MikeRoxTheBoat
2019-01-12, 06:21 PM
This ended up running kind of long, so I put a tldr at the bottom of the post. The body of the post contains a lot of the campaign specifics and my own ideas/questions:
So, I'm starting a Curse of Strahd game this week and I'm having a hard time figuring out a character. Or rather, having a hard time figuring out only one character. I'm not sure as to the party composition at the moment besides the fact that there are 5 of us, so I'm also trying to figure out builds that can work with any comp, or have something that can be easily swapped out based on comp (i.e. I wouldn't pick up Ritual Caster: Wizard if we have a Wizard).
Specific Rules for this campaign: 27 point buy. Any race from books allowed, with the exception of monstrous races. Everyone starts at Level 2 with an extra feat, which means Variant Humans actually get two of them (part of the reason why it feels I have so many options). Hit Points are rolled every level and if they're less than the average, they're set at the average. All Feats except Lucky are allowed. DM is willing to accommodate UA on a case by case basis if I bring it up with him, but I'd rather try to stick to the official books unless there's a compelling reason not to. The module usually takes people to about level 10, but the DM has an extended option that can take us to 20.
I enjoy playing support type characters, which is usually the builds I try to make. I'd rather not play a Cleric, Monk, or Rogue as I already play or have played as those classes and want to branch out. Not opposed to dips into any of those classes, though. I'm also trying to stay away from the Fighter, Barbarian, Paladin, and Ranger as they don't seem to fit the playstyle I'm looking for in this game. Again, not opposed to dipping into them, though. So, essentially I'm trying to choose between Bard, Sorcerer, Druid, Warlock, Wizard.
I've been staying away from spoilers for this module, but I've heard that it's pretty heavy on social aspects and undead, so I'm leaning my character choices towards that. The DM is also emphasizing a lot the dark, mature themes of the module and have added things like a sanity meter. He's warned us to have at least one back-up character just in case.
What I've got so far: At the moment, I have 3 characters that I think would be interesting to play as, with a couple other concepts that I could fully flesh out if they end up being useful.
Triton Bard: A literal fish out of water in this story. His background involves finding a cursed instrument that gave him incredible music talent and social skills, but wipes him from everyone's memory every few years or so, along with some other downsides, until he can remove it. He's originally from the water plane, but has made his way through different planes to remove the curse (Far Traveler background).
At first, I was considering Lore Bard/Hexblade for him (I remember reading that Hexblade patrons could also be ancient artifacts, which seemed to fit with finding a cursed instrument). The more I thought about it, though, the more I realized that I could still have the cursed instrument regardless if I chose Hexblade or not. Lore Bard/Hexblade would give me medium armor, shield, martial weapons, charisma based weapon attacks, attack cantrips (likely booming blade and eldritch blast flavored to be sound based), the Shield and Hex spells, and a short rest spell slot at the cost of one level and whatever patron shenanigans would crop up. This seemed like a lot for one level, but I might be shoehorned into getting War Caster, since the DM is a stickler about material/somatic components and juggling your equipment in order to cast. I feel like I'd likely end up more at ranged anyway doing support type stuff or spellcasting, too. I do like the idea of shields and medium armor, though, so Knowledge cleric also seemed like an interesting dip. Sorcerer dip could also net me permanent mage armor and eventually metamagic (Subtle Spell seems like a fun choice for a social oriented campaign).
Human Variant/Half-Elf Divine Soul Sorcerer: Seemed the most in line thematically with the module. His background is essentially a disowned noble turned snake-oil salesman trying to con people with fake potions. He eventually discovered that, somehow, his potions were actually working for these people, which led him to discover that spells were being naturally and subconsciously cast from him. He's trying to get back into the good graces of his noble family to live the easy life.
I was also considering the Warlock dip with this character (unsure as to patron), as extra short rest sorcery points and more spells/cantrips known seemed like a good deal. I'm unsure if Warlock is worthwhile simply for the sorcerer points, though I would likely choose agonizing blast so I have that blasting option if necessary. My main uses for sorcerer points would likely be Subtle Spell and Twin, with Quickened and Heightened waiting in the wings for my other options, though I might swap them for Twin if that seems like the better deal. My other options were a Cleric of a some sort, or possibly Bard or even Wizard, though those would be to simply help with the spells known issue of Sorcerer. I could also just go straight Sorcerer, but the low spells known seems to limit my support capabilities.
Some sort of "animal" race Druid (I originally came up with the background for a Lizardfolk, but could fit any animal race): Probably has the least stake in this module, but would be fun and useful, though the animal appearance would mean spending a lot of time disguised or wildshaped. Backstory is that they started life as an actual animal in the Feywild, but were transformed into an animal like humanoid by an Archfey that collected such oddities. Eventually, the Archfey master disappeared as a result of being sealed by other mortals or another Archfey competitor. The druid and the rest of the menagerie split off to all corners of the world and other planes to find a way to unseal their Archfey lord.
