Play-Through Party #8: The Wizard

For this week’s play-through we are showing off the wizard. I made a wizard awhile back, that I decided to use for this play-through. He is a forest gnome wizard. He is an ex-criminal who changed his name after leaving that lifestyle to Ser Reginald III. He also came up with a pretty lengthy backstory about his family and how he was born a noble. He is almost level 3 at this point in the game and has taken on the necromancer school at level 2.

The last quest he was in, he and his dragonborn friend had finished their last round in an arena in a large town far in the north. They were given a decent lump sum of gold each and were given a small shack on the edge of town. This is their “base of operations.”

“Ser Reginald III walked along the road from their little shack they had won. “The seasons are on the edge of change,” he thought to himself as he could feel cold on the air. The little gnome continued down the road. He passed a few farms and not much else. He was looking ahead at the trees in front of him.

As he neared the forest he could hear two steps of foot steps behind him(stealth = 10. passive perception = 11). He could tell that they were trying to be quiet, but it was to no avail versus his keen ears. He mentally checked the spells he had prepared to himself, “Mage armor….Magic Missle….Ray of Sickness… hmm… Surely they do not know that I know they are there yet, tis too soon..” he thought to himself. He decides to play along for awhile. He continues walking along the path, whistling a tune his actual father taught him as a young boy.

He finally was within ranch of the trees. As he entered the tree line, he ducked around a tree and and held out his hand in preparation with 3 glowing white balls floating around his hand (he readied magic missle). Out from around the tree comes two men in dark robes. The three orbs shoot out in white streaks at the first robed man. Each bolt strikes him in the chest dropping him instantly, dealing him 14 damage.”

Roll Initiative
Acolyte = 10
Ser Reginald III = 9

The acolyte raises his hands above his head and a fire drops down on Ser Reginald’s head (failed dex save). The fire hits him square on the top of his head dealing 3 damage. Ser Reginald forms a green ball in his hand and hurls it at the acolyte who swiftly dodges it (succeeded dex save).

The acolyte calls down that radiant flame again on Ser Reginald. Again, he is too slow as it hits him in the head (failed dex save). Ser Reginald III holds his hand forward and a small beam of white energy flows from his hand leaving snow on the ground between the two and hits the man square in the abdomen (11 + 6). The Ray of Frost chills the man to the bone and deals him 6 damage.

“The acolyte lays his staff on the ground and raises his hands in surrender. “Stop.. I’m done. No more.” the robed man says. Ser Reginald III looks at the man puzzled for a moment then replies, “Why would you stop? You’re friend is dead. Would you not finish the job to avenge him?” The robed man kicks his staff towards Ser Reginald to show he means his surrender. “Let me take his body.. give ’em a nice burial..yeah?” “Why did you follow me? Who sent you?” The acolyte walks over towards his fallen comrade and props the body up against the tree. “We were not sent… we just thought you an easy target ’tis all.” he said. Ser Reginald can tell there is more to what this man is saying but cannot place a finger on it (Insight DC = 15. Roll = 9). The man shoulders his friends body and starts walking away. “Wait! You must know more! What are you not telling me?” Ser Reginald says to the man as he walks away (Insight DC = 15. Roll = 15). The man turns his head around and looks at the little gnome exasperated and worried. “Master sent us to collect your winnings.. and the deed to that shack. Something there the Master wants.. Best for you to not go back there. It will be watched.” says the robed man as he walks away carrying his friend. Ser Reginald heads back to town away from the fight, from the confusion of the mans words. “Who was this master?” he thought. As he passes by the farm that is the closest to the forest, an small bolt flies out of a window and sinks into his shoulder (roll 15 +3). Dealing 5 damage. He sees the source. A man in the window holding a crossbow, smiling about the clean hit. “

Roll Initiative
Bandit = 14
Ser Reginald III = 5

The bandit readies another bolt and fires at the little gnome (roll 14 + 3). It hits him in the chest dealing another 5 damage. Ser Reginald runs and ducks behind a bush across the road. He then points his hand above the bush. 3 white lights streak from his hand and strike the bandit right in the face. The bandit takes 10 damage and staggers back.

He loads another bolt and fires at the bush hoping for a hit. (Disadvantage 14 and 7. Roll 7 + 3) The bolt hits the ground short of the bush. Ser Reginald decides to heal up for the turn (spent 1d6 HD; back up to 7 hit points).

The bandit leans out of the window to fire his another bolt at the bush (Disadvantage 2 and 3. Roll 3 + 3). The pain in going through the man makes his arm jerk when firing. The bolt barely makes it across the road this time. Ser Reginald renewed, stands up and shoots that cold beam at the man (roll 13 + 6). The beam hits the man hanging out of the window and sends him flying into the farm house, taking 5 damage.

