Showing posts with label PC Concepts. Show all posts
Showing posts with label PC Concepts. Show all posts

Monday, January 31, 2022

PC Concept: Not Your Knight in Shining Armor

Overview:

I've done a post before on "holy warriors," where I discussed different alternative options for playing a character who practices religion without necessarily being a cleric or paladin. With this build, I want to do something similar, but with knights. We typically think of knights as mounted fighters in heavy armor, carrying swords or lances. To me, that sounds like a paladin using "Find Steed," or a Cavalier Fighter from Xanathar's Guide to Everything.

I'd like to think about how fluid the phrase "knight" can be used in D&D, especially when it comes to adventurers. I mean, when adventurers save the city and are proclaimed heroes by the king, is that not a type of "knighthood?" And as we know, adventurers can come in all shapes, sizes, and skill sets! In this case though, I'll be taking the literal definition of "knight" from Google - "a man who served a lord or sovereign as a mounted soldier in armor" - and looking at how knights can be classified in D&D 5e.

Let's see what kind of unique aesthetics we can make!


Race, Class, Stats, and Background

The background is the easiest place to start with this build. There is a "Knight" variant under the Noble Background (Player's Handbook) that works really well for that definition I gave at the start. Knights are technically lesser nobility. The Knight of the Order background (Sword Coast Adventurer's Guide) is also an option if you want your character to have a certain goal or code. They could be part of some kind of guild of elite warriors that the people have dubbed "knights" due to their heroism. The Soldier background (Player's Handbook) is also a good place to look, and applies to our Google definition.

For class, I'd like to steer clear of Paladin or Fighter as our main classes. While these are definitely the most "knightly" classes, our goal is to make a knight that has the "mounted, armored warrior" part, but while having a unique visual twist. I would be lying if I said that multiclassing into Paladin or Fighter for a build like this would be a bad idea though. Normal mounted combat in D&D 5e doesn't impose any penalties to players in terms of rolling to hit with an attack or spell while mounted, so any class could conceivably ride a mount into battle. I should know; I play an artificer in another game with a large beetle-like construct as a mount. However, the Cavalier Fighter with the Mounted Combatant feat (Player's Handbook) is a very powerful mounted fighter. I'd recommend, if you really want to focus on being good at mounted combat while keeping to a unique "knightly" aesthetic, take this class up to level 7 at the most. That still leaves you 13 levels in another class, and you still get a lot of benefits while having a mount.

In terms of main class, I see these as being the most interesting options to create a knight:

- If you're still looking for a weapon-fighting class, I'd recommend Ranger as your base class. Beast Master (Player's Handbook) could also give you an option for a mount. After all, a riding horse falls under the 1/4 CR rating required by a beast companion. So do mastiffs, for our halfling and gnome knights. However, if you're not a fan of the Beast Master subclass (I don't blame you), any subclass of ranger could be awesome for this build.

- The cool thing about this build is that this can be a knight that uses archery while mounted, rather than swords or lances. I think of Meredith from the movie Brave, riding her horse through the forest, shooting targets with incredible accuracy. Since our definition doesn't specify a weapon, only armor, archery is absolutely a valid choice as a fighting style.

- Dexterity is going to be your highest stat, followed by Wisdom for animal handling and spellcasting.

- Mounted spellcasters can also be a force to be reckoned with. Not to mention, a knight fighting with "nature as their sovereign" is also a beautiful and wild aesthetic. I'd put Druids forth as a fun and powerful "Green Knight." If your DM is kind to you, they may even let you ride in on a bear, or other great, wild beast. Subclass can absolutely vary here, but I'm partial to the idea of a mounted Circle of the Shepherd Druid (Xanathar's Guide) marching into battle with their own primal cavalry.

- I'd also recommend decking yourself out in wooden armor, since Druids have that available to them. Rather than having that "metallic armor" look associated with knights, you're still an "armored soldier," but you have that strong, natural look to you - like a great, immovable oak tree. I think that's a really powerful presence for a heroic character.

- Wisdom is your highest stat for spellcasting, and I would recommend investing in Constitution as well. The reason why is because if you intend to be mounted more often than not, you're not going to get much use out of your Wild Shape feature, which is a huge tanking bonus. So, make up for that by making yourself into a high HP tank.

- My last recommendation is... maybe a bit more unorthodox, but great for those players that enjoy their utility spellcasting classes. Hear me out: Bladesinger Wizard (Tasha's Cauldron.) 

- Technically, you can put any wizard on a mount and call them a knight... except that they do not have proficiency in armor and being armored is a key part of our definition. Bladesingers do, and they are provided with some kind of blade that they can use as a weapon, and as a way of casting spells. Unlike the other knights on this list, a wizard might not be as much of a tank, but combined with the Cavalier and Mounted Combatant feat, I can see this wizard as a force to be reckoned with on the field.

- Intelligence is your highest stat, for spellcasting. I'd recommend Wisdom for animal handling, or either Strength or Dexterity, depending on what kind of weapon you plan on wielding.

As for race, this is definitely the most fluid choice. Anyone can be a knight, from the tallest Goliath to the smallest Gnome. I don't really see this as having much effect on the kind of aesthetic you're going for. Pick your favorite race, or pick one that gives you the kind of stat increases you need to succeed!


Roleplay Potential

To me, playing a knight has so many fun interactions ahead, especially depending on the nature of the campaign and how your knight conducts themselves. Traditionally, knights operate under a code of chivalry, but I'd imagine that some of these knights (the Druid, especially) might have their own codes of conduct. Players, work with your DM to determine what would be expected of you from your "sovereign" - whether that be a king or something else, like an aspect of the world, or even a deity.

In a campaign where there's a lot of combat or a huge, world-ending threat, this character could be a beacon of hope and safety. After all, gallant knights riding into battle on mounts are typically depicted as classic heroes and protectors. You can absolutely choose to be that, which could be an interesting contrast to a chaotic and eclectic adventuring party. On the other hand, perhaps your code is one of fear and conquering. Maybe you're not as "heroic" as many perceive you to be.

In a roleplay-heavy campaign, certain knights could be considered lesser nobles, or even low-to-mid-ranking holy people. Depending on where your character goes and the plot threads you're following, they could be an asset in dealing with stuffy nobles or corrupt clergy. Historically, knights often gained respect from others in those circles. They were soldiers primarily, but also traditionally depicted as pinnacles of the Christian faith in literature. Depending on how religion is structured in the game and the type of knight you want to play, the same thing could also apply to your character.

While playing the Fighter or Paladin knight is definitely a fun option, I like to think about how characters can identify as something (like a knight) but look and fight in a way that's unexpected. I think that, depending on the campaign setting, that could also be fun to explore with NPCs. Do the townsfolk look at your character in awe because they've never seen them, or skepticism because they can't possibly believe that a wizard could also be an armored cavalry soldier? That, I think, is what makes this build so fun and interesting.

Friday, June 18, 2021

PC Concept: Unconventional Holy Warriors

Overview

The concept of the "holy warrior" in D&D 5e is typically attributed to the paladin or cleric classes. While that certainly works if "holy warrior" is the aesthetic you're going for, I wanted to talk about some other options for the same kind of build. Not everyone who worships a god has to be a cleric, and there are many other ways to fight in the name of a certain deity. I want to explore some of those options today.

So what is a "holy warrior?" I define the phrase as any person who fights in the name of an ideology, system of beliefs, or religion. Moving forward with that, I think I have a few different concepts that can either be combined with clerics and paladins in a multiclassing fashion, or used on their own.

