea of playing a kalashtar in this setting because I think it could be someone who’s being haunted or thinks they’re being haunted instead of the kalashtar quori spirit bond.
You’re good. I’ve been conversing with my dm about playing a kalashtar and he said yes but I would role play the spirit as kind of a multiple personality disorder.
Can you multiclass? Cause if I had roles like that I would go for something like a mix between barbarian and ranger hunter for the absurd amount of melee hits you can lay down when fighting multiple opponents at once.
Barb (bear totem for tank) 4/ Ranger(revised) Hunter X
Hey everyone my dm is starting a new campaign sometime in the next week and I’m not sure what to play. It’s a low magic campaign and I got the following rolls 18, 14, 14,13, 10 ,9. I’m excited to see what you come up with.
Not knowing Your preferred style of play...
loxodon monk. Who is blind. Tried to pretend/play off he’s not blind, relying on that keen smell.
9/14/20/10/14/14 depending on if you want to dump cha or int.
This gives you good HP for monk. A 17 AC. And room to grow still.
17 AC if you go loxodon natural armor. 14 with unarmored defense. And 17 AC if you go with the special unarmored defense version that I was thinking existed that gave 10+con mod+wis mod (not really a thing people, at least not without going homebrew at this point).
That's an interesting concept. Damage will be down until dex can catch up, but the bonus action attack from martial arts will help you land hits each round. And if you miss with a weapon attack, you can flavor it as a feint to open up the follow up punch (how one of my characters described watching a monk fight in a session I had recently).
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I wouldn't put a 10 into Con you will just die to easily. If you go with either the fighter or rogue you suggested I would swap your con with any on the 14s (though probably not wisdom for the rogue)
I wouldn't worry about dumping mental ability score for roll play reasons especially with a minimum of 9. A commoner has stats of 10 in everything so having 10 in a mental stat means you are average in that ability compared to the population as a whole and a 9 is only a little below that. If you have a charisma of 6 or less you can make an argument that they should be RPed socially awkward and an intelligence of 6 or less being uneducated but having a 9 or 10 just means you don't excel in that area.
In case you are struggling to decide which mental stats to be very good at and which are OK to be average here is what the mental ability scores refer to in D&D.
Intelligence refers to how well educated or book smart you are. If you are intelligent you are more likely to know about what happened long ago or in foreign lands about religious beliefs or about rare animals or monsters.
Wisdom is about how in tune you are with your surroundings, do you notice that the sand on the ground is swept rather than naturally lying, are you good at predicting if someone is lying, how good you are at getting an animal to do what you want or follow tracks.
Charisma is how good you are at influencing people, persuading or intimidating them to do what you want, or deceiving them, or some characters it can also inspire your allies (e.g. Inspiring leader feat or Paladin's Aura of protection)
You rolled really well do pretty much any build is open to you. With Point Buy or Standard array you can't have anything better than a +3 mod getting two +3's and a +2 means you have to dump the other 3 abilities. You have the possibility of having a +5 in your main ability making you really powerful for a single ability focused character or you can have a +4 a +3 and 2 +2s if you want a character that needs 4 good abilities (for example Beauregard in Critical Role needs wisdom and Dex as a monk, Int for the (homebrew) cobalt soul subclass and everyone needs Con)
When I see that many 14's and 13's my mind goes straight to multiclassing. You could refer over to that "one of every class!" thread for some ideas (especially if you're willing to temper it by not really taking every class but stopping at 4 or 5). But there's also a strength-based grappler build using the new UA Revised Classes that I've been toying with which has a hard time squeezing enough 14's out, but your rolls are perfect.