“Ser Reginald looks around. He doesn’t hear or see anyone else. He decides to look into the shack. He walks in and sees that the family at the farm had been killed by the sword there by the window. In the middle of the floor laid the bandit, big area of frost and snow still on his chest. He looked around the shack and saw nothing else out of place (Perception DC = 15. Roll 7 + 1). He tries to see if there is anything in the bandits pockets or armor and finds nothing there as well (Perception DC = 15. Roll 3 + 1). He grabs the small desk by the window and props it up against the shutters to keep them shut. He then shoves a table in front of the door making sure no one walks in on him. He goes into a small room on the side of the house, away from the window and door and sees a bed. He falls on the bed exhausted from the fights. Thoughts flooded his mind about the fights. How the first man surrendered and carried his friend off. About this “Master”. Who may this Master be? Why would he want me or my shack? What is in there? Or was in there? All of these thoughts and more flooded his head as he finally passed out on the bed asleep. “

Play-Through Party Preparation: The Wizard

female wizard

For the play-through this week we are going to be looking at the wizard. These are the strongest magic users in the game. Wizards strive to increase their knowledge and spells. They can learn spells from tomes, experimenting, and from other wizards. Instead of telling some history of wizards let’s just delve into how awesome they are!

The Class Stats

Wizards are the only class who rely on their intelligence for their spells. So this will be their strongest ability score. Wizards will not be wearing armor unless you play as a dwarf, so make sure you get your dexterity pretty high as well. Constitution is another good stat since you will have very few hit points with wizards.

HIT POINTS

  • Hit Dice: 1d6 per wizard level
  • Hit Points: 6 + constitution modifier
  • Level Up Hit Points: 1d6 (or 4) + constitution modifier

Proficiencies

dark wizard
As mentioned above, wizards do not get armor. On top of that they have a very limited selection of spells to pick from. They can use daggers, darts, slings, quaterstaffs, and light crossbows. Their saving throws are intelligence and wisdom. They get to choose two skills from Arcana, History, Insight, Investigation, Medicine, and Religion.

Spellcasting

Wizards are learned magic users who rely on intelligence to cast spells. They are not like Harry Potter who wakes up and is able to suddenly cast spells. Wizards must learn their spells. Because they are students they keep “notes” of their studies. This is called your spellbook. Your spellbook alone has a lot of information into how to handle it. There is a time and cost to copy a spell you find in game to your spell book. The spellbook starts with 6 1st-level spells of your choice.

You will start with 3 cantrips. As for full spells, wizards must prepare spells for use. So you start with your spellbook that has your spells in it. A wizard must then prepare spells. To prepare spells from the spellbook you choose a number of spells equal to your Intelligence modifier + your wizard level. Once you prepare your spells you are able to use those prepared spells with your spell slots like the rest of the classes. All spell slots and come back at the end of a long rest.

They also have ritual casting and the ability to use a spellcasting focus. When leveling up you get to add two spells to your spellbook for free.

Arcane Recovery

Once a day after finishing a short rest, you can gain some of your spell slots back. The spell slots gained this way are equal to half your level wizard, rounded up.

Arcane Tradition

Like all other classes, wizards have different paths to take. Wizards are the most over the top class, so they get EIGHT paths to choose from. Each path is a different school of magic. Instead of delving into that great amount of information that is on each path, I am just going to summarize the type of spells that are used in that school. Each school at level 2 gives you the ability to copy spells of that school to your spellbook at half the cost and time.

  • Abjuration. These spells are normally protective. However, some of the spells do have aggressive, harmful uses.
  • Conjuration. Spells in this school are used to transport objects and creatures from one place to another. Some even create objects from thin air.
  • Divination. These spells reveal information about things. The information can come in a large variety of forms.
  • Enchantment. These spells target the minds of others.
  • Evocation spells manipulate energy to cause the desired magical effect, like your standard fireball spell.
  • Illusion. These spells deceive others. Such as seeing what is not there, hearing sounds you create, and even planting images into the mind of the enemy.
  • Necromancy spells manipulate the energy of life and death. You can gain extra hit points, drain hit points from foes, you can even summon the undead to your side to aid you in all of your endeavors.
  • Transmutation. These spells change something about a creature, environment, or object. They can enchant weapons, bolster allies, turn enemies into smaller creatures, and even increase your healing ability.

After picking your school of magic you will follow you will begin to get benefits when using that type of spells. You can still use other spells. The ones from your school will just give added benefits.