With all that in mind, let's see what we can do.


Race, Class, Stats, and Background

For me, I'd start out with picking a god and a domain. Even if you decide not to pick cleric as your class, it's a good idea to look into the cleric domains to see which is most interesting. You can base your characters ideals and religious philosophy on the tenants and/or aesthetic of that domain.

Next, I'd select your preferred character type. Believe it or not, this concept can work across class archetypes. I'd select from the following list of roles.

- Melee Tank

- Melee DPS

- Spellcasting Tank

- Versatile Spellcaster

Your background is your most fluid choice, and that can also depend on your faith. Acolyte (Player's Handbook) is your most obvious choice; a character that grew up in a church or temple of a faith has motivation to be a holy warrior. Knight of the Order (Sword Coast Adventurer's Guide) also works really well, especially in regards to holy orders. A holy warrior in tune with nature may prefer Hermit or Outlander (both Player's Handbook) and Sailors (Player's Handbook) or Marines (Ghosts of Saltmarsh) can be deeply connected with sea deities.

Your choice for race, if you're looking to play a race that boosts your class's core stats, depends on the character type you picked from the list above. Let's go through some of my ideas for these combos.

- Melee Tank: Path of the Zealot Barbarian (Xanathar's Guide). You can also multiclass into Paladin, if you want certain damage benefits, specifically Divine Smite.

- Strength is definitely going to be your highest stat here, followed by either Constitution or Charisma (if you're choosing to multiclass.) 

- Any race that buffs these stats would work very well for you. Fallen Aasimar (Volo's Guide), Dragonborn (Player's Handbook), and a Zariel Tiefling (Mordenkainen's Tome) are all good options. Personally, I'd pick Triton (Volo's Guide) for this build, especially if I was multiclassing, because you get +1 to Strength, Con, and Charisma.

- In my opinion, this option puts the "warrior" in "holy warrior." Great if you're looking to smite all those who stand in the way of your crusade.

- Melee DPS: Any subclass of Monk. You can multiclass into Cleric for that extra holy flare. In this case, I'd definitely take Monk as your first class, so you automatically gain the benefit of Unarmored Defense.

- Wisdom would be your highest stat for this multiclass, followed by Dexterity to boost your damage as a Monk.

- The reason why I'm leaving the subclass open for both class options is because of the type of deity a holy warrior may choose to follow. Way of the Long Death (Sword Coast Adventurer's Guide) multiclassed with a Death (Player's Handbook) or Grave (Xanathar's Guide) Cleric is a beautiful, necromantic combination. The Light Domain (Player's Handbook) works well aesthetically with Sun Soul Monks (Xanathar's Guide) as well. It's all in the type of god that you follow, but in my opinion, the monk and cleric subclass options have the ability to compliment each other if you let them.

- Aarakocra (Elemental Evil), Wood Elves (Player's Handbook), and Kenku (Volo's Guide) are all great options that boost primarily Dexterity and Wisdom as well. If you want a class that boosts both stats, but primarily Wisdom instead, go with Wildhunt Shifter (Eberron.)

- Spellcasting Tank: Any subclass of Druid. Again, Cleric would not be a bad choice for a multiclass in this situation.

- Wisdom is your highest stat, for spellcasting. You may also want to consider Constitution, to add to your tanking abilities.

- There's no race that buffs both of those stats, at least not that I could easily find. Instead, I'd focus on races that buff Wisdom well, like Kalashtar (Eberron) or Firbolgs (Volo's Guide.)

- Although the Nature Domain (Player's Handbook) is the obvious and effective choice for a Cleric subclass in this build, other options are available. Wildfire Druids (Tasha's Cauldron) can also be Light Clerics. Knowledge Clerics (Player's Handbook) can also be part of the Circle of Stars (Tasha's Cauldron.) Much like the monk, desired aesthetic is key for matching the subclasses.

- Versatile Spellcaster: Divine Soul Sorcerer AND / OR Celestial Warlock (both from Xanathar's Guide.) You can choose to multiclass with this option or not. You could even choose to multiclass with one of these options and Paladin.

- In this case, you have an arcane caster with a flare for divine magic, and also a different reason aside from faith to be a holy warrior. For this character, the first thing that comes to mind is the "Chosen One" trope. They were blessed with these powers or chosen to wield them in the name of a certain deity.

- Charisma is your highest stat for either choice.

- Half-Elves (Player's Handbook) are never a bad decision for Charisma spellcasters. Changelings (Eberron) and Tieflings (Player's Handbook / Mordenkainen's Tome) are also good choices.


Roleplay Potential

In any case, no matter which character type you decide to go with, the goals or motivations of the "holy warrior" are going to be similar. Holy warriors are typically crusaders for a cause, or missionaries looking to spread their faith.

It could be that their temple is under threat, or even has already been destroyed. They've left now to seek new followers to save or rebuild their home again. Another warrior from the religion of an enemy god becomes a dangerous rival to the PC, and therefore the whole party. Both of these options have the ability to establish antagonists, large or small.

However, I think that one of the most interesting arcs you can put a holy warrior archetype through is the "coming to terms with the fact that my faith isn't perfect" arc. If done correctly, the character has a chance to feel more strongly connected to the faith that they've known and loved... but they also acknowledge that not everyone likes their faith. Or, perhaps, their faith isn't exactly what they always thought it was. Maybe a faith that is now widely known as good had a dark past, filled with death and violence. How do they cope with that? What do they do? How does that change how they see the world?

When you have a character with such strong beliefs, it's fun to challenge those beliefs and see what that character might do. It causes conflict, and if the holy warrior starts out as pompous or arrogant, it can also allow them to come down from their pedestal and connect with the party. Their friends become part of their faith, part of what they're crusading for. 

Monday, May 17, 2021

PC Concept: How Loud Are The Drums of War?

Overview

I feel like it's been forever since I've done one of these, and I'm so excited to hop back into them again! After all, this was the original idea for the blog's content, and I'd definitely be doing myself a disservice by not including the PC concepts. I have too many PCs in my brain, and I'm mostly a DM. I have to get them all out somehow!

In the D&D 5e Player's Handbook, there is the Soldier option for a background. I think that when people give this background a first look, they immediately think of the infantry, or maybe perhaps one of the officers. The book does provide a table of options for other types of occupations within the army, but in my opinion, they forgot a very important member of an army.

Armies of the past frequently had some sort of drummer or other instrumentalist who played marches. In my mind, this would also be someone who kept up morale in a battalion. While this role can also be attributed to the standard bearer occupation that the Player's Handbook provides, this one has a bit more musical flare to it.

Basically, in D&D terms, we're going to talk about the role of bards as soldiers because I think it's a very under-utilized aesthetic, and it could be really fun and compelling to play.


Race, Class, Stats, and Background

With this build, background is going to be our solid starting point here. Take the Soldier background (Player's Handbook) and let your DM know what your plan is for the "war bard" you're attempting to create. Certain armies may have different traditions, but in my mind, the two most obvious instruments a war bard could have at their disposal would be the drums, horns, and bagpipes.

As for class, I have one major idea in mind, and it's something I've already said: Bard. Bard is your easiest and most obvious pick if you want to be the morale booster, and a musician. Charisma is definitely going to be your highest stat, for spellcasting. Subclass is going to be a bit harder to nail down. For me, there are three choices:

- College of Valor (Player's Handbook) but the issue I have with it is that... it's simply not very good.

