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8wGremlin
2018-02-18, 07:48 PM
Hi all,

Some friends are trying something new, we're putting small units against each other for our own sick and twisted entertainment.

What we need is the following

Team name
Team Leader (3rd level)
one common or uncommon magic item for free
10 (1st level) Team members (you choose classes, can have more than one type)
Starting wealth only, and 2000gp for the leader to spend how they like.


You get to pick only one race for your team.
build the team up and tell us any special tactics that you'd employ etc.
They will be used in a variety of terrains, and tactical objectives.
All books and UA is available.

EDIT: Starting wealth only, and 2000gp for the leader to spend how they like.



Thanks

Vaz
2018-02-18, 08:01 PM
The Crimson Cataract, lead by Water Genasi Hexblade Pact of the Blade (Wave) , and 10 1st level Archfey pact Warlocks.

8wGremlin
2018-02-18, 08:30 PM
The Crimson Cataract, lead by Water Genasi Hexblade Pact of the Blade (Wave) , and 10 1st level Archfey pact Warlocks.

Anything special with the selection of spells etc..
any equipment you'd like?

the_brazenburn
2018-02-18, 08:48 PM
The Returned

3rd level Vampire (Planeshift:Zendikar) Oathbreaker Paladin
1st level Vampire (Planeshift:Zendikar) Undying Warlocks

Oathbreaker gets to marshal his/her forces because they technically all count as undead.

Not sure how optimized this really is, though.

8wGremlin
2018-02-18, 09:19 PM
The Returned

3rd level Vampire (Planeshift:Zendikar) Oathbreaker Paladin
1st level Vampire (Planeshift:Zendikar) Undying Warlocks

Oathbreaker gets to marshal his/her forces because they technically all count as undead.

Not sure how optimized this really is, though.

Nice, so any people they capture they will turn into Nulls, potent!

Kane0
2018-02-18, 09:39 PM
The Dragonkin

1x Dragonborn Celestial Chainlock 3 (Pseudodragon familiar)
10x Dragonborn Dragon Sorcerer 1

Wand of Magic Missiles

Leader is a devout of either Bahamut or Tiamat as appropriate.
Edit: For extra hilarity, swap race to Kobold, Lizardfolk or Yuan-ti.

Zonugal
2018-02-18, 09:45 PM
Alright, here goes...

The Rune-Lords

http://steveellisart.com/wp-content/uploads/Steve-Ellis-97162.jpg

The Rune-Father
Mountain Dwarf ‘School of War Magic’ Wizard 3 with the Earthspun Miner background
Medium humanoid (dwarf), Lawful Neutral
Armor class 16 (half plate armor)
Hit points 18 (3d6+6)
Speed 25 ft. (is not reduced by heavy armor)
---
Str 15, Dex 12, Con 14, Int 14, Wis 10, Cha 8
---
Saving Throws Intelligence +4 and Wisdom +2
Skills Arcana +4, Artisan’s Tools (Mason’s Tools) +2, Athletics +4, Investigation +4, and Survival +2
Feats --
Senses passive Perception 10; darkvision 60 ft.
Languages Common, Dwarven, and Undercommon
Challenge 3
---
Special Abilities
Racial Abilities: Darkvision (60 ft.), Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience, Stonecunning, & Tool Proficiency
Background Abilities: Deep Miner
Class Abilities: Spellcasting (Wizard), Arcane Recovery (1st-level/day), Ritual Casting (Wizard), Arcane Tradition (School of War Magic), Arcane Deflection, and Tactical Wit
---
Actions
Battleaxe. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10)
Handaxe. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 5 (1d6+2) slashing damage; light, thrown (range 20/60)
Light Hammer. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage; light, thrown (range 20/60)
---
Wizard Spells -- The Rune-Father’s spellcasting ability is Intelligence-based (spell save DC 12)
Cantrips Known (at will) -- Fire Bolt, Green Flame Blade, & Mold Earth
1st-level Spells Prepared (4/long rest) -- Ice Knife, Shield, & Thunderwave
2nd-level Spells Prepared (2/long rest) -- Dragon’s Breath & Rope Trick
--
Equipment: an arcane focus, battleaxe, a belt pouch (5 gp), a block & tackle, a climber’s kit, a set of common clothes, an explorer’s pack (includes: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.), half plate armor, handaxe, light hammer, a miner’s pick, and a spellbook
--
Spellbook
1st-level Spells: Absorb Elements, Alarm, Detect Magic, Find Familiar, Ice Knife, Identity, Shield, & Thunderwave
2nd-level Spells: Dragon’s Breath & Rope Trick