Backgrounds

As for backgrounds, I think guild artisan, noble, and of course sage are going to be the normal ones that will be chosen. These backgrounds will provide the wizard with some decent benefits, with the sage being the best one.

Races

Gnomes are going to be your best bet with a good stat based wizard character since they get +2 intelligence. Of course for stat based characters high elves, tieflings, and humans will also be good bets. If you are worried about being a squishy character, you can make a dwarf wizard, which would give your wizard the ability to use light and medium armor.

As for the one we will use this weekend, I originally had a high-elf noble in mind. Noble so I could make him a pompous jerk. However, now I am up in the air with the dwarf wizard… Maybe even a dwarf necromancer?

Good gaming and God bless!

Tavern Post 9/15/15

Hello patrons! This last week we were supposed to do a second Play-Through Party going over the third quest in the Lord of the Rings: Living Card Game Core Set. Well.. we had some scheduling issues arise and the gang who were wanting to help could not make it, so we decided to wait.

Just Me Being Racist

This week for our race we are going to look at dragonborn. The mighty humanoids that have the blood of dragons flowing through them. Not only do these guys look intimidating like a dragon, but they also get the ability to have a dragon breath corresponding to their color, like regular dragons. This adds a different dimension to the character. One of the players in my group, almost exclusively plays these guys. I will have to try and get with him to get some additional insight into them.

Play-Through Party

For this weeks Play-Through we are going to do the original class we were going to cover last week, wizards. After the let down of the ranger option update, this week we are going to play it safe with one of my favorite classes in Dungeons and Dragons. As usual keep an eye out for the prep post to see the stats for the class.

Good week, God bless, and good gaming!

Play-Through Party #7: The Ranger

Hello my patrons! This is going to be our first Play-Through Party for the week. This week we are looking at the ranger class. I was originally going to go over the new ranger update they released to give it a try, however, after making the character I realized it was not quite what I was hoping for. So we are going to stick with the one from the Player Handbook.

The Protagonist

Our character for the week is going to be Gaisce(Irish word meaning greatness; pronounced GOSH-ka). He is a halfling ranger who had enough gold left over after rolling for it, that he could buy himself a mastiff to start off with as a mount. The mastiff’s name is Buster, because he busts things sometimes.

The Story

“It is in the early hours of the morning. The sun has yet to rise up in the sky. Gaisce sits on Buster atop a hill overlooking a valley. This is his area that he was given to protect and watch over. Nothing much in the valleys here. Just a small village and a few farms. He glances over the valley and smiles to himself. ‘A restless morning..” he thinks to himself. He looks down at his shield, hanging from Busters saddle and notices dirt on the shield. ‘Dirt.. ugh… not dirt..” he thinks to himself. He jabs his javelin into the ground. He hops down from Buster and pulls a cloth from his saddlebag and begins frantically cleaning the dirt from his shield.

After the shield is nice and clean he stows the cloth away and grabs the javelin. He hops back onto Buster again. He does one more look around the valley, this time he sees something at the bottom of hill. He sees a group of 4 creatures surrounding a lone wolf. He puts the javelin onto the side of his saddle. He draws his bow from his back and nocks an arrow. Buster carries him quietly down the hill to a group of bushes. From the bushes Gaisce sees that the 4 creatures are kobolds. They are all surrounding this wolf, taking turns attacking it.”

Gaisce and Buster break out from behind the bushes and Gaisce fires an arrow at the first Kobold. The arrow flies through the air (16 + 6) and strikes the Kobold square in the face dropping it to the ground instantly (5 damage).

Roll Initiative!
Gaisce = 19.
Kobold4 = 15.
Kobold3 = 13.
Kobold2 = 9.
Wolf = 3.

Gaisce readies another arrow and moves Buster a little further around behind one of the kobolds(kobold 2). He lets the arrow fly (15 + 6) and the arrow strikes the kobold in the heart and drops it to the ground like the first(6 damage). Kobold 4 stabs at the wolf with it’s dagger ( has advantage first roll was 10. second 14 + 4) stabbing it in the side dealing it 4 damage. Kobold 3 readies it’s sling and hurls a stone at Gaisce. The stone falls out of the sling as he goes to start spinning it (rolled a 1). The wolf then lunges at the kobold that stabbed it (5 + 4), the kobold jumps back to avoid the sharp teeth.

Gaisce fires another arrow at the kobold who dropped a stone at it’s own feet. The arrow flies through the air and strikes the kobold in the head so hard it flies out the back(rolled a 20) dealing 10 damage to it. The last kobold begins running towards the trees. The wolf snaps at him on his way past (4 + 4) missing as the kobold runs past. The wolf then runs after the kobold and snaps at it again (13 + 4). This time the teeth sink in right around the little lizard humanoids scrawny neck dealing 7 damage.