- College of Swords (Xanathar's Guide) is, in my opinion, everything that the College of Valor could have been. It allows for the player to create a "half-fighter" instead of a "half-caster" (like a Paladin or Ranger.) The only thing that doesn't sit right with me about it is that although it has the potential for the "war caster" aesthetic, it doesn't make sense to me. If your primary purpose in the army was to play an instrument, that doesn't mean that you're not good at sword fighting, it just means you don't use it as much.

- If it were me, I'd actually choose the College of Eloquence (Tasha's Cauldron) because, as a bard, you can still choose to spellcast using an instrument while also inspiring your teammates with your words. That will really hammer home the aesthetic of the "morale booster" of a party. It's a very support centered class, and I think it also fits the supporting role a war bard would play in an army.

I do also have a secondary option, but this option, I think, is better suited as a multiclass. If you intend to use this multiclass, remember to consult your DM about their rules on multiclassing. The secondary class I would pick is Paladin, and I'd pick either Oath of Devotion (Player's Handbook) or Oath of Glory (Tasha's Cauldron.) Both are solidly within the aesthetic of the "loyal, duty-bound soldier" and are more geared towards party support. For the level distribution, I think an even Bard 10 / Paladin 10 is the best choice. Paladins get the Aura of Courage feature at 10th level, which prevents friendly creatures in that aura from being frightened. That feature really fits the war bard aesthetic. You'll also still benefit from all except the last of your Bard subclass features if you go this route. Charisma is still definitely your highest stat, but you might want to invest in Strength as well.

Race is definitely the most fluid option here. I'd recommend something that boosts Charisma and Strength, especially if you're going the multiclass route. Half-Elves (Player's Handbook, Dragonborn (Player's Handbook), Fallen Aasimar (Volo's Guide), and Zariel Tieflings (Mordenkainen's Tome) are the first ones that come to mind for this. All of them grant bonuses to those two stats. This choice is all in what you like to play.


Roleplay Potential

Chances are, as a Bard or Bard / Paladin with the oaths I've mentioned, you're going to have high Charisma and you're going to be likable. This character would strike me as the type to be the face of the adventuring party. They're the type to lead the charge into battle, but never actually be the ones to kill the monster. They're supporting their companions instead, in whatever capacity they can. They're a leader.

The Soldier background also holds a lot of tragic backstory potential. These are some of the options for personality traits, bonds, and flaws that the Player's Handbook provides:

- "I've lost too many friends, and I'm slow to make new ones."

- "I'll never forget the crushing defeat my company suffered or the enemies who dealt it."

- "The monstrous enemy we faced in battle still leaves me quivering in fear."

- "I made a terrible mistake in battle that cost many lives. I would do anything to keep that mistake a secret."

There are so many other options that you or your DM could come up with for this, especially in a homebrewed world. These statements alone could lead to really dramatic character moments and combat encounters.

Of course, there's also the potential for memorable war stories. There are those moments when the party gathers around the campfire, and they talk about stories they've heard from home, or stories from their past. This character, I think, would also be a great storyteller. Their stories are dramatic, exciting, maybe a little exaggerated, but they're always interesting, even when they end poorly.

This character is the type to lift others up, both in roleplay and in combat, and I think that's something really fun and valuable to have in a D&D party. Not only would you be getting the best out of this character, you'd be helping other players get the best out of theirs.

Tuesday, April 13, 2021

PC Concept: Tragedy Begets Heroism

Overview:

So, this is gonna be a little bit different, compared to the usual kinds of PC Concepts that I post. I've been working on constructing a backstory for one of my NPCs that has a tragic element to it, and I thought to myself: "Why don't I write about this?" And since this is my blog, and I can do whatever I want, I decided that my PC Concept for this week wasn't going to be centered on a build for a particular character with a particular aesthetic.

Instead, I want to talk about the concept of the PC who has an element of tragedy to their backstory. We're not going to talk about the specific class, race, or background requirements or suggestions (because tragedy can happen anywhere and to anyone.) I just want to explore different ideas, and talk about the good and bad aspects of tragic backstories in TTRPGs. I'm hoping that this will teach or inspire others to explore tragedy effectively in their characters too, so... I guess it also counts as something of a Tips & Tricks!

So, let's dive in!


What To Avoid:

Let's start with the "don'ts" of a tragic backstory.

Don't make the backstory your character's only trait. I think that when we talk about "tragic backstories" with any character from any form of media, we also think of them as "traumatic backstories." It's important to remember that trauma doesn't define a person. Your character needs traits beyond their trauma.

Just as well, their trauma shouldn't be the only thing that they talk about. It may be that they don't talk about it at all, unless a situation arises where the trauma needs to be discussed for other reasons, like the safety of the adventuring party. DMs will, more often than not, incorporate character backstories into their plot. If that happens, it might benefit the group as a whole to know your backstory and history so they can help your character through their trauma that has come back to haunt them.

If another player or players at your table have tragic backstories (which they might; it's a very popular trope in TTRPGs nowadays) don't compare trauma. Don't have the conversation of "my trauma is worse because of X." Each person - real or fictional - handles trauma differently. Something that might break one person can be dealt with easily by another. How people express themselves when they're hurt is also something to be considered. Not everyone cries over their dead parents; some people grieve silently and internally. When something terrifying happens, some people lash out defensively and others shut down. These are things that you should consider when it comes to how your character acts when faced with trauma or traumatic situations, but just because someone else acts differently, that doesn't make their trauma less valid.

Lastly, make sure that you clear your backstory's themes with everyone at the table. Some players like to have really graphic or violent backstories, and while that's not necessarily a bad thing, everyone has different comfort levels. You don't have to explicitly tell your backstory to the other players, but make sure that the themes are made clear and approved by the others. If you have a table that's uncomfortable with some of the content of your backstory, you can either change the content, or you can save this character for another table.


How to Make an Effective Tragic Backstory:

In my opinion, there's one thing that makes a tragic backstory really effective, and it comes from one question. It's always the first question I ask myself when I write a tragic backstory: who or what does this character care about and why? The answer can vary, but there's one part of the "why" that will always remain constant: they care about that person or thing because it gives them hope. I'll give some examples. I like to have characters that specifically care about people because that gives the DM NPCs that they can work with.

- My character Conah cares about his younger brother and sister because they're the only family he has and, as the eldest sibling, he feels responsible for them. They give him hope that one day, they might be able to live a happy life together.

- Carter cares about the family that he's created in the Beyond because they make him feel like he's worth something. They give him hope that maybe he can have a happy afterlife.

- Spoilers ahead for anyone reading this who might be in this campaign with me now: Caldor cares about people in need because of events in his past where he has actively chosen to hurt people. He also cares very deeply about the concept of redemption, and that is what gives him hope because he believes that by helping others, he can redeem himself.

There are a lot of ways to go with this. I believe that having those people or that thing is a must. We'll talk more about why I think that in a minute.

Something terrible has happened to your character, and you can work with your DM to help you determine what that might be. Here are some quick examples off the top of my head:

- Dead parents or family

- Family kidnapped or taken hostage

- Dead mentor or teacher

- Church / temple your character was part of burned to the ground

- BBEG destroyed the character's hometown

- Character used to work for the BBEG and ran away

- Character is an escaped slave (I've done this one before as a player and as a DM with another player's character)

- Character is possessed by / indebted to a being of great power who they hate (Again, I've done this one as a player and a DM)

This is your "call to action" in most cases; this is the reason why your character gets personally involved in an adventure. They may have a vendetta or they think that doing this might get them to some kind of safety or salvation.