------

The Rune-Lords
Mountain Dwarf Wizard 1 with the Earthspun Miner background
Medium humanoid (dwarf), Lawful Neutral
Armor class 16 (half plate armor)
Hit points 8 (1d6+2)
Speed 25 ft. (is not reduced by heavy armor)
---
Str 15, Dex 12, Con 14, Int 14, Wis 10, Cha 8
---
Saving Throws Intelligence +4 and Wisdom +2
Skills Arcana +4, Artisan’s Tools (Mason’s Tools) +2, Athletics +4, Investigation +4, and Survival +2
Feats --
Senses passive Perception 10; darkvision 60 ft.
Languages Common, Dwarven, and Undercommon
Challenge 1
---
Special Abilities
Racial Abilities: Darkvision (60 ft.), Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience, Stonecunning, & Tool Proficiency
Background Abilities: Deep Miner
Class Abilities: Spellcasting (Wizard), Arcane Recovery (1st-level/day), and Ritual Casting (Wizard)
---
Actions
Battleaxe. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10)
Handaxe. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 5 (1d6+2) slashing damage; light, thrown (range 20/60)
Light Hammer. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage; light, thrown (range 20/60)
---
Wizard Spells -- The Rune-Lords spellcasting ability is Intelligence-based (spell save DC 12)
Cantrips Known (at will) -- Fire Bolt, Green Flame Blade, & Mold Earth
1st-level Spells Prepared (2/long rest) -- Ice Knife, Shield, & Thunderwave
--
Equipment: an arcane focus, battleaxe, a belt pouch (5 gp), a block & tackle, a climber’s kit, a set of common clothes, an explorer’s pack (includes: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.), half plate armor, handaxe, light hammer, a miner’s pick, and a spellbook
--
Spellbook
1st-level Spells: Absorb Elements, Detect Magic, Find Familiar, Ice Knife, Shield, & Thunderwave

8wGremlin
2018-02-18, 10:06 PM
Alright, here goes...



The Rune-Lords

http://steveellisart.com/wp-content/uploads/Steve-Ellis-97162.jpg

The Rune-Father
Mountain Dwarf ‘School of War Magic’ Wizard 3 with the Earthspun Miner background
Medium humanoid (dwarf), Lawful Neutral
Armor class 16 (half plate armor)
Hit points 18 (3d6+6)
Speed 25 ft. (is not reduced by heavy armor)
---
Str 15, Dex 12, Con 14, Int 14, Wis 10, Cha 8
---
Saving Throws Intelligence +4 and Wisdom +2
Skills Arcana +4, Artisan’s Tools (Mason’s Tools) +2, Athletics +4, Investigation +4, and Survival +2
Feats --
Senses passive Perception 10; darkvision 60 ft.
Languages Common, Dwarven, and Undercommon
Challenge 3
---
Special Abilities
Racial Abilities: Darkvision (60 ft.), Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience, Stonecunning, & Tool Proficiency
Background Abilities: Deep Miner
Class Abilities: Spellcasting (Wizard), Arcane Recovery (1st-level/day), Ritual Casting (Wizard), Arcane Tradition (School of War Magic), Arcane Deflection, and Tactical Wit
---
Actions
Battleaxe. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10)
Handaxe. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 5 (1d6+2) slashing damage; light, thrown (range 20/60)
Light Hammer. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage; light, thrown (range 20/60)
---
Wizard Spells -- The Rune-Father’s spellcasting ability is Intelligence-based (spell save DC 12)
Cantrips Known (at will) -- Fire Bolt, Green Flame Blade, & Mold Earth
1st-level Spells Prepared (4/long rest) -- Ice Knife, Shield, & Thunderwave
2nd-level Spells Prepared (2/long rest) -- Dragon’s Breath & Rope Trick
--
Equipment: an arcane focus, battleaxe, a belt pouch (5 gp), a block & tackle, a climber’s kit, a set of common clothes, an explorer’s pack (includes: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.), half plate armor, handaxe, light hammer, a miner’s pick, and a spellbook
--
Spellbook
1st-level Spells: Absorb Elements, Alarm, Detect Magic, Find Familiar, Ice Knife, Identity, Shield, & Thunderwave
2nd-level Spells: Dragon’s Breath & Rope Trick

