About to start a heavy role play campaign at level 1, but can't decide which of my characters to play as. Here are their quick backstories, so hopefully I can get some insight on which resonates best! Some are a little more thought out than others, so any suggestions are welcomed.
Barbarian (To be Totem or Wild Magic): Assimar sold as a child slave and forced to fight for the amusement of slavers and the black market with the promise of his freedom should he win 100 matches, though like most he was expected to die long before this. He didn't, however, managing to win his freedom, though not without some help from another wiser/older slave who died in the process. Now he goes on a journey to gain wisdom that pure strength alone can't offer.
Wizard (Variant human Divination): Born to a noble family, he was forced into exile when a rival clan framed his family for crimes they didn't commit, turning the people against them and demonizing his family's legacy, but not before killing most of his relatives and scattering the rest. He eventually came across a dragon's abandoned lair, where he found books on magic, dedicating himself to the mystic arts long forgotten in his lineage to one day reclaim his family's good name and do away with those who crossed them.
Monk (Variant Human, Not sure which subclass, though thinking Shadow): His family runs a monastery on a remote island just off the coast of Waterdeep. They preach peace and tolerance, using their martial arts to evade and deflect rather than harm (think air nomads from last airbender). PC never meshed with this well, not out of hate or lust for violence, but simply to challenge himself and following an innate desire to protect those who can't protect themselves. His family never approved, causing a rift between himself and his father until, as a result, he leaves the monastery to find his own path, hoping to one day return to the acceptance of his family or once he finds acceptance in himself.
Druid: (Goblin, moon druid): A young Goblin whose always been fascinated by the world around him ventures out beyond his band of murderous raiders after embracing the true spirit of nature. His travels bring him to more civilized tidings where he's able to observe and learn through his wild shape disguises (aware we don't get this till level 2) and animal friends. He quickly educates himself on societal customs, enough to allow him to engage with others without being immediately killed on sight, even though most watch him with weary eyes. One way or another, he'll prove a goblin can become a great adventurer and hero with the power of the earth itself backing him.
Firstly, all these ideas have potential depending on the campaign. Also depends on what the other players are playing. If you can read through the other players back stories and see which of your characters might have crossed paths with them. Also check with your dm if they want to use backstory material in their campaign. All of your characters have the potential for side quests, and you should consider which side quests would interest you and the other players.
Right now I don't know much about the campaign besides it's in a world the gods have abandoned and we're going to be looking to fix that. One person is playing a death cleric, another is a blood hunter, and the third is a wizard/fighter focused on melee. We have one more player, but she's not the most knowledgable dnd player, so who knows what she'll play.
The barbarian backstory seems implausible for a character starting at level 1. A more managable number of fights might make it work. I like the idea that they're moving forward with a purpose. You could also consider the ancestral spirit subclass, where the spirits are the slain combatants or the mentor's spirit.
The wizard one sounds good. Like a cross between Ezio Auditore and Edmond Dantes.
Eh, the monk could work, but it's a bit lackluster and tropey compared to the previous two.
Ditto the druid, although I do like the idea of a goblin druid.
Yeah I thought the barbarian was a little too much. Maybe he just did a few fights before escaping instead of being released. Same for the rest, still like it.
Feel we have enough magic on the team what with a cleric, wizard/fighter, and a blood hunter, so maybe a pure melee or more supportive magic build is what we need.
Monk was kind of generic I'll admit, any suggestions to make him more interesting?
As for the druid, would it be more interesting if he was the outcast of his massive horde for his less than goblin like ways until one day they raided the city he'd been brave enough to visit. While he pretended to partake, he ended up coming across people hiding from the attack and tried to help them escape, but was caught and left for dead?
So thought about it further and heard more from the other players. Think I'll be picking the druid or Barbarian since I've played the wizard before and don't want to double up on two wizards while the Monk is just not measuring up in or out of combat to what the others can do in my opinion. Any thoughts between those two classes/backstories?
Another thing to note that might help, since I tend to optimize I usually have a lot to say/do, so this time I'm gonna try staying quiet for most things so the rest of the table can work it out themselves. Basically barbarian would be strong silent type who only speaks up when it matters and druid (being a goblin) would be too timid to speak up.