All of these things are terrible. All of these things will cause your character to hurt. The reason why that very first question is so important is because we're not creating a "tragic hero" (unless you really want to, but you'll have to talk to your DM and have a back-up character ready.) Tragic heroes, by their definition, have a tragic flaw that leads to their death or downfall. This doesn't mean that your character can't be flawed. In fact, they should be because that's one of the marks of a well-rounded and well-realized character. 

We want a hero who has experienced tragedy; someone flawed, but not so flawed that it leads to their demise (again, unless that's what you're going for.) You need hope for a character like that because it's what's going to motivate them. Someone can choose to go along on an adventure, but it's not going to be fun or interesting for you, the player, to play a character that has no reason to go. Some of this trauma may also stem from a desire for something like revenge and that can be your motivation, but even revenge has an implied hope to it. It's the hope that by getting rid of or actively harming what has harmed you, you will heal. While in some cases it might be true, there is a saying from Confucius: "If you embark on a journey of revenge, dig two graves." That's an opportunity for character growth and development worth exploring. 

Having that hope is what keeps a character going. If you have a party that becomes something of a found family, then they can also become another set of people that you care about because they make you hopeful for something better. They may even remind you of people that you've lost in the best ways.


In Conclusion:

Having a tragic backstory doesn't mean that your character mopes around, lamenting all that they've lost and what's happened to them. You're not trying to be the "edgy rogue" stereotype. It won't be fun for you if your character is brooding in the dark corner of the tavern while your party starts a bar fight.

In TTRPGs, having fun is the main goal. Play whatever you want, play however you want as long as you and everyone else at your table is having a good time. These are all suggestions, and this is just how I like to think about my characters. Personally, I like characters who have been hurt and who are holding on to and pursuing their hopes for something better. It allows for a really compelling character and story arc if you've got a good DM to help you realize it.

Monday, March 8, 2021

PC Concept: Arcane Pirates

Overview

Here's Em, on her pirate kick again! Really though, how can you hate pirates as an aesthetic, especially when it comes to playing them in your fantasy TTRPGs?

Today, I want to make pirate build for those players who want a little more of an arcane flare to their favorite sea dogs and buccaneers. After all, this is a fantasy game; magic is a core part of that. Who said you can't be a pirate and also fling spells at your greatest enemies? Besides, an arcane pirate? That's a very intimidating aesthetic as well. Let's see what we can do to make this happen!


Race, Class, Stats, and Background

Race is going to be your most fluid choice here. For the classes I'm going to be recommending, I'd say pick something that does well with Dexterity and Charisma. Changeling (Eberron) is a good choice. Half elf (Player's Handbook) wouldn't be a bad choice either. Both of those options are more Charisma-heavy, but have the potential for Dexterity. If you want to go the other way around, Tabaxi (Volo's Guide) might be more what you're looking for. However, stat bonuses aren't always important. Sometimes, you just have an aesthetic in mind and water is a big part of a pirate's aesthetic. Sea elf (Mordenkainen's Tome of Foes), Triton (Volo's Guide), or Water Genasi (Elemental Evil Copendium) might be a better option if you want to go that way.

For your background, the Player's Handbook already has you covered with Sailor. That option even has a Pirate variant! "Sailor" can be really versatile, and you can determine who you previously sailed for and why. So can "Pirate" if you really think about all of the crimes that pirates can get involved in. If you're looking for something else though, Marine (Ghosts of Saltmarsh) might be more your speed. Perhaps you were once in service to a country, fighting great naval and coastal battles, and then something terrible happened that caused you to leave. Marine has great options for that built into the background itself.

I have three options here for class, and two of them do require multiclassing. Remember to check with your DM about multiclassing before you go ahead and do it!

- First option would be an Eldritch Knight Fighter. (Player's Handbook) Pirates are typically considered to be decent, if not great, swordsmen. Personally, I like the idea of investing in your Dexterity modifier, and becoming a Dex-centered fighter with a finesse weapon like a rapier or scimitar.

- If you're looking for more of a pirate vibe, you can always start with Swashbuckler Rogue. (Xanathar's Guide) It has all the charm required of a daring pirate. A lot of their abilities also rely on Charisma, but it is not a spellcasting class. I'd pair it with one of the two following options, and really it depends on which aesthetic appeals more to you, or what class you prefer playing. In either of these options, I'd take 10 levels in Swashbuckler, and 10 levels in one of the following:

- College of Swords Bard (Xanathar's Guide) would be excellent to pair with any melee fighting class, especially when it comes to their Blade Flourish ability. This class is meant to help you deal more damage as a melee fighter. It functions almost like a "one-third-fighter" class, as opposed to a "one-third-caster" class like Eldritch Knight.

- Fathomless Warlock (Tasha's Cauldron) is better for the spooky aesthetic and for protecting yourself and others at later levels using your arcane prowess. Additionally, this warlock subclass also gets a lot of water-based spells, which really plays up the idea of a pirate being committed to the sea.

Both of those last two classes are Charisma-based spellcasters. Pirates practically ooze Charisma in pop culture. If your pirate is going to cast spells, I think it only makes sense that they do it with their Charisma. Dexterity should also be high because it's the rogue's best friend.


Roleplay Potential

The biggest factor that comes into play when roleplaying a pirate character is the following: why are you no longer a pirate? Or, more accurately, why are you no longer sailing?

As I mentioned earlier, pirates are not typically portrayed as spellcasters, even in other fantasy-based media. Maybe that's what sets your PC here apart from the other pirates. That could answer the first question I posed. It could also be a potential for conflict. Maybe pirates despise the arcane arts because of what a spell like Fireball or Shatter can do to a ship. Now you have this person who became a pirate and a spellcaster. Is there a reason why they did it to begin with? Did they know this when they became a pirate? Like I said, a pirate with arcane prowess - especially as powerful as Level 10 in a spellcasting class - would be frightening. You have 5th level spells at that point, which are nothing to scoff at.

Beyond that, characters should also have a goal. Perhaps your arcane abilities have caused you to question your choice of work. Your goal is to find somewhere to improve those abilities, so you no longer have to be a pirate. Perhaps you want your own ship and crew. Maybe your goal is to become the most powerful pirate that ever lived, so you learned magic or gained it in some way. The warlock version of this build is great for that goal.

Pirate PCs are always more fun to play when you know that you'll be going on adventures on the sea. However, that doesn't mean that these types of PCs aren't useful in other situations, such as map-reading and navigation. They excel in certain situations, but that doesn't mean that they won't be a joy to play on land.

Sunday, February 7, 2021

PC Concept: Just a Jester... Right?

Overview

A thought occurred to me today. I was thinking about a PC I'd made a while ago that I think I may use as an NPC in one of my other campaigns (considering that I'm very rarely a player these days when it comes to D&D 5e.) I want to make a jester... but specifically I want to make a jester that's something just a little bit more than a jester.

This is a "master of deception and disguise" character archetype. This is the type of character that NPCs look at and think "I can trust them" right before getting stabbed in the back. This is a social PC, for sure, but one that can also have excellent combat potential depending on certain choices.


Race, Class, Stats, and Background

Depending on what you - the player - wants and what your DM will allow, there are a few options. There are going to be some multiclassing options here, for flavor. There's also going to be Unearthed Arcana (playtest material) and a few things from Matt Mercer's Explorer's Guide to Wildemount.