------

The Rune-Lords
Mountain Dwarf Wizard 1 with the Earthspun Miner background
Medium humanoid (dwarf), Lawful Neutral
Armor class 16 (half plate armor)
Hit points 8 (1d6+2)
Speed 25 ft. (is not reduced by heavy armor)
---
Str 15, Dex 12, Con 14, Int 14, Wis 10, Cha 8
---
Saving Throws Intelligence +4 and Wisdom +2
Skills Arcana +4, Artisan’s Tools (Mason’s Tools) +2, Athletics +4, Investigation +4, and Survival +2
Feats --
Senses passive Perception 10; darkvision 60 ft.
Languages Common, Dwarven, and Undercommon
Challenge 1
---
Special Abilities
Racial Abilities: Darkvision (60 ft.), Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience, Stonecunning, & Tool Proficiency
Background Abilities: Deep Miner
Class Abilities: Spellcasting (Wizard), Arcane Recovery (1st-level/day), and Ritual Casting (Wizard)
---
Actions
Battleaxe. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10)
Handaxe. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 5 (1d6+2) slashing damage; light, thrown (range 20/60)
Light Hammer. Melee weapon attack: +4 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage; light, thrown (range 20/60)
---
Wizard Spells -- The Rune-Lords spellcasting ability is Intelligence-based (spell save DC 12)
Cantrips Known (at will) -- Fire Bolt, Green Flame Blade, & Mold Earth
1st-level Spells Prepared (2/long rest) -- Ice Knife, Shield, & Thunderwave
--
Equipment: an arcane focus, battleaxe, a belt pouch (5 gp), a block & tackle, a climber’s kit, a set of common clothes, an explorer’s pack (includes: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.), half plate armor, handaxe, light hammer, a miner’s pick, and a spellbook
--
Spellbook
1st-level Spells: Absorb Elements, Detect Magic, Find Familiar, Ice Knife, Shield, & Thunderwave



WOW! excellent; I think we'll use these first up and see how they are done.

You can if you want have more than one class for your teammates, they don't all have to be the same class.

But truly this is excellent.
I'll see how they play and give report.

Kane0
2018-02-18, 10:37 PM
The Mongrelian Horde

Variant Human (Mounted Combatant) Fighters with Cavalier leader
Saddle of the Cavalier

All with Archery fighting style, armed with lances and longbows

Chaosvii7
2018-02-18, 10:44 PM
The Trans-Arborean Orchestra

10 Aasimar Bards.

The third level one will be from the College of Glamour for added flavor. Otherwise he'd probably want to be a Valor bard since they're a unit.

Their magic item is a Fochlucan Bandore, lovingly nicknamed Gibson.

8wGremlin
2018-02-18, 10:46 PM
The Mongrelian Horde

Variant Human (Mounted Combatant) Fighters with Cavalier leader
Saddle of the Cavalier

All with Archery fighting style, armed with lances and longbows

Nice, all mounted or not?

Kane0
2018-02-18, 10:55 PM
Of course!

Galactkaktus
2018-02-18, 11:41 PM
Han shot first!
Leader Solo lv3 human Wild magic sorcerer with the alert feat Weapon of warning(A light crossbow) Spells magic missile(seems great at killing units of lots of level 1 guys) Shield(seems great to not die to magic missile xD)
two mystery spells.

C lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
H lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
E lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
W lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
B lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
A lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
C lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
C lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
A lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)
! lv1 human Wild magic sorcerer alert feat Magic missile and shield armed with a light crossbow (uses tides of chaos to get advantage on the initiative roll)

Personification
2018-02-18, 11:49 PM
The Divine Alliance (AKA Joey and the God Squad): VHumans's (each a different ethnicity)

Leader: Jonathan "Joey" Ironsoul, Inspiring leader feat and persuasion skill, OoD Paladin, cloak of billowing
The Mastermind: Keen Mind feat and history skill, Knowledge cleric
The Medic: Healer feat and medicine skill, life cleric
The Scout: Alert feat and perception skill, light cleric
The Vet(eranarian): Mobile feat and animal handling skill, nature cleric
The Vet(eran): Warcaster feat and athletics skill, war cleric
The Meteorologist: Elemental Adept feat (thunder) and survival skill, tempest cleric
The Thief: Skulker feat and stealth skill, trickery cleric
The Smith: Heavy Armor Master and arcana skill, forge cleric
The Undertaker: Durable feat and nature skill, grave cleric
The End: Spell Sniper feat and religion skill, death cleric

They are all clerics of different gods of your choice

8wGremlin
2018-02-19, 01:53 AM
Han shot first!

Nice; hard to sneak up on, and hard hitting, no need to roll, and 3d4 (7.5) damage per MM nice!


The Divine Alliance (AKA Joey and the God Squad)

Wow, that is a potent force to deal with! I think they cover all the bases.
Bless, healing and some good use of feats. Will see how they fair!