If you're interested, I'd suggest a Bugbear grappler: 18 (20) strength, 13 (14) dexterity, 14 con, 9 intelligence, 14 wis, 10 cha. Barbarian 3 (Totem Warrior)/Ranger 3 (Gloomstalker)/Rogue 3 (Assassin or Scout)/Fighter 11 (Battlemaster). Ranger and Fighter each give you a fighting style: pick up Unarmed Fighting style to get monk-level unarmed strikes and bonus damage whenever you grapple or strike a target you're grappling, and either Defense for better AC or Superior Technique for another use of a manuever. The only maneuver you really care about with battlemaster is Restraining Strike, to grab foes in an ultra-grapple that restrains (you don't even need Tavern Brawler, this is so superior). Other fun maneuvers include Menacing Strike, Trip Attack, or Lunging Strike (to grab the backline caster 15' over the shoulder of their tank, and then run away with him!). Ranger can give you expertise on Athletics, Rogue can give you expertise on Stealth and something else. Gloomstalker lets you get the jump on opponents in the first round and an extra attack, and helps you ambush by being spooky invisible in darkness. The UA ranger will also get you some free casts of Hunters Mark, so that's great! Rogue also gets you bonus action dashes, good for moving around with your grappled foes, and sneak attack dice against your victim (if you pull out a rapier to stab them with). Assassin would be useful for more damage, Scout is funny since its reaction-move helps you run away with children you've kidnapped (grappled) at record speeds. Barbarian gives you advantage on grapple checks when you're raging, and if you pick up the Elk Totem helps you snatch children even faster. Oh yeah and fighter gives you feats to make up for your multiple level 3 classes, the always-fun Action Surge, as well as up to three attacks per attack action! All told you'll only end up with
4 featsthree feats, but you don't need many starting with 20 Strength, or any ASI! I'd recommend:dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Yeah the dm said exotic races would be also be rare and would probably be subject to some prejudice
I'm not sure if you mentioned, but are not allowed to play magic classes and/or exotic races, or are you allowed to and it would just make interactions outside of your party difficult?
Exotic races are allowed But would be subject to prejudice as are some magic classes such as Druid and maybe warlock but otherwise it Probably wouldn’t be allowed
If allowed, you could go all in on the hiding-your-magical-roots theme. Sorcerer, Warlock, or Bard for class, changeling for race, performer or charlatan for background. You'd be an arcane caster trying to act normal in plain sight, a race that probably isn't native to the land or even the plane but can look like it, and your background gives you some tools to blend. If you only want a few levels to give the ability to cast magic (will it get you caught!) but something else to give you something to do, rogue would be a natural blend and give you good damage. You could throw the 18 at dex or cha, your racial could be +2 cha and +1 anything else, or +3 charisma.
It probably wouldn't be allowed, but it could be so much fun to play.
That actually seems like a really interesting concept to work with. Another interesting combination could be a kalashtar (IF you can use Eberron rules), since they look pretty similar to humans, druid or monk. Their natural bonus to wisdom would work well with druid, and if you went with monk, you could throw your 18 into dex and add your wisdom bonus to a 14. Then maybe a 14 in con, a 13 in strength, 10 in intelligence, and 9 in charisma, which, with the ability increase would bump up to 10.
I do like the idea of playing a kalashtar in this setting because I think it could be someone who’s being haunted or thinks they’re being haunted instead of the kalashtar quori spirit bond.
That would definitely be a fun concept to explore.
I may not go monk though and maybe go more on the path of a tank class (Barbarian or fighter)
Yeah, you did mention doing something like that earlier in the thread, so that's my bad.
You’re good. I’ve been conversing with my dm about playing a kalashtar and he said yes but I would role play the spirit as kind of a multiple personality disorder.
Cool!
Kalashtar Warlock, and your patron is the quori spirit is an interesting idea.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I agree but in this setting magic is rare and quori don’t exist.
Can you multiclass? Cause if I had roles like that I would go for something like a mix between barbarian and ranger hunter for the absurd amount of melee hits you can lay down when fighting multiple opponents at once.
Barb (bear totem for tank) 4/ Ranger(revised) Hunter X
Stats being something like 14/14/18/10/13/9
Race just pick a +2 con race you like.
Multiclass is allowed but we are starting at level one
What’s your style of play (preferred style)
Blank
Not knowing Your preferred style of play...
loxodon monk. Who is blind. Tried to pretend/play off he’s not blind, relying on that keen smell.
9/14/20/10/14/14 depending on if you want to dump cha or int.
This gives you good HP for monk. A 17 AC. And room to grow still.
Blank
17 AC if you go loxodon natural armor. 14 with unarmored defense. And 17 AC if you go with the special unarmored defense version that I was thinking existed that gave 10+con mod+wis mod (not really a thing people, at least not without going homebrew at this point).
That's an interesting concept. Damage will be down until dex can catch up, but the bonus action attack from martial arts will help you land hits each round. And if you miss with a weapon attack, you can flavor it as a feint to open up the follow up punch (how one of my characters described watching a monk fight in a session I had recently).