I'm really excited about 5E but have like zero knowledge about it as of yet.
Be glad you don't. It's like they looked at 3.5 and 4e and said "Hey, let's get rid of all the good design concepts and splats we made, return melee to its roots having glorified autoattack maros in place of brains instead of anything like 'having decent mechanics,' and all those interesting spells? Let's get rid of them, make every spell an almost identical damage or SoL spell except for some few buffs, then make it so wizards are useless unless they memorize all the statblocks of monsters. Damn, we're good at our jobs!"
And, you know what the worst part is? Wizards still look to be pretty much the best class in the game. It's like they learned nothing.Oh
I tried a build just now, a very useful multiclass: High Elf Ranger/Mage(Enchanter) Bounty Hunter. The combo is nice because you get the Ranger's tracking ability, armored spellcasting, and the Aura of Antipathy class feature (melee attacks within 10 have DA against you). That's all just by 3rd level. Prerequisites are easy too, if you start Mage and go Ranger for one level and then back to Mage. As a bounty hunter, you get pretty versatile and capable.
First one so far. If a DDN game gets going, let me know. I'd try it out.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Trying out this for fun:
Sunshine's Character Sheet
Image
Outfit:
Sunshine had purchased enough fleece to line her cloak, cut it up into small pieces and sewn each piece with a couple light loops through each piece so she can grab it off quickly to cast spells such as Minor Illusion and Phantasmal Force.
{colsp=8}Lorna (Sunshine) Derrow Class|Mage|Level|3|Race|Human|Size|Medium Alignment|CG|Deity|-----|Experience|950 XP|To Next Level|2,250 XP (total) Gender|Female|Hair|Silver|Eyes|Light Gray|Age|22 Height|5'10"|Weight|133 lbs|Carrying|49.5 lbs|Currency|40 gp, 21 sp, 10 cp ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Speed|30 ft|Vision|normal|Hit Dice|3d6|Used|0 Initiative|+1|Max Hit Points|14|Current Hit Points|14|Temp Hit Points|0 ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Proficiency Bonus|+2|Armor Class|11|Flat-Footed|11|Touch AC|10 {colsp=4}
Arcana|History|Religion|Search|--------|--------|--------|-------- Proficiency Armor: None Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows Tools: None Class Features Saving Throws: Intelligence, Wisdom Saving Throw DC: The DC to resist one of your spells equals 8 + your Intelligence modifier. Spellcasting Bonus: If you are holding a magic focus—a component pouch, orb, rod, staff, wand, or your spellbook—when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC. Arcane Recovery: Once per day during a short rest, you can regain some of your magical energy by studying your spellbook. You choose expended spell slots to recover. The spell slots can have a combined level that is less than or equal to half your mage level (round up), and none of the slots can be 6th level or higher. For example, when you are a 4th-‐level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-‐level spell slot or two 1st-‐level spell slots. Arcane Tradition: Illusion Improved Minor Illusion You learn the minor illusion cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. When you cast minor illusion, you can use both the Ghost Sound and the Silent Image effects with a single casting of the spell. Race Features Ability Score Adjustment: Your ability scores each increase by 1. Size: Medium. Speed: 30 feet. Languages: You can speak, read, and write Common and one extra language of your choice. Feats and Other Features None
Equipment|Count|Weight|Special|Damage|Cost|Location Component Pouch|1|2 lb|Functions as magical foci|---|25 gp|On Robe Spellbook|1|3 lb|Functions as magical foci|---|75 gp|Backpack Dagger|10|1 lb each|Finesse, light, thrown (range 20/60)|1d4 piercing|2 gp each|Strapped on Body Quarterstaff|1|4 lbs|Versatile (1d8)|1d6 bludgeoning|2 sp|Held Robe|2|4 lbs each|---|---|1 gp each|Worn / Backpack Rations|10|1 lb|---|---|1 sp each|Backpack Backpack|1|2 lbs|Holds about 30 lbs|---|2 gp|Worn Sack|1|1/2 lb|Holds coins|---|1 cp|On Robe Bedroll|1|5 lbs|---|---|1 gp|On Backpack Waterskin|1|4 lbs|4 lbs when full|---|2 sp|On Backpack Ink|1|-- lbs|1 ounce bottle|---|10 gp|Backpack Ink Quill|1|-- lbs|---|---|2 cp|Backpack Silk Rope|1|5 lbs|50 ft long|---|10 gp|On Backpack Torch|10|1 lbs each|1 hour, 20 ft bright/40 ft dim|---|1 cp each|Backpack Clear Crystal|1|---|Read Magic Component|---|5 gp|In coin pouch Whetstone|1|1 lb|---|---|1 cp|Backpack Healer's Kit|1|1 lb|10 Uses - Stabilize a creature|---|5 gp|Backpack Mess Kit|1|1 lb|Cup, cutlery, pan, bowl|---|1 sp|Backpack Tinderbox|1|1 lb|Flint, firesteel, tinder|---|5 sp|Backpack Brass Braizer|1|xxx lbs|Used for familiar rituals|---|---|Backpack Component Pouch: A large chunk of phosphorescent moss, a vial of red, yellow and blue sand, ten small pieces of fleece, and several pieces of cured leather.