Let's talk class first. I want to start with Bard - specifically the College of Satire subclass. (Unearthed Arcana 2016) This specific subclass has a serious "court jester" aesthetic. It's a class that promotes luck and mobility; you are, after all, a tumbling fool. If your DM allows Unearthed Arcana and you don't like multiclassing, then take all 20 levels in this class. Charisma is going to be your highest stat, probably followed by Dexterity. If Unearthed Arcana isn't your DM's cup of tea, (or your own) but you want to a play a Bard, College of Glamour (Xanathar's Guide) is my next choice. That class centers around distraction, enchanting enemies, and illusions - perfect for a jester hoping to keep others occupied while their party members are sneaking about, causing trouble.

If you're looking to multiclass, the way I see it, if you've got the jester aesthetic from Bard, there are three major directions to take your secondary skillset:

- The Spy. Although you appear to be a jester, you're actually a master spy or assassin.

- The Warrior. Although you appear to be a jester, you're actually some kind of knight or special bodyguard for those that you serve.

- The Mage. Although you appear to be a jester, you actually have significant magical powers outside of your bardic abilities.

For the spy archetype, I'd pick the Assassin Rogue (Player's Handbook) as my second class. You get the disguise and poisoner's kit proficiencies for extra espionage opportunities. Level 9's Infiltration Expertise and Level 13's Impostor features will really help along the "master of deception" angle. In fact, if you go this route, I'd say take more levels in Rogue than Bard. 14 levels to 6, to be exact so you can get Evasion at Rogue 7 and Blindsense at Rogue 14. Dexterity is probably going to be your priority stat, followed by Charisma.

The warrior archetype could go with Fighter if they wanted, but personally, I like Paladin for the Charisma spellcasting to go with our Bard. Depending on who you previously "jested" for, there are a lot of options for oaths. If you're still loyal to who you worked for: Oath of the Crown. (Sword Coast's Adventurer's Guide) If not, you could pick Oathbreaker, (Player's Handbook) Oath of Vengeance, (Player's Handbook) or Oath of Treachery. (Unearthed Arcana 2016) That's up to personal preference. Either way, Charisma is still going to be high, but I'd prioritize Strength over Dexterity unless you're planning on using a finesse weapon and not planning on using heavy armor. There are some interesting and kind of unconventional Paladin aesthetics to be explored with this version of the build. I like this option because how many levels you decide to take in either class doesn't really matter.

Lastly you have the mage. Sorcerer could work, definitely. Subclass in that case doesn't really matter with them for this build, and they have the benefit of using the same spellcasting attribute as Bards. Wizard would be my personal first choice, and you could go with either School of Enchantment or Illusion. (both Player's Handbook) If you're going with Illusion, I'd say that Wizard 10 / Bard 10 is the best split so you can get the Illusory Self feature. You don't need much from Wizard after that. Enchantment Wizards might want to take a similar path to Rogues and do Wizard 14 / Bard 6 so you can get the Alter Memories feature. What's better than making people believe that you're not doing anything wrong? What about making them forget you were even there at all? Intelligence and Charisma are going to be your main stats.

Explorer's Guide to Wildemount has a great background to encompass the idea of a minstrel who's not just a jokester or entertainer. The background is called "Grinner." It's a network of bards that are actively working against tyranny and have secret songs to convey certain messages. A DM can flavor this background to fit their world or campaign setting in a really fun way, I think. There are a lot of directions it could take. Entertainer or Charlatan (both from Player's Handbook) would also be an effective choice while keeping the jester aesthetic. Grinner works well for the spy archetype. I think that the other two might be more effective for the warrior or mage. 

Each of the archetypes also has a different "go-to" background in my mind if you'd prefer those:

- For the spy, pick the Spy (Player's Handbook, Criminal Variant) if you don't like any of the other options.

- For the warrior, you can go with either Knight (Player's Handbook, Noble Variant) or Knight of the Order (Sword Coast Adventurer's Guide) if you don't like Entertainer or Charlatan.

- For the mage, my choice would be Sage (Player's Handbook) if you don't like Entertainer or Charlatan.

Race doesn't matter for this build. This is a Charisma-focused character, so any race that gives you a buff to your Charisma will be useful to you. Off the top of my head, a few suggestions of mine would be half-elf (Player's Handbook), changeling (Eberron), or tiefling (Player's Handbook) - including most of the tiefling subraces that come with Mordenkainen's Tome of Foes (if you're using those.) 


Roleplay Potential

A character like this is fascinating for a number of reasons. Personally, I like the idea of characters presenting themselves as one thing - a jester, in this case - and actually being something else or having an unexpected skillset as well.

From a backstory perspective, it's so fun to explore. Why did they fall into this job? If they left it behind, why? How this skillset is revealed can also be a very wild ride and a ton of fun. I love the moment of a party being like "if only any of us knew how to make poison" and this character being like "um, actually... I can make poison."

This character is essentially "playing the fool" to get into places that might be harder to get into. A noble court, for example, might accept a jester into their fold, not believing it to be consequential. Jesters would also fit into a tavern setting, a theater, or a circus. Most people would assume that they belong. With good Charisma, they might be able to convince the actors or performers that they're part of the cast that they just haven't met. Who pays any mind to a jester who's not performing? Meanwhile, the character is listening in on all the gossip and getting a sense of the political landscape. They could also be poisoning drinks, subtly casting a spell, or positioning themselves perfectly for an ambush. On the other hand, when a jester is performing, who can look away? While they're doing that, what's the rest of the party up to? Probably stealing something, trying to find a certain person or piece of information, or some other shenanigan.

Overall, this is a character of surprises, and who doesn't love a good surprise in Dungeons and Dragons?

Tuesday, January 19, 2021

PC Concept: "I Promise, the Fact that I'm Possessed is Only a Problem Sometimes."

Overview

Today, I wanted to take a look at a really fun trope that I've actually played before, and help inspire different variations on this trope for others to use.

I'm talking about the idea of making a "possessed character" - or rather, a character that shares their consciousness or body with another being that isn't human, and usually has some kind of arcane or divine power. I like this idea because of the different aesthetics that are able to come from it. Depending on the other creature involved in the possession, there are so many different ways this could go. A humanoid possessed by an archfiend is going to be far different from one possessed by a divine being, like a deva or even a god. How they act is going to be so wildly different and their goals are also going to be wildly different.

That's what we're going to dive into today.


Race, Class, Stats, and Background

Let's start with race. There's not a specific race I had in mind; any race could technically be possessed for whatever reason. However, I think there are three races that work really well for the aesthetics I'm going for. If they don't work for you and how you want to build a possessed character, then pick a different race!

When I created my possessed character Carter Shannon (you can read all about him under "My PCs,") I made him a human. (Player's Handbook) I think that a lot of people in the D&D community see humans as basic or boring. I think that the fact that they are pretty basic, even in the fantasy settings of D&D and other TTRPGs, makes them perfect for a character like this. On the outside, they're unassuming. They look like every other human. Until you realize that there's something remarkably exceptional about them. I use humans in some of my craziest character concepts because I like the juxtaposition - I like taking someone who is widely considered ordinary and making them extraordinary. Carter was a bookworm, very awkward, just trying to get through art school... but he was also a Warlock and possessed by the creature that gave him his powers. I also see an aasimar (Volo's Guide) being an interesting take on this character, especially if you're going the divine possession route. It's already written in the source book that aasimar are typically tied to devas or even to higher beings like gods. Perhaps the god uses them as a vessel when needed. My last option here is a kalashtar (Ebberon) because of their dual / linked mind. They have a connection with a dream spirit. Would it be possible for that spirit to possess them? If so, why? What's the goal there?