“After the fight the wolf turns towards Gaisce. ANIMAL HANDLING DC = 15. Gaisce, not dismounting Buster, tries to calm the wolf down. The wolf only snarls at the little halfling (8 + 4 = very pissy wolf). The wolf hunches down baring its teeth at Gaisce. He tries again (2 + 4) only angering further. Gaisce sees that the wolf cannot be calmed. He urges Buster away from the wolf 30 feet, outside of the wolf’s range, and fires an arrow at the wolf. (8 + 6) The arrow strikes the wolf in the side next to the dagger wound. The wolf runs at the halfling and stops 5 feet from his face. Gaisce fires another arrow (15 + 6) sinking deep into the wild things skull dealing 8 damage. He climbs off of Busters back and takes the wolf and moves its body (with Buster’s help) over to the bushes they hid behind before the fight. He leaves the body in the bushes so only creatures of nature will find it for food and not more kobolds.

He moves onto the next valley. This time he sticks down low to the tree lines instead of the hills. This is because this valley is the one with the farms, and none of the people there have yet to see him. He follows his path through the trees and he comes to the edge of the trees. He sees the valley in front of him. There is a farm about 60 feet away from the tree line. He sees 3 human figures skulking around the farmhouse. He readies his bow and nudges Buster charges forward.”

Gaisce fires an arrow at the closest bandit (10 + 6). The arrow sinks deep into the mans chest dealing 9 damage. He staggers back against the house. The other men draw their swords.

Roll Initiative!
Gaisce = 10.
Bandit1 = 9.
Bandit3 = 5.
Bandit2 = 3.

Gaisce nocks another arrow and fires at the same man. The arrow strikes the man in the other side of his chest (11 + 6) and deals him 8 damage. He falls to the ground. Sounds come from inside the house. The third bandit moves to hit Gaisce and (9 + 3) misses he as Buster backs up. The other bandit draws a crossbow and fires his loaded bolt at Gaisce. (15 + 3) The bolt strikes Gaisce in the shoulder dealing 5 damage.

The door to the farm-house flies open and an older man walks out in old-looking armor and a rusty old spear. (Roll Initiative! Guard = 20.) He turns to the bandit with the crossbow and stabs at him with his spear. (16 + 3) The spear catches the man in the shoulder and he drops the crossbow instantly. He does 7 damage to the guard. Gaisce stows his bow and readies his shield and javelin. Buster shifts back.

The bandit in front of Gaisce swings at him again. (7 + 3) Buster maneuvers to dodge the blow for Gaisce. The other bandit draws his sword and swings it at the old man. (15 + 3) Hitting the old man in the knees with the sword. It deals 4 damage to the old man. The old man stabs back (4 + 3) and misses the bandit.

It is at this point that Gaisce sees the old man. He maneuvers Buster to charge at the bandit attacking him, javelin leveled like the great jousters in the castles. (13 + 3) The javelin sinks into the poor man as the weight of the great mastiff and the halfling drive it home into his chest dealing 5 damage. Gaisce waves his shield at the old man and excitedly yells, “HI! I’M GAISCE! YOU ARE THE FIRST PERSON I HAVE SEEN IN MONTHS!”

The old man just shrugs this “kid” off and readies his spear to attack the last bandit. He moves and thrusts the spear forward. (3 + 3) The bandit side steps the thrust. Gaisce turns Buster around and charges forward towards the next bandit like the last. (Nat 20) He slams into the bandit full force dealing it 9 damage. He looks at the old man, “You fight old man? Great job with that guy over there! I bet you have all kind of stories about the old days and fighting and..” Gaisce begins to trail off to the old man, because he sees the bandit free himself from the javelin and stab at the old man (15 + 3) hitting him in the side dealing 4 damage.

The old guard backs off, and thrust his spear forward one last time.. (6 + 3) and the bandit somehow avoids it thrust completely. Gaisce, still rambling, “… and stories about being in the palace, and being a guard, and …” now he places his javelin level with the bandits torso and Buster rears back and lurches forward. (17 + 3) The javelin sinks into the mans chest dealing 5 damage. The bandit drops to the ground with a thud.