Spell Level|Spells per Day|Spells Used Level 1|Up to 4|0 Level 2|Up to 2|0
Light Evocation cantrip Casting Time: 1 action Range: Touch Duration: 1 hour You touch an object. Until the spell ends, the object emits bright light in a 20-‐foot radius and dim light for an additional 20 feet. The spell ends early if you dismiss it (no action required) or cast it again. The light can be colored as you like and can be covered by an opaque object. Material Components: A firefly or a piece of phosphorescent moss.
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 25 feet Duration: 1 minute You create a ghost sound or a silent image within range that lasts for the duration or until you dismiss it (no action required) or cast this spell again. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a Wisdom (Perception) check against your spell save DC. Ghost Sound: You create a sound that originates from a point of your choice within range. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Silent Image: You create the image of an object, a creature, or some other visible phenomenon at a spot within range. The illusion does not create sound or any other effect aside from its image. The image must fit within a 10-‐foot cube. Any physical interaction with the image reveals it to be an illusion, because objects pass through it. You can use your action to cause the image to move to any spot within 25 feet of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking as you move it. Material Components: A bit of fleece.
Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range. If you cast this spell multiple times, up to three of its non-‐instantaneous effects can be active at a time. • You create an instantaneous sensory effect that is harmless, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an item no larger than a cubic foot. • You chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • You make a color, small mark, or symbol appear on an object or a surface for up to 1 hour. • You produce out of nothingness a small, nonmagical trinket or an illusory image that lasts until the end of your next turn. • You make a small handheld item invisible until the end of your next turn.
Read Magic Divination cantrip Casting Time: 1 action Range: 10 feet Duration: 10 minutes Choose an object within range. For the duration, you can decipher magical writing on that object that would otherwise be unintelligible, including a spell from someone else’s spellbook, a spell on a scroll, mystical runes on a magic item, or a magic glyph. Deciphering this writing neither activates its magic nor identifies any magical properties it might possess. Once a particular magical inscription is deciphered with this spell, the inscription continues to be intelligible to you after the spell’s duration. Material Components: A clear crystal or a mineral prism worth at least 5 gp, which is not consumed when you cast the spell.
Level 1 Spells
Color Spray 1st-‐level illusion Casting Time: 1 action Range: Self Duration: 1 round A dazzling array of flashing, colored light springs from your hand. Each creature in a 15-‐foot cone must make a Wisdom saving throw, provided the creature can see. For every creature that fails its saving throw, roll a d6 to determine the spell’s effect on that creature. (1–2) Until the end of the creature’s next turn, the creature’s speed is halved, and it has disadvantage on attack rolls and ability checks. (3–4) The only action the creature can take on its next turn is an attack against a randomly determined target within range. (5–6) Until the end of the creature’s next turn, the creature is frightened by you and must move as far away from you as possible before taking any action. Material Components: A pinch each of powder or sand that is colored red, yellow, and blue.
Detect Magic 1st-‐level divination (ritual) Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 25 feet of you. If you sense magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Find Familiar 1st-‐level conjuration (ritual) Casting Time: 1 day Range: Self Duration: Permanent You gain the service of a familiar, a spirit that takes an animal form you choose. The familiar has the following statistics.
Familiar Tiny Celestial, Fey, or Fiend Armor Class 12 Hit Points 10 + 2 hp for each of your levels beyond 3rd Speed 20 ft. Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4)
TRAITS ----------------------------------------------------------- Familiar: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. The familiar cannot reappear until you recall it by performing a minor ritual during a short rest.