If there's ever any doubt, but one of the options is a barbarian - there's no doubt. Just go with barbarian, it's never wrong.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
About to start a heavy role play campaign at level 1, but can't decide which of my characters to play as. Here are their quick backstories, so hopefully I can get some insight on which resonates best! Some are a little more thought out than others, so any suggestions are welcomed.
Barbarian (To be Totem or Wild Magic): Assimar sold as a child slave and forced to fight for the amusement of slavers and the black market with the promise of his freedom should he win 100 matches, though like most he was expected to die long before this. He didn't, however, managing to win his freedom, though not without some help from another wiser/older slave who died in the process. Now he goes on a journey to gain wisdom that pure strength alone can't offer.
Wizard (Variant human Divination): Born to a noble family, he was forced into exile when a rival clan framed his family for crimes they didn't commit, turning the people against them and demonizing his family's legacy, but not before killing most of his relatives and scattering the rest. He eventually came across a dragon's abandoned lair, where he found books on magic, dedicating himself to the mystic arts long forgotten in his lineage to one day reclaim his family's good name and do away with those who crossed them.
Monk (Variant Human, Not sure which subclass, though thinking Shadow): His family runs a monastery on a remote island just off the coast of Waterdeep. They preach peace and tolerance, using their martial arts to evade and deflect rather than harm (think air nomads from last airbender). PC never meshed with this well, not out of hate or lust for violence, but simply to challenge himself and following an innate desire to protect those who can't protect themselves. His family never approved, causing a rift between himself and his father until, as a result, he leaves the monastery to find his own path, hoping to one day return to the acceptance of his family or once he finds acceptance in himself.
Druid: (Goblin, moon druid): A young Goblin whose always been fascinated by the world around him ventures out beyond his band of murderous raiders after embracing the true spirit of nature. His travels bring him to more civilized tidings where he's able to observe and learn through his wild shape disguises (aware we don't get this till level 2) and animal friends. He quickly educates himself on societal customs, enough to allow him to engage with others without being immediately killed on sight, even though most watch him with weary eyes. One way or another, he'll prove a goblin can become a great adventurer and hero with the power of the earth itself backing him.
Firstly, all these ideas have potential depending on the campaign. Also depends on what the other players are playing. If you can read through the other players back stories and see which of your characters might have crossed paths with them.
Also check with your dm if they want to use backstory material in their campaign. All of your characters have the potential for side quests, and you should consider which side quests would interest you and the other players.
Right now I don't know much about the campaign besides it's in a world the gods have abandoned and we're going to be looking to fix that. One person is playing a death cleric, another is a blood hunter, and the third is a wizard/fighter focused on melee. We have one more player, but she's not the most knowledgable dnd player, so who knows what she'll play.
I have some comments.
Yeah I thought the barbarian was a little too much. Maybe he just did a few fights before escaping instead of being released. Same for the rest, still like it.
Feel we have enough magic on the team what with a cleric, wizard/fighter, and a blood hunter, so maybe a pure melee or more supportive magic build is what we need.
Monk was kind of generic I'll admit, any suggestions to make him more interesting?
As for the druid, would it be more interesting if he was the outcast of his massive horde for his less than goblin like ways until one day they raided the city he'd been brave enough to visit. While he pretended to partake, he ended up coming across people hiding from the attack and tried to help them escape, but was caught and left for dead?
So thought about it further and heard more from the other players. Think I'll be picking the druid or Barbarian since I've played the wizard before and don't want to double up on two wizards while the Monk is just not measuring up in or out of combat to what the others can do in my opinion. Any thoughts between those two classes/backstories?
Another thing to note that might help, since I tend to optimize I usually have a lot to say/do, so this time I'm gonna try staying quiet for most things so the rest of the table can work it out themselves. Basically barbarian would be strong silent type who only speaks up when it matters and druid (being a goblin) would be too timid to speak up.
Goblin, sounds more fun in role-playing and could make for interesting situations
If there's ever any doubt, but one of the options is a barbarian - there's no doubt. Just go with barbarian, it's never wrong.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Which one did you choose?