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grumbaki
2017-09-05, 06:42 PM
Str (10) Dex (16) Con (14) Int (8) Wis (12) Cha (16) HP (10) AC (14)

Combat
To Hit: +5 Rapier: 1d8+3 Dagger: 1d4

Half-Elf
* Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
* Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
* Skill Versatility: You gain proficiency in two skills of your choice.
* Languages: You can speak, read, and write Common, Elvish, and one extra Language of your choice.

Background: Hillsfar Smuggler
* Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non- humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
* You trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, and worked as part of the network of secret routes and safe houses that helps non-humans pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
* Skill Proficiencies. Perception, Stealth
* Language Proficiencies. One racial language
* Tool Proficiencies. Forgery kit
* Equipment. A forgery kit, a set of common clothes, a belt pouch, and 5 gp
* Lifestyle. Modest
* Feature: Secret Passage Edit
- You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature.

Equipment
• Rapier and Dagger
• A Diplomat's Pack (• a chest • 2 cases for maps and scrolls • a set of Fine clothes • a bottle of ink • an Ink pen • a lamp • 2 flasks of oil • 5 sheets of paper • a vial of Perfume • Sealing wax • soap.)
• A Lute
• Leather Armor
• A forgery kit
• A set of common clothes, a belt pouch, and 5 gp

Skills
* Deception (Class) +5
* Intimidation (Class) +5
* Persuasion (Class) +5
* Performance (Race) +5
* Sleight of Hand (Race) +5
* Stealth (Background) +5
* Perception (Background) +3

Other Skills
* Athletics (+0)
* Arcana, History, Investigation, Nature, Religion (-1)
* Animal Handling, Insight, Medicine, Survival (+1)
* Acrobatics (+3)

Bardic Inspiration
* You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
* Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
* You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
* Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Cantrips
* Prestidigitation
(-You create an instantaneous, harmless sensory effect, 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 object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.)
* Vicious Mockery (1 action, 60ft. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).)

Lvl 1 Spells Known Can cast 2 per long rest
* Cure Wounds (1 action, touch, A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.)
* Hideous Laughter (A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.)


* Lvl 2: Bard
* Lvl 3: Lore Bard (+3 Skills, Cutting Words)
- Acrobatics
- Investigation
- Survival
* Lvl 4: +2 Dexterity (18)
* Lvl 5: Bard 4 / Fighter 1 (Medium armor and shield proficiency, dueling fighting style)
* Lvl 6: Bard 4 / Fighter 2 (Action Surge)
* Lvl 7: Bard 4 / Fighter 3 (Eldrich Knight)
* Lvl 8 Bard 4 / Fighter 4: +2 Dexterity (20) AC20
* Lvl 9 Bard 4 / Fighter 5: Extra Attack
* Lvl 10 Bard 4 / Fighter: 6 +2 Cha (18)
* Lvl 11 Bard 5 / Fighter 6: bardic inspiration, font of inspiration
* Lvl 12 bard 6 / Fighter 6: +2 Cha (18), +2 spells from any class


For TL/DR, the basic idea is this...

* Bard for first 4 levels, choose Lore Bard
* Then Multiclass to Fighter for 6 levels
* Pick Eldrich Knight. This gives wizard spells in addition to bard spells. Opens up possibility of having defensive spells to use as a reaction when needed, and bard spells for utility
* Thus at lvl10, the character would have 10 skills (+3 basic bard, +3 race, +2 race, +2 background)
* At lvl 10 he'd have 2 attacks, an action surge, AC19, and with dueling style, would be able to do decent damage
* At lvl 12 he picks up 2 spells from any class. I'm not sure which these would be at the moment

He'd thus be able to fill just about any role for the party. From fighting in close combat and tanking, to healing, to crowd control.



Is this plan workable? Or would it just be better to go Valor Bard 12?

Arelai
2017-09-06, 02:22 AM
If you go straight valor bard at level 10 instead of finally having 2 attacks, you can pick up swift quiver from the rangers list and shoot a bow 4x per turn.

Or take the paladins aura of vitality spell and give everyone advantage on all saving throws.

A single class bard will be much more useful in your case.

CaptainSarathai
2017-09-06, 04:10 AM
Yeah, straight Valor Bard would be better than the 6/6 Split, unless there are very specific Fighter/EK things that you want and couldn't get from a Rogue.

PeteNutButter
2017-09-06, 05:38 AM
A general rule of thumb is for any caster that is going to MC into fighter, they should start fighter. Heavy armor proficiency is never bad, but the real bonus is con save proficiency for keeping concentration on spells. It's practically a free feat on casters who usually want it. [Sorcerers get it anyways.]

It's not horrible, but it would take a long time to get to where you want it. Valor bard seems a bit more straightforward, with streamlined progression.

If you are bent on multiclassing, paladin will give you a lot more mileage than fighter on a bard. Take it to 6 for cha to saves and extra attack. Take it to 2, to give you smites with all those extra slots. Paladins are extra powerful in AL as most mods don't have enough encounters to drain your spell slots, so dumping them on smites is very viable.

grumbaki
2017-09-06, 03:41 PM
Thanks for the replies guys. Much appreciated. I think valor bard it is.