TRAITS BY TYPE ----------------------------------------------------------- Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet. Cat: Gains a +5 bonus to Dexterity (Stealth) checks; subtracts 20 feet from any fall when determining falling damage against it. Hawk: Has a speed of 5 feet and a fly speed of 30 feet. Owl: Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet. Rat: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks. Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering). Snake: Gains a +5 bonus to Dexterity (Stealth) checks, and a +5 bonus when rolling its initiative. Toad: Can jump up to 10 feet. Weasel: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks. While you are within 100 feet of your familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. You can release the familiar at any time. Doing so ends the effect. You cannot have more than one familiar at a time. Material Components: A brass brazier, charcoal, and incense and herbs worth 100 gp. The brazier is not consumed when you cast the spell.
Mage Armor 1st-‐level abjuration Casting Time: 1 action Range: Touch Duration: 8 hours Touch a willing creature that is not wearing armor. Until the spell ends, a magical force surrounds the target’s body, shielding the creature from harm. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends early if the target dons armor or if you dismiss the spell as an action. Material Components: A piece of cured leather.
Shield 1st-‐level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Duration: 1 round An invisible barrier of magical force, like a physical shield, appears to protect you. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Thunderwave 1st-‐level evocation Casting Time: 1 action Range: 15 feet Duration: Instantaneous With a loud crack, a wave of thunderous force sweeps out from you. Each creature in a 15-‐foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful one, it takes half as much damage and is not pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible within 300 feet of you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8.
Level 2 Spells
Mirror Image 2nd-‐level illusion Casting Time: 1 action Range: Self Duration: 1 minute Two illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack or a harmful spell while a duplicate remains, that creature randomly determines whether it targets you or one of the duplicates. If you have two duplicates, the creature targets a duplicate if it rolls 1–4 on a d6. If you have one duplicate, the creature targets a duplicate if it rolls 1–3 on a d6. A duplicate’s AC equals 10 + your Dexterity modifier, and it uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals hit point damage, the duplicate disappears. A creature is unaffected by this spell if it can’t see or if it relies on senses other than sight, such as blindsight or tremorsense.
Phantasmal Force 2nd-‐level illusion Casting Time: 1 action Range: 50 feet Duration: Concentration, up to 10 minutes You reach into the mind of a creature within range that you can see, and craft an illusion that takes root in the creature’s thoughts. The target must make a Wisdom saving throw. On a failed save, you create an illusory object, creature, or other visible phenomenon of your choice that is visible only to the target for the duration. This spell has no effect upon undead or constructs. The illusion includes sound, temperature, and other stimuli, also evident only to the creature. The illusion can appear to occupy up to 500 cubic feet, or a cube about 8 feet on a side—about the size of a typical Large creature. A target affected by this spell can use its action to try to disbelieve the illusion. When it does so, it makes a Wisdom check against the spell’s saving throw DC. On a successful check, the spell ends. While a target is affected by the spell, it treats the phantasm as if it were real. It rationalizes any illogical outcomes from interacting with the illusion. For example, a target attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps onto the bridge. If the creature survives the fall, it still believes that the bridge exists, and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, you can cause the phantasm to deal 1d6 damage to the target if it is in the phantasm’s area or within 5 feet of it. The damage is of a type appropriate to the illusion. A fire deals fire damage, a monster armed with a longsword deals slashing damage, and so on. Material Components: A bit of fleece.
{colsp=3}Languages Language----------|Typical Speakers----------|Script---------- Celestial|Celestials|Celestial Common|Humans|Common Dwarvish|Dwarves|Dwarven Elvish|Elves|Elvish Sylvan|Fey Creatures|Elvish Notes 10 Daggers are strapped around Sunshine's body. • 6 on the waist, 3 on each side. • 2 on the wrists, 1 on each side • 2 on the ankles, 1 on each side Treasure None Background Sage You have spent many years learning the lore of the world. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a true master in the fields you have studied. Trait – Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign. Proficiencies Skills: Arcana, History, Search Languages: Three additional languages
Bat Familiar Tiny Celestial Armor Class 12 Max Hit Points 14 Current Hit Points 14 Temporary Hit Points 0 Speed 5 ft. Fly 20 ft
Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4) Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
Always wanted to make a non-combat oriented illusionist, so gonna give it a go.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
I can officially say that my Illusionist isn't working out too well, but then again, she wasn't made for combat. Guess I should have tried out a more combat heavy character for a module.
I always like to boil my first game down to hitting things with sticks, then once I know the system better work on more complex characters and put more flavor into them.
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
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