Galactkaktus
2018-02-19, 03:17 AM
Nice; hard to sneak up on, and hard hitting, no need to roll, and 3d4 (7.5) damage per MM nice!

It's 10,5 damage a missile does 1d4+1 not 1d4.

Vaz
2018-02-19, 12:54 PM
Anything special with the selection of spells etc..
any equipment you'd like?

Apologies;

The Crimson Cataract are famous for boarding enemy vessels; The Captain uses his Shatter spell to destroy the hull of enemy ship and provide a large enough entry or sink the ship, and then uses Hex and the Hexblade's Curse to any significant threats, either at range with his Agonizing Blast Eldritch Blast, or in melee with his Trident, which he wields 2 Handed in combat for the additional damage. The other Warlocks in the crew all have knowledge of Hex, and either Faerie Fire, or Sleep (50/50 split), and use the most appropriate, or their Fey Presence in order to have the targets all Frightened, or Charmed.

8wGremlin
2018-02-19, 02:35 PM
Armor class 16 (half plate armor)

Hey Zonugal, how/why are the dwarves wearing Half-plate? (a medium armour)



If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

I like it but we were reviewing the team and whilst it's good, need to understand it better.


Note: I may have to put a limit on the GP of each team.

Zonugal
2018-02-19, 03:57 PM
Hey Zonugal, how/why are the dwarves wearing Half-plate? (a medium armour)

As Mountain Dwarves they are proficient in it!

And with no GP limit, I gave them the best gear for the job.

8wGremlin
2018-02-19, 04:44 PM
As Mountain Dwarves they are proficient in it!

And with no GP limit, I gave them the best gear for the job.

Awesome, totally forgot they got Medium armour!
Will update how your first battle goes.

Will be up against:

Gorfang Foeshredder: Hobgoblin Mystic (Order of the Immortal) 3rd level
6 x Hobgoblin Mystic (Order of the Immortal) AC 17 HP: 12 Thunder cannons +4(+9*) 2d6+2 150/500
4 x Hobgoblin Artificers (Gunsmith) AC 16, HP: 11 Thunder cannons +4(+9*) 2d6+2 150/500
* once/rest Saving Face (+5 to hit/save)

Possible Battle types; Field of engagement, Ambush, Defend the hill, Attack the Hill, Cityscape.

CantigThimble
2018-02-19, 08:52 PM
Line Breakers
4 1st level Variant Human Tempest Clerics
Str: 14
Dex: 12
Con: 14
Int: 8
Wis: 16
Cha: 10

HP: 10
AC: 19
Splint Mail, Shield, Warhammer, 5 Throwing Daggers
Magic Initiate: Sorcerer: Green Flame Blade, Firebolt, Shield
Sacred Flame, Guidance
Thunderwave, Fog Cloud, Healing Word, Guiding Bolt, Sanctuary

Guardians
3 Level 1 Variant Human Fighters
Str 16
Dex 12
Con 14
Int 10
Wis 14
Cha 8

AC 19
HP 12

Shield, Splint Mail, Longsword, 5 Javelins
Magic Initiate: Wizard: Dancing Lights, Message, Find Familiar
Protection Fighting Style
Raven Familiar

Snipers
3 1st Level Variant Human Fighters
Str 14
Dex 16
Con 14
Int 10
Wis 12
Cha 8

AC 15
HP 12

Studded Leather, Longbow, 2 Short Swords
Sharpshooter Feat
Archery Style

Captain Feybright
Variant Human Bard 3, College of Glamor
Str 10
Dex 14
Con 14
Int 8
Wis 12
Cha 16

AC 14
HP 26

Studded Leather, Rapier, Light Crossbow
Expertise: Perception, Stealth
Magic Initiate: Sorcerer: Firebolt, Chill Touch, Shield
Message, Dancing Lights
Sleep, Dissonant Whispers, Healing Word, Faerie Fire
Silence, Shatter

Everyone has proficiency in stealth, athletics, and perception. I don't think any other skills will matter.

So, the plan will obviously depend on terrain but generally, the vanguards will be leading the charge and thunderwaving the crap out of the enemy groups. Captain Feybright can facilitate this using his mantle of inspiration. The reason half the team has shield is mainly to shut down magic missile spam, but it's jst a great spell all around. The guardians and snipers will be in 3 individual teams, one of each. Mainly they give protection to the snipers and throw javelins. The snipers will focus on low AC targets and leaders, they also have +5 to stealth which can help them get advantage. The guardian's familiars will be charging in to use the help action on the snipers targets. Captain feybright has all manner of nasty tricks, but he's also really squishy, so he'll be hanging around one of the fire teams for the protection fighting style. Faerie fire will let the snipers demolish their targets. Message and dancing lights will allow everyone to coordinate even while under the dust of diasappearance and without revealing their positions to enemies.