“The old man slumps to the ground exhausted. Gaisce tries to see if he can mend the wound on his side MEDICINE CHECK DC = 15 (14 + 2). The old man passes out and Gaisce (and Buster) haul him into the farm home and put him on the bed. Gaisce is able to patch up the old mans wound on his side. Gaisce rests on the floor next to Buster at the front door for 8 hours. Gaisce is awoken by Buster nudging him as the old man starts to wake up. When the old man gathers his surroundings and memory he and Gaisce spend the rest of the day chatting away. Not having any real interaction with anything other than animals and other rangers, he sat their wide-eyed at all the tales of the old guard. He shared his short story about becoming a ranger, and having been given the surrounding area to protect. The continued this right up after dinner before resting for the evening, and starting the next patrol.”

Dungeons and Dragons 5e: The Ranger Class Alternative Option

This week in Unearthed Arcana the Wizards team released a different option for those playing ranger classes. I remember hearing about this a month or so ago on their official podcast. I remember the speaker saying that they were looking into the ranger class because of all of the classes they felt that it had changed the most since the beginning. That it had lost most of its uniqueness. In the pdf the drive these points home mentioning how now other classes can now dual wield weapons, be extra stealthy, and follow tracks.

Now, as another person quoted on the tavern post this week, they do say in the pdf, “Does this playtest mean we’re changing the ranger as presented in the Player’s Handbook? No. Not in the least.” This is simply a second option, or alternative to the already existing ranger class. Now if you actually read the pdf, this option is much closer to what a ranger is supposed to be. Maybe not level 3 paths (as you will see below) but as for the actual lore of the class and some of the starting stats, they seem to make more sense. So lets dive in and check it out!

The Class Stats

Now some parts of the class are unchanged. This alternative takes from the ranger class in the PHB and modifies it.

  • Hit Points
  • Hit Dice: 2d6 per ranger level
  • Hit Poits: 12 + constitution modifier
  • Level Up Hit Points: 2d6 (or 7) + constitution modifier

Proficiencies

You will have access to light armor and shields. Due to their extensive weapon training, they also get the ability to use both simple and martial weapons and have are able to use the herbalism kit as well now. Their saving throws are wisdom and dexterity. They also have the ability to choose 3 skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

On top of some minor changes in proficiencies, they have also altered the starting equipment as well.

Ambuscade

Instead of favored enemy you ranger can get this ability. This allows the ranger to strike first in a special turn that takes place before any other creatures can act. On this turn, you can use your action to only use attack or hide. If you would end up being surprised, you are not surprised nor do you get to use the extra turn. In addition to this at level 1, you also get the Natural Explorer feature from the original class.

Level 2 Changes

You still get to have your fighting style. However, instead of spells you get an ability named Skirmisher’s Stealth. This allows you to choose a creature at the start of your turn, and that creature is unable to detect you, regardless of yours or it’s actions. At the end of your turn you may, as a bonus action, roll a stealth check again to see if you are able to hide again.

Spirit Path

Having spent so much time protecting the wilderness and it’s inhabitants, you formed a bond with a spirt of nature. This spirit gives you protection and watches your back. At level 3 you get the ability to summon your spirit companion. Once a day, you can spend a bonus action to call on your spirit companion. It manifests for 1 minute as an animal or until your concentration is broken. The creature gives you a bonus based on the path you pick. The manifested creature will act immediately after your turn in combat.
There are 3 paths to pick from to determine the bonus you receive.

Guardian

As a guardian, you keep a close eye on the wilderness and all those who use it. Your companion will manifest as a brown bear. When you call on it, you can choose yourself or an ally in sight. Your choice will receive 2d6 + wisdom modifier in temporary hit points.

Seeker

As a seeker, you are drawn into the unknown. You go out in search of ruins, treasures, and places that are long forgotten. Your spirit companion will take the form of a giant eagle. When you call on your companion, it allows you to choose a creature within sight. All attacks made against the creature get advantage until the end of your next turn.

Stalker

Stalkers are much like Paladins. You are an agent of nature sent out to destroy all evils that are abnormal to the wilderness around them. Stalkers are the first to lead the hunt against evils and are the last to stop. In fact they only stop once their “quarry is dead and the natural world is safe.” This spirit animal takes the form of a dire wolf. When you call upon your companion you choose a creature that can you can see. When you hit the target with a weapon attack the creature will take an extra 2d6 + you wisdom modifier damage.

My Opinion

Now, I am big on spells. Spells are my favorite thing to play with in Dungeons and Dragons. Hence the reason I love the bard, wizard, and warlock. So to see spells go away.. it does come with some sadness. However, unlike a druid, who is a nature wizard (really, really dumbed down concept but hey it is basically true), the ranger does not need spells. In fact, (may get some hate for this opinion) the ranger while being great at survival, combat, and interacting with animals, really has no need for spells. They are not spell casters. They already are able to deal out a bunch of damage, but then to get spells on top of that, yea a bit unnecessary. However, the spirit animal concept is not quite the answer either. I do like “daily” bonuses that they give, but they do not really fit lore wise. Without play-testing the class I cannot give a good feel of the class. However, it does look like stat wise, it will be better than the regular ranger. I think the ranger needs a physical animal companion though. This will be the option of the class being used for the Play-Through Party this weekend. So keep your eyes peeled for that and for an updated review of the new option this week end.