Background can also be pretty fluid here, but my personal favorite for this would be Haunted One. (Curse of Strahd) A character with this background is essentially defined as having severe trauma in their life, usually due to something supernatural or arcane in nature. For this character, it could relate to meeting the thing that possesses them. This is great for a character who is unwillingly possessed but there's a chance that your character is possessed by choice. In that case, you might want to select a different background that works better with whichever aesthetic you're going for.

I think that if you want this possession to be part of your character's class, then you're kind of limited in what classes and subclasses you can pick. However, that's not necessarily a bad thing, especially when I've still got potential classes for all kinds of players, even those who like melee more than the arcane.

- Warlock is the obvious first choice. Make sure Charisma is your highest stat, since that's your spellcasting skill. The beauty of Warlock with this build is that you can be possessed by several patrons on that list, including:

- The Archfey (Player's Handbook) but this one depends on how fey work in your world. Some archfey may not have this capability necessarily.

- The Celestial (Xanathar's Guide) for those who want arcane casting, but still want the aesthetic of divine possession.

- The Fiend (Player's Handbook) is a classic and the go-to for the demonic possession aesthetic. This was Carter's subclass.

- The Great Old One (Player's Handbook) has great potential for scary like the fiend, but also far more unknowable. Great for anyone who loves a Lovecraftian aesthetic for their characters.

- The Undying (Sword Coast Adventurer's Guide) but it'd probably have to be more of a very powerful spirit, rather than a lich or other such beings.

- If divine casting is more your style and you want a divinely-possessed character, then Cleric is probably more your speed. Wisdom is your spellcasting stat for that, so keep that nice and high. Gods are great for a possession because not all of them are good. If your character worships a god that is not necessarily good and also has the potential to be possessed by that god, that might cause conflict.

- If you're a half-caster kind of person, then Paladins are also a fun choice, especially going with the divine possession route again. Charisma and Strength are probably your best bets for good spells and attacks. Much like how a cleric's domain dictates their god, perhaps your oath dictates yours.

- Depending on how your table rules homebrew, the very popular Blood Hunter class (DMsGuild, made by Matt Mercer) might be another part-caster Warlock-esque alternative if you go with the Profane Soul subclass. Intelligence is your highest stat for this class, followed by either Strength or Dexterity, depending on whether you want to be a melee or ranged fighter.

- For all of my friends who want to go full melee fighter, Barbarian is actually going to be your best bet for a possessed character. Strength and Constitution are your high stats for this. Go with Path of the Ancestral Guardian (Player's Handbook) and be possessed by one of your ancestors whenever you rage. It won't necessarily add much in terms of abilities, but it's great for roleplay. You could also pick Path of the Zealot (Xanathar's Guide) in case you still want that divine aesthetic. When you rage, you're a vessel for your god and their power.

You may also choose not to incorporate your character's class into their possession, which works too. In that case, you have every class and subclass at your disposal!


Roleplay Potential

Any interaction between your character and the creature possessing them, if you work with the DM and you have a good DM, will be excellent. When I played Carter, I lived for every interaction he got to have with anyone where Abraxas, his patron, was brought up and every interaction with Abraxas. There was a lot of trauma involved in Carter's possession, especially because it was unwilling. Carter never wanted to be a Warlock; he picked up the wrong book at the library. Talk to your DM about what the interactions would historically be like between your character and the creature possessing them. How long has this been going on? What kind of personality does this creature have? Even though you didn't ask to be possessed, do the two of you still get along? Are you trying to get rid of this creature? Did the other creature even intend to possess you? Abraxas didn't intend to possess Carter. His involvement was just as unwilling.

If your character actually wants to be possessed or actively asked for the situation they're in, why did they do it? What was the motivation? Is there a shared goal? What happens if it comes to be that... your goals don't align anymore? What does that mean?

Then, of course, there are the interactions that come about when the other being is "in the driver's seat" so to speak. In this scenario, it presumes that this creature is "piloting" the character's body. There are interactions that can be had with enemies, or even within the party. Depending on the situation, they can be friendly or hostile.

A character's personal quest can be all about figuring out exactly what the creature is, or exactly what it wants if they don't already know. They can find out "why me?" and maybe discover something new about themselves. There's an element of growth with a character like this that I think is really special.

For example: when Carter and Abraxas started the campaign, they were in Carter's body, and they hated each other. Each had very valid reasons to hate the other. Abraxas was also the only thing that Carter truly feared. About halfway through the campaign, they split and got their own bodies. Carter was no longer possessed, but still retained his Warlock powers. They did not see each other at all for about six years in-game after that point. Carter grew. He healed. He moved on. During our last session, Carter needed to see Abraxas again to ask him questions. He was nervous, but for once, he wasn't afraid. Abraxas, too, had done some healing. He had grown. By the end of the campaign, the overall feeling was that they could tolerate each other. They'd never be friends - they couldn't be after what they put each other through - but they could sit and have a civil conversation if they had to. There were no apologies needed. Neither wanted one. They had other things now.

A character that is possessed might not believe that they have anything else or that they are anything more than that: a vessel for something unknowably powerful. Maybe, along the way, they find those other things that Carter and Abraxas found.

Tuesday, January 12, 2021

PC Concept: A Better Build for the Assassin

Overview

Lately, I've been thinking a lot about assassins in D&D 5e ever since I introduced an assassin's guild into my Tri-Panthonic War Campaign. That definitely includes the subclass for Rogues in the Player's Handbook, but it's not limited to that.

I thought to myself: "What's the best way to create an assassin? What's the best way to create a character that has the ability to kill someone in the dead of night, potentially impersonate them, and never be found?" An Assassin Rogue would seem like the best avenue, right? Well, I think that that particular class / subclass combination is only part of it.

What happens if we multiclass? Is there, in fact, a better way to build an assassin in D&D 5e? Obviously, this is all based in my opinion and (as I tend to do for these concept ideas) there will be several options available for preferred play styles and aesthetics. So, let's explore this idea!


Race, Class, Stats, and Background

Let's start with class, since that's probably the easiest and the thing that's the most "set in stone" already. Assassin Rogue is almost definitely at least one of the classes that you want in this build. This is idea is based around the aesthetic of "assassin" which, in my mind, means:

- Having the ability to kill people quickly - Sneak Attack and Assassinate.

- Hide and run away quickly - Rogues can get some serious Stealth modifiers and can hide, disengage, or dash as a bonus action.

- Potentially being able to impersonate people, or certain types of people - Assassins have a 9th level feature to do this, but that takes in-game time and money.

I have a couple of classes in mind to multiclass into that would make our lives as an assassin a little easier.

Gloom Stalker Rangers (Xanathar's Guide) are a great place to start. Dexterity and Wisdom are going to be your highest stats for this version. If I were playing this and the Assassin Rogue, I'd personally take more levels in this class than in Rogue and here's why. Gloom Stalkers, at Level 3, are invisible in darkness even to creatures who rely on darkvision. Also at Level 3, they gain a boost to their initiative equal to their Wisdom modifier. Imagine being able to max out Wisdom and Dexterity, and then taking the Alert feat. You'd have a +15 to your initiative; you'd pretty much always go first and you'd always get that sweet Assassinate feature. Then, if you hit, you get the sneak attack damage.

If I was going in that direction, I'd shoot to be a Level 20 character with 13 levels in Gloom Stalker and 7 levels in Assassin.

- You go through Rogue long enough to have 4d6 sneak attack damage and you still get the Evasion feature which, in my opinion, is one of the best features in the game. The sneak damage isn't as high as it could be, but it's still sizeable enough, even at high levels.