Oh, and everyone will be spread out as much as they can while still being within 60 feet of the captain. I expect all kinds of AOE to be thrown around.

Edit: Oh yeah, team name and magic item.
Team name: The Glamoured Guard
Magic Item: Dust of Disappearance.

Edit 2: Okay, with splint mail instead of full plate I should be okay on money. I also corrected their tactics and included even more shenanigans.

8wGremlin
2018-02-19, 09:04 PM
Everyone has proficiency in stealth, athletics, and perception. I don't think any other skills will matter.

So, the plan will obviously depend on terrain but generally, the vanguards will be leading the charge and thunderwaving the crap out of the enemy groups. Captain Feybright can facilitate this using his mantle of inspiration. The reason half the team has shield is mainly to shut down magic missile spam, but it's jst a great spell all around. The guardians and snipers will be in 3 individual teams, one of each. The guardians will use the help action every turn to give the snipers advantage and start healing if necessary. Protection style will also be helpful sometimes. The snipers will focus on low AC targets and leaders first, with 1d8+13 damage I expect almost nothing to survive if they hit and 1d20+2 with advantage is pretty solid accuracy. Captain feybright has all manner of nasty tricks, but he's also really squishy, so he'll be hanging around one of the fire teams for the protection fighting style.

Oh, and everyone will be spread out as much as they can while still being within 60 feet of the captain. I expect all kinds of AOE to be thrown around.


Really nice idea here, some great synergy. Guardians will have to get up close and personal to give the advantage, but we'll see how they plays out...

8wGremlin
2018-02-19, 09:06 PM
I think I'm going to have to put a limit on the cost of equipment available!

Full Plate is 1500gp each!

I'll update the OP to specify starting wealth only, and 2000gp for the leader to spend how they like.

CantigThimble
2018-02-19, 09:09 PM
Really nice idea here, some great synergy. Guardians will have to get up close and personal to give the advantage, but we'll see how they plays out...

Oh, derp. I forgot that they they need to be adjacent to the target to grant advantage. I'm going to change a few things real quick.

Angelalex242
2018-02-19, 09:29 PM
I think I'm going to have to put a limit on the cost of equipment available!

Full Plate is 1500gp each!

I'll update the OP to specify starting wealth only, and 2000gp for the leader to spend how they like.

Eh.

That gold really only helps the melee types. If a unit of guys in full plate runs up against a bunch of warlocks or wizards...is that armor helping?

Malifice
2018-02-19, 09:57 PM
Halfing barbarian 20.

Thats one small unit.

Armored Walrus
2018-02-19, 10:52 PM
Eh.

That gold really only helps the melee types. If a unit of guys in full plate runs up against a bunch of warlocks or wizards...is that armor helping?

Helps keep the EBs off. Doesn't help resist Sleep, but might keep them from getting hit while sleeping, until they can be awakened. Hitting a sleeping target isn't automatic.

Gremlin, are you playing these out live? Might be cool to pit two of these groups together in my Battle Royale game on Roll20 on Wednesday nights. I'm up to 17 players, so getting close to being able to have a player run each of them.

8wGremlin
2018-02-20, 03:08 AM
Helps keep the EBs off. Doesn't help resist Sleep, but might keep them from getting hit while sleeping, until they can be awakened. Hitting a sleeping target isn't automatic.

Gremlin, are you playing these out live? Might be cool to pit two of these groups together in my Battle Royale game on Roll20 on Wednesday nights. I'm up to 17 players, so getting close to being able to have a player run each of them.

We're running them local and in person, and thats the plan, pit two groups against each other and see how they fair.

We have the following battle types so far.


Field of engagement, (extreme range encounter)
Ambush (stealth and perception) ,
Attack/Defend the hill (one team in attack, one in defence),

Cityscape (room to room, very short range encounter).

Cespenar
2018-02-20, 04:40 AM
Jungle Commando Unit - First Squad

Leader: "The Sarge", Moon Druid 2/Barbarian 1

7x "Hunters", Vhuman Fighter 1 with Sharpshooter and a background that gives Stealth.
3x "Medics", Vhuman Cleric 1, with War Magic, preparing Bless and Healing Word.

Equipment: Bunch of potions for the sarge, perhaps?