Play-Through Preparation: The Ranger

Female Ranger
For this play-through party(the first one anyways) we are going to be looking at the Ranger. Rangers are deadly warrior of the wilderness. They focus their skills on protecting the wilderness they call home. The specialize in killing off any creatures that endanger their lands, whether humanoid or large monstrosities.

Spending their time in the wilderness protecting their land, they eventually become particularly good at fighting specific foes. Together with their combat prowess, they also have the ability to harness parts of nature to defend their land against their foes.

Being on the fringes of society they favor being alone versus being in a large group. A benefit of being on the fringes of society is that they are used to not have comforts that other adventures are used to such as a warm bed and hot food.

For the ranger this week we are going to look at 2 different version of the class. The first one (covered in this post) will be the one from the Player’s Handbook. The second will be specifically over the “update” released from Wizards this week.

The Class Stats

Your main ability score will be dexterity. Your second highest will be wisdom or strength if you decide to be a two weapon fighting ranger

  • Hit Points
  • Hit Dice: 1d10 per ranger level
  • Hit Poits: 10 + constitution modifier
  • Level Up Hit Points: 1d10 (or 6) + constitution modifier

Proficiencies

You will have access to light and medium armor and shields. Due to their extensive weapon training, they also get the ability to use both simple and martial weapons. Their saving throws are strength and dexterity. They also have the ability to choose 3 skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Favored Enemy

As mentioned above the rangers fight to defend the fringes of society from horrible monsters. They become so efficient at removing the monsters that they get the ability to turn their experience into an advantage against that type of monster. At level 1 you get to choose a type of favored enemy (ex. dragons, oozes, plants, etc.) or you may choose two types of humanoids (dwarves, elves, kobolds, etc.). You have advantage on survival checks to track those enemies and on intelligence checks to recall information about them. You also get to learn 1 language known by that enemy.

Natural Explorer

This is similar to the favored enemy, but with environments. You choose you type of terrain (ex. arctic, desert, etc) and you get to double your proficiency bonus on intelligence and wisdom checks on all skill checks related to your terrain.

Level 2

At level 2 is where you ranger will start becoming unique. You will get to pick a fighting style to give you bonuses to your character. AND you also get spellcasting. Your spellcasting ability is wisdom of course so make sure you have a decent score there.

Ranger Archetypes

At level 3, you get to pick out an archetype to use for your character. The 2 choices are Hunter and Beast Master.

Hunter

As a hunter you spend your time training to become a killing machine against the evils of the wild. You will get the ability to deal additional damage each turn, a chance to counter larger foes, and the ability to attack multiple foes in the same turn. This class is all about turning yourself into a normal ranger who happens to be good with weapons into a powerhouse capable of dealing out tons of damage. If you like to be able to beat down most enemies before they realize what happens, this is the right path for you.

Beast Master

The Beast Master, on the other hand, spends their time training to become closer to nature. Instead of becoming a killing machine, the learn to communicate with the animals of the wild. At level 3 you get an animal companion. This animal will obey all of your commands, as best it can. That means it needs to be within that animals physical limitations. You know who you are… *Points at the guy asking if his owl can can carry his bag that has 150 pounds worth of items in it* Now the fallback to the animal companion is that until level 5, both you and it are unable to attack on the same turn, because to have your companion attack you must use your action to tell the animal what to do (other than move). When you hit level 5 and get your extra attack action per turn, you can then attack and command your companion to attack as well.

Backgrounds

The immediate backgrounds that come to mind are outlander and hermit. You can also go with soldier or perhaps even criminal and say that they turned away from that life style to get closer to nature.

Races

This class has the most obviously perfect fit for it.. elves. Not only do they already love nature, they also get +2 to dexterity. Wood elves are even better because they will get that +1 to wisdom as well as some helpful class features. Now, before you go and sign off instantly consider this: halflings. They also get +2 to dexterity. AND…AND you can make your animal companion a mastiff. And you can ride your mastiff into battle like only a proud little halfling could. 😀
halfling soldier riding a mastiff

Look at the little guy! Look how excited he is to be involved in something! And the dog looks happy too! But if that doesn’t sound awesome to you, then a elf ranger is a mighty efficient character build. Probably even better, minus the awesome mastiff riding prowess of course.