- You don't get the Assassin's Level 9 Infiltration Expertise feature, but you do get the Disguise Self spell from Gloom Stalker at Level 3.

- You get the Fear spell at Level 9, which is great if you want people to fear you or to suddenly run away from you instead of towards you.

- Gloom Stalkers also have an 11th level ability that allows them to make an additional attack if they miss their first attack, once on each turn.

If you prefer the spellcaster route, but still want that assassin flare, I can think of two other classes and subclasses that could pair really well with an Assassin Rogue.

The first is the College of Whispers Bard. (Xanathar's Guide) They have the "fear me" factor via their Level 3 Words of Terror feature and they also have the ability to impersonate the dead. Say your party killed someone who was mid-rank in a cult. You could use the Level 6 ability, Mantle of Whispers, and become that person for an hour to infiltrate and spy. You gain basic information about them when you do this so you can successfully pass yourself off. You could do a triple multiclass with this and the Gloom Stalker to have some real fear on your side. Imagine an Assassin Rogue 7 / Whispers Bard 6 / Gloom Stalker 7 as a Level 20 character. That's scary.

Another option for a spellcasting multiclass is the Shadow Magic Sorcerer. (Xanathar's Guide) Personally, I'm not a huge fan of this multiclass because although it has some excellent teleportation abilities, those abilities don't come into play until Level 14. So you could multiclass and do Assassin Rogue 6 / Shadow Sorcerer 14 but then you miss out on the Rogue's Evasion feature, which would actually serve you very well in this case because you'd certainly be a glass cannon type. The only good thing is that you'd get access to some really good disguise, illusion, and fear-inducing spells for infiltration and getaway. There's more utility and adaptability here.

For both of those options, you're going to want to make sure you have high Charisma too, for spellcasting.

Background isn't so important with this build. Criminal (Player's Handbook) is always a good option if you're killing illegally or as part of some gang or other shady group. The backgrounds Urban Bounty Hunter and Mercenary Veteran (both from Sword Coast Adventurer's Guide) are also applicable to this build.

Race also isn't all that important, but I do have my own personal preference. This build has a lot to do with darkness and a lot of abilities that play into being good in the dark. I'd go with Drow, or Dark Elf (Player's Handbook) because they receive the elven +2 to Dexterity and they get 120 feet of darkvision. Add that to the Gloom Stalker feature, Umbral Sight, and you can get 150 feet of darkvision if you choose that class option.


Roleplay Potential

You could be the scariest person in your adventuring party by using this build, if you really wanted to. This character is good at getting into places and out of places undetected and unnoticed. They can deal some serious damage and, with the initiative bonus they get, they are usually faster than their enemies.

Depending on what you decide you want your backstory to be, that can also play into the campaign in multiple different ways. Say you worked for an assassin's guild before adventuring. Well, that same guild is plotting to kill the king now, and you and your adventuring party have been working for the king this whole time. Maybe the gang you were in is upset that you left, and actively hunting you down.

An assassin doesn't only have had to be an assassin either. Perhaps, they're actually quite good at something else or other things. They could have a family; I love it when characters have families in D&D. Killing is just what they do for a living because it pays well, regardless of whether it was wrong or right. Depending on the alignments (or general morals, for all those folks that don't play with alignment) of the rest of your party, you might get along great with them. The Lawful Good people in your party might not approve of your approach, but in the end... does it matter if you get the job done? There's room for growth there on all sides.

Assassins come in many forms, which is why I was so interested in seeing if we could take the features that are assassin-typical and fit other classes into them. I wanted to re-flavor the assassin in an effort to make an even better assassin. I hope I've succeeded with some of the ideas put forth here. I think these builds could be really fun to bring to your table.

Tuesday, January 5, 2021

PC Concept: The Angel of Death

Overview

I'm not really the type to make incredibly dark characters. I've created characters with dark backstories but none that are particularly edgy themselves. I had this idea the other day and at first I thought, "No, that's a bit much." But then I realized that it might not be necessarily and it really depends on how you play this particular character.

Today, I want to make a literal angel of death. I want people (specifically enemies or perhaps uneducated NPCs) to look at this character and think that death is coming for them. The character is a living and breathing bad omen, creepy-looking, and a bit misunderstood.


Race, Class, Stats, and Background

Race, for me anyway, is the most obvious choice. I'm going with aasimar (Volo's Guide to Monsters) because aasimar are essentially part celestial. They're probably the closest thing we can get to an angel by using a playable, not-homebrew race. If you find a better homebrew that you think you might want to use, always remember to clear it with your DM first. Aasimar also get to choose between three subraces but honestly, whatever you choose for that doesn't really matter. Each of them - Protector, Scourge, and Fallen - have their own merits for this build.

- Protector Aasimar get wings that are actually able to fly, which is useful in general. They also get a +1 to Wisdom, which will help us with one of the classes I'm going to propose.

- Scourge Aasimars' "Radiant Consumption" feature is really intimidating and a +1 to Constitution is always useful.

- Fallen Aasimar is what I would personally pick because of the aesthetic. I asked for an angel of death. I get an ability called "Necrotic Shroud" which makes skeletal wings sprout from my back and causes others to fear me. +1 to Strength isn't necessarily great for us, but depending on which class you go with, it can definitely be useful.

Aasimar also typically have a god or some kind of celestial being that they are "related to" or "in service of." Make this being some kind of death god, or a reaper of souls, or what have you.

Background can vary depending on how exactly you want this character played. The biggest question for me is family, because I like to have people other than my party to care about in D&D. Having an aasimar child, I think, would widely be considered to be a blessing. But what about an aasimar child of a god of death? I think that could be considered a particularly bad omen. So, do the parents keep the child? Do they bring them to the closest temple to that god or graveyard or something just so they no longer have to be associated with this creature of death? D&D is a game that typically takes place in a medieval fantasy setting. People would likely be very superstitious so I doubt anyone would really want to keep a child like that around for long. Outlander and Hermit (Player's Handbook) could be good options if this character was picked up by someone who didn't necessarily associate with society. My favorite background, Far Traveler, (Sword Coast Adventurer's Guide) could also work for you here. Acolyte (Player's Handbook) is an option if the character was actually left in a temple of their god or if their parents were part of that religion and they grew up there. You could go a much darker route and have the character escape from a certain sect of the religion because they were more cult-like and they were twisting the doctrine. You could even go with something akin to Guild Artisan (Player's Handbook) if you work with your DM. Maybe your family were gravediggers, or morticians. Maybe that's why they kept you around. There are a ton of possibilities here.

There's also a fair bit to consider in terms of class options. I want a class that has something to do with death. I want to hammer home this idea that people look at this character as a personification of some kind of reaper - for better or worse. I have a few ideas:

- Cleric - either Death (Player's Handbook) or Grave (Xanathar's Guide) Domain. Wisdom would need to be your highest stat for this and you could follow that with either Strength or Constitution. I think that the choice between the two domains is honestly yours, and it depends on the god you want this character to follow too.

- Necromancy Wizard (Player's Handbook) and Undying Patron Warlock (Sword Coast Adventurer's Guide) are also options, for those who prefer not to be a religious caster. If you want a happy medium between arcane and divine casting, Celestial Patron Warlocks (Xanathar's Guide) are available too. The Charisma casters do work well for this build, given that aasimar get a +2 to Charisma.