And of course, as usual, I urge you try something silly or ridiculous. Come up with a good back story to why the character is that way. In fact, the more and more I consider the Play-Through Party I am considering doing my little halfling riding a mastiff. Yes… This will do. Good gaming and God bless.

Play-Through Party #6: The Paladin

Welcome to another Play-Through Party! I got a head start on this week with it being Labor Day weekend. This weeks is the Paladin spot light where we will be doing a short tutorial featuring our paladin, Sfven Brightsword. He is a mountain dwarf paladin. Sfven stands at about 4’5″ tall. He wears chainmail that covers his entire body, and carries a longsword at his waist and a shield on his off hand featuring a big black cross in the middle, a wine glass off to the side, and loaf of bread on the other side.

A side note about one of my house rules. If someone is knocked out by a zombie, they are bitten. When they die, they will immediately become a zombie. I do this because this is zombie lore. Although, it is not built into 5e on the basic zombies, I add it because it adds that extra sense of danger to a fight.

Also, on the zombie stat block, there is an ability called Undead Fortitude. If someone deals enough damage to kill the zombie(drop it to 0), it is allowed to make a constitution saving throw. The DC for the saving throw is 5 + the damage dealt by the attack. Upon a successful saving throw, they zombie only drops to 1 instead. With those things in mind, lets begin!

“Sfven walks along a path through the forest. He looks around and starts to admire the beauty of the season as flowers are blooming, the animals of the forest are beginning their songs. The trees here are as tall as the mountain that his kin come from and they cast a shadow down on the forest floor below in certain areas.

As he continues on his we he notices that some of the brush here is thicker than it was earlier. (Passive Perception) As he moves past one large bush he stops because he hears a dry raspy groaning from behind the bush. He grabs his sword and takes up a stance, ready to strike at whatever comes out from that bush (readying an action). Out from the bush comes 2 zombies.”

As the first zombie exits the bush, his sword comes crashing down on the undead beast(10 + 6) dealing 8 damage.

ROLL INITIATIVE
Sfven = 19
Zombie 1 = 11
Zombie 2 = 8

Seeing these vile abominations in front of him, he feels God urging him forward to kill these vile things. He swings at the zombie 1 again (8 + 6) slashing at the zombies torso dealing 6 damage to the creature. Zombie 1 tries slam into Sfven (9 + 3) and the dwarf does not even notice because of his great armor her wears. Zombie 2 comes at him from the side (advantage) and tries to slam into him (roll 1 = 5 :roll 2 = 2). He too barely nudges the dwarf because of his great armor.

Sfven strikes at the Zombie 1 again (11 + 6), slashing at the abdomen, dealing another 6 damage. It tries to slam him again to no avail. Zombie 2, however, catches the dwarf by surprise, and slams into him (17 + 3) dealing (2 + 1) 3 damage to him.

Sfven, angered by the the second zombie swings hard at zombie 1 (17 + 6) dealing 9 damage. The zombie reels from the swing. And for a second, it seems like the zombie might stay standing (Undead fortitude = 13: DC need = 9 + 5), but it ends up falling to the ground. The remaining zombie tries to slam into Sfven again, but the zombie miss this time (12 +3).

Sfven turns to face the other zombie, and swings hard at its torso (14 + 6) dealing 11 damage to it. The zombie tries again but to no avail (13 + 3). Sfven, stares the zombie down and strikes in a downward slash starting at the things shoulder (14 + 6) dealing 10 damage. This provides the opening need for the zombie as it slams into him (16 +3) dealing (2 + 1) 3 damage to him.

Sfven, being caught off guard by the vile creature makes a flimsy strike at it (2 + 6) that actually connected dealing 6 damage. The zombie looks as if it will fall, but then staggers towards the dwarf instead. He moves out of the way and swings again (8 + 6) dealing 11 damage. The zombie staggers forward (Undead fortitude = 14: DC need = 11 + 5) but then falls forward.

“Sfven kicks the vile thing on the ground, and moves away from the fight. He decides to move on from the scene. As he walks away, he pulls out a scarlet cloth from a pouch on his belt and cleans the grime from his sword. He puts the sword and cloth up, and decides to take a short rest in the middle of some trees. (Use 1d10 to regain some hp. Back at 12 now) He gets up, dusts off his shield, then heads back to the path.

He continues down the path. The trees and brush seem to get thicker and harder to see through. He moves onward and sees some light. He begins seeing more and more light, then comes to a clearing in the trees. It would appear the clearing is man made, as there is tree stumps in a large rotting pile off to the far side.

In the middle of the clearing is a stone church with a great steeple that rises above the already tall tree line. This church, unlike others, does not have as many stained glass windows. Sfven thinks to himself, “Perhaps the tree line ’tis the reason for the less windows.” There is also a cemetery around the sides and back of the church. Sfven walks up to the front door and notices it ajar. He can tell something is wrong here as the lights are out inside. He looks around the porch/ door way (Perception DC = 15: roll 19). He notices there is mud and dirt on the porch. There are also long marks on the door that looks like something was trying to get inside the church.

He readies his trusty sword and walks in. He looks around (Perception 12) and cannot see if there is anything here. He taps his sword to the emblem on his shield and mutters “help” as if in a short word of prayer (Divine sense). He then smells something vile. In fact smells two vile things, undead things, up ahead walking around the pews. “

Not being seen yet, he decides to sheath his sword, and from the safety of the entry way grabs a javelin from his back. He throws the javelin (17 + 6) dealing 10 damage to the closest zombie as it buries itself in the zombies chest.

ROLL INITIATIVE
Sfven = 15
Zombie 1 = 6
Zombie 2 = 3

He grabs another javelin and throws it at the same zombie (15 + 6). It strikes home and deals 7 damage to it. He then scurries to the door way leaving about 50 between him and his foes. They come forward to him and make it to the hallway leaving 30 feet between them.

Sfven not wanting to fight two at the same time again grabs another javelin (18 + 6) and throws it at the first zombie again dealing it 7 damage. The zombie staggers from the hit (Undead fortitude = 8: DC need = 7 + 5) then falls forward onto the floor. The other zombie moves forward again, leaving 10 feet between it and the dwarf.

Sfven draws his sword and walks up and confidently swings at the zombies head (nat 20) dealing 11 damage to the zombie. It tries to slam into the dwarf, but Sfven just steps aside and swings at the zombies back (5 + 6) dealing 9 damage to the thing. The zombie gains its footing and turns to slam again and hits the dwarf dealing 7 damage to him. Sfven shrugs off the pain, and feels his righteous anger coming forth as he swings his sword at the zombie (3 + 6) dealing 12 damage. The zombie reels from the blow (Undead fortitude 8: DC need 12 + 5) then falls to the ground.

“Sensing the danger is gone, he pulls out his scarlet cloth again to clean his sword of the vile grime on it. He then puts it and the sword up. He walks forward to the first zombie, pulling his javelins from the body. As he is pulling the last one out of the zombie, he hears the sound of something shuffling down the hallway. He holds the javelin halfheartedly and waits.. A priest comes out from around the corner, clutching a wound on his shoulder. The priest is a younger human man, mid 20 or early 30s.

Sfven puts his javelin up, and wipes his hands off. “Thank you for clearing out those pests. Those vile creatures should never has been allowed in here. I tried to stop them..” he grimaces as he shrugs his head towards his shoulder, “..but as you can tell that did not work out quite as well.”

Sfven walks up to the priest and sits him down on a pew. He sees that it is indeed a bite… a chunk of muscle and tendon are gone from the young mans shoulder. He tries to see if he can stop the bleeding (Medicine DC = 15: roll 18 + 2). He stops the bleeding by searing the wound shut with a torch and the head of one of his javelins. “Steady,” Sfven says as the priest sits up. “Thank you yet again, dwarf. I see you bear the cross on your shield. Doe that mean you are a paladin?” asks the priest. “Yes.” replies Sfven.

The priest looks at him, “You know that after this bite being closed up I will not immediately turn right? However, that means that I eventually will become an abomination to all that is right and pure..” Sfven leans back and studies the young priest. Sfven, pondering to himself, “He is young, he will live a long life before becoming an abomination. But.. he will indeed become one..” “It is a heavy decision brother. Come let us eat and drink and rest. Sfven uses his lay on hand to remove any diseases that may have been caused by normal infection. He follows the priest to the back of the church. They sit down and Sfven listens to the young man. About his becoming a priest, his rustic up-bringing. They then depart for the evening.

Sfven wakes up and comes out of the small room he slept in and sees the young priest removing the vile corpses from the house of God. He smiles as he sees Sfven, “Did you sleep well friend?” “Yes,” Sfven replies. “Have you made your decision then brother?” asks the priest. Sfven nods, turns from the priest, and starts walking. “Aren’t you going to finish your job?” asked the priest. Sfven, still walking, turns his head and says, “Enjoy it. Your years ahead of you.. I will return, when the I am needed again.” He leave the church and begins to continue on his never ending journey to remove evil from this world.”