-  For those who prefer weapon-fighting characters and non-casters, this build still works very well. Way of the Long Death Monk (Sword Coast Adventurer's Guide) has a great aesthetic that fits this idea very well. Phantom Rogues (Tasha's Cauldron) also bridge the gap between the living and the dead.

What really matters (in my opinion) is the aesthetic for this build - the idea of the Angel of Death. How any individual player goes about realizing that aesthetic is honestly up to them.


Roleplay Potential

Like I said before, most people wouldn't particularly like this character just based on what they are. Sure, if you're playing in a setting that has a great respect for death as a natural process, then I think the perception may be different. However, I'm operating under the assumption that this is a setting where death is feared and undeath is repulsive, if not illegal. This is the type of character that could go from hero to villain way too quickly in that kind of setting. I think that's where much of their character growth will come from.

Say you're playing this character in a typical D&D game where the party are the heroes, saving the world from some catastrophic event. In that case, the character would have to have some kind of moral compass pointing them in the direction of Good or Neutral (speaking in terms of D&D 5e alignment.) You could have them go on a whole arc about how they are who they want to be, not how people necessarily perceive them. There's also a philosophical lesson to be learned here: death isn't necessarily frightening. It's just... the end. Endings can be happy, can't they? Even in death?

On the other hand, this kind of PC would work great in an evil campaign too, if those are the kinds of games you're into. In that case, you're really an angel of death, bringing death and destruction wherever you go. DMs may note that this PC could also make for a great BBEG for your campaign, if you want. Fighting a literal angel of death? Could be really intimidating for your party, especially if you play it up the right way.

If you go with the cult backstory that I mentioned above, where that was the family you had, I think there's more to unpack there. Your questions become: "Am I indebted to them? Am I required to be part of their evil plot, just because I'm part of their religion, because their god gave me power? Do I want this? If I don't, then what do I want?"

This is a character that will struggle a lot with their self-image. This is a character that will look absolutely terrifying, but in reality, they can either choose to be exactly how people see them, or exactly how they want to be seen. The best part? Those two things could be exactly the same.

Tuesday, December 29, 2020

PC Concept: Destiny vs. Duty

Overview:

This is a concept for a character that has a lot of potential for inner conflict in the game. For this build, I wanted to create a character that is, due to the nature of their class / background combination, torn between two worlds. Not literal worlds (i.e. planes of existence) but spheres or facets of their life. In this case, the character will be choosing between a path they've chosen and a path they have not. They're choosing between duty to a religion or ideology and their family history.

This isn’t a new idea. This is just my personal take on the idea. Inner conflict is always worth exploring in D&D and storytelling. It’s an opportunity for growth and change for that character, and it’s an opportunity for that character to bond with other characters if they want to try and help. This concept really hammers home that idea because the inner conflict doesn’t show up until after the party has already formed.


Race, Class, Stats, and Background

For me, to make this build work, there are only a few options for classes and backgrounds. Remember though, this concept can be interpreted however you want to interpret it. This is just how I personally would do it. This build is a multiclass, so make sure your DM is okay with you playing a multiclass before you go playing this character.

For background, I'd pick Acolyte. (Player's Handbook) The way I'm viewing this is that the character comes from a religious background. They were abandoned at the temple of a deity that is good-aligned. They've grown up in this faith, and they are a devout follower of this faith. If you're using the Forgotten Realms pantheon, I'm partial to Lathander for this: the god of dawn, birth, and renewal. If you're not using this pantheon, pick a god with a similar portfolio. Trust me, it works out really well. If you don't want a particularly religious aspect to this character, then go with something like Folk Hero. (Player's Handbook) In that case, you still get the sense that the character is part of or started something that was good for others.

For your first class, I'd go with either Cleric or Paladin. I'm more partial to Paladins in general but especially for this build because Paladin stats will also help us with our second class. Both of those will also help us hammer home the religious aspect of the build. If the character is a devout follower of a god, it would make sense that they would pursue these types of classes. Charisma (for Paladin) or Wisdom (for Cleric) should be your highest stat. Follow that up with Strength. Again, if you're not super into the "religious" aspect of this build, there are other options. I'd, honestly, still go with Paladin. Paladins don't necessarily have to be devoted to a religion. Paladin oaths are great for determining that. For example, with something like Oath of the Crown (Sword Coast Adventurer's Guide) a Paladin can be devoted to a people or nation. The new Tasha's Cauldron of Everything has given us the Oath of Glory, which is all about being a hero and overcoming hardships. Either of those could work in a non-religious build.

I would keep this class until about level 3, 4, or 5 before multiclassing. Give your party time to get to know this character as how they want to be perceived: a Paladin of a certain variety or faith or what have you. Picture this: you and your party wake up on a new day, you're about to delve into a dungeon, everything is going exactly as planned. An encounter begins, and you roll initiative. And… your character suddenly knows a spell and casts a spell that they've never had before… and it's not something their god or oath would have given them.

No, I'm not going Warlock here. I'm going Sorcerer, and here's why:

- The character never knew their parents. They have no knowledge of their lineage. Maybe this is something that has decided to manifest itself at a certain age, and that character has (unknowingly) reached that age.  

- It should be noted that you or your DM can work out another determining factor if you so desire.

- If they're religious, there's no worry about retribution or consequences from a god about making a pact with another being.

Subclass? Nothing good-aligned. I want the source of these powers to be, at first, unknown to the character and when they find out, absolutely terrifying. I'd go with Shadow Magic (Xanathar's Guide) or Aberrant Mind. (Tasha's Cauldron) Make their great-great-great grandfather a lich or some Lovecraftian abomination. Either way, the goal is to create some kind of juxtaposition. They were working their way towards becoming a pillar of goodness and justice, or a hero of their faith… and now they know, deep down, that something evil has (and always will have) a hold on them.

Race can be pretty much anything. I don't have one in mind for this build. If you go with the Paladin / Sorcer combo, you may want to consider a race that boosts Charisma, like Half-Elf (Player's Handbook) but that's up to your discretion.


Roleplay Potential:

The character’s potential for development lies in which path they choose: the path of a Paladin or the path of a Sorcerer. A lot of that is internal conflict, but it can also be external depending on the setting of the campaign and how the other characters react to this knowledge about their friend.

The idea of the character being orphaned or abandoned also allows them to go on a quest or mini-quest to learn more about the family that they come from, once they get their Sorcerer powers. There's also great opportunity for the DM to play with that, to create something that surprises even the player of this character. It's like how DMs love to have characters at the table with amnesia. They're blank slates. It can be the same with this; the heritage can be unknown until the characters figure it out in-game.

If it were me, I'd make this character descended from some eldritch monstrosity that had a cult like centuries ago. For generations, this character's family was part of this cult. Maybe the cult was wiped out, or maybe they're lying in wait... for this exact moment, when this character gets their powers. Maybe this character coming of age is the key to bringing this eldritch being back to the material plane. Maybe this is what they were always meant to do, and they were taken from this life by a traitor to the cult.

But the character never asked for this. In fact, they want the opposite; they're a good person, a hero, a pious follower of a good, divine deity. How could they do this? Why would they want to? Or, after they learn more, do they want to? Do they change their mind? Is the supposedly evil cult not actually evil at all?

There's a lot of possibility there. I like this idea because it allows for the player to lean either way - more Sorcerer or more Paladin, or even half and half - and that is how the character chooses to balance who they are in the world. There's room for growth. There's the idea present that, no matter how they may seem, nobody is all good or all evil.

Campaign Concept: United We Stand

What Are We Making? I'm back! I'm out of university (with a bachelor's degree, huzzah!) and I figured it was time to get back in...