At first, I was considering a Warlock dip for this character as well (notice a theme in my builds?) I figured 2 levels into Fey to represent their Archfey lord, or 2 levels into Great Old One if he's not quite what he seemed. This would get me 2 short rest spells slots, patron spells, telepathy if I want GOO or charm if I went Fey, and the ability to cast Disguise Self at will, which would help with the unusual appearance. This seemed less and less useful the more I thought of it, though, so I might just keep the Archfey background without the Warlock levels. I could dip into Ambition or Trickery domain for Disguise Self, or dip into Sorcerer for Draconic Resilience and access to Disguise Self. I could also just go straight druid and wildshape when I don't want to be noticed. I'm unsure as to what Druid Circle would be best for Curse of Strahd. Could also monk dip, depending.
Those are the 3 ones I initially thought would be interesting for this module. Other ideas were an old Illusionist Wizard who took the burden of a pact patron in place of his granddaughter and found himself in this module. I was considering a 2 level Celestial Dip for access to Cure Wound, Guiding Bolt, and unlimited Disguise Self/Silent Image. Another idea was a Radagast the Brown style druid, with Ritual Caster: Wizard to round him out. My last idea that I thought would be interesting and likely challenging would be a very old character, with all physical stats dumped and all mental stats raised. For Survivability, Moon Druid could help him not die immediately, while a Cleric Dip into a heavy armor domain and taking the 10-foot movement penalty would help his survival through AC (taking Mobile as a feat could even this out, though the lowered movement speed is easily explained via age).
Could use some help whittling down my options. I could also use some specific help on what feats to grab that would be useful either in Curse of Strahd, or for the class as a whole. All races get one feat and V.Human gets two, so everyone but the Triton and the Animal Race has the option of going variant human for extra feats. Could also use some advice for if some of these dips are actually worthwhile for this module, or if other dips could serve, as well as when specifically to take the dips, since finding the opportune moment to do it is always the main part I have trouble with for multiclassing.
tldr; Help me build either a Triton Lore Bard/X (either straight bard or multiclassed), a Variant Human or Half-Elf Divine Soul Sorcerer/X (same thing, either straight or multiclassed), an "animal race" Druid/X (straight or multi), or any support-style primary casting class besides Cleric (cleric dips are okay). 27-point buy, everyone gets an extra feat (so V.humans get two), trying for support oriented and good at the social aspects of Curse of Strahd. The module is supposed to take us to level 10, but the DM has an option to extend it to go all the way to 20. So taking those two variables into account would be helpful, since I know some multiclasses shine more at lower levels than higher and delaying spells and abilities could be a pain.
So, I'm starting a Curse of Strahd game this week and I'm having a hard time figuring out a character. Or rather, having a hard time figuring out only one character. I'm not sure as to the party composition at the moment besides the fact that there are 5 of us, so I'm also trying to figure out builds that can work with any comp, or have something that can be easily swapped out based on comp (i.e. I wouldn't pick up Ritual Caster: Wizard if we have a Wizard).
Specific Rules for this campaign: 27 point buy. Any race from books allowed, with the exception of monstrous races. Everyone starts at Level 2 with an extra feat, which means Variant Humans actually get two of them (part of the reason why it feels I have so many options). Hit Points are rolled every level and if they're less than the average, they're set at the average. All Feats except Lucky are allowed. DM is willing to accommodate UA on a case by case basis if I bring it up with him, but I'd rather try to stick to the official books unless there's a compelling reason not to. The module usually takes people to about level 10, but the DM has an extended option that can take us to 20.
I enjoy playing support type characters, which is usually the builds I try to make. I'd rather not play a Cleric, Monk, or Rogue as I already play or have played as those classes and want to branch out. Not opposed to dips into any of those classes, though. I'm also trying to stay away from the Fighter, Barbarian, Paladin, and Ranger as they don't seem to fit the playstyle I'm looking for in this game. Again, not opposed to dipping into them, though. So, essentially I'm trying to choose between Bard, Sorcerer, Druid, Warlock, Wizard.
I've been staying away from spoilers for this module, but I've heard that it's pretty heavy on social aspects and undead, so I'm leaning my character choices towards that. The DM is also emphasizing a lot the dark, mature themes of the module and have added things like a sanity meter. He's warned us to have at least one back-up character just in case.
What I've got so far: At the moment, I have 3 characters that I think would be interesting to play as, with a couple other concepts that I could fully flesh out if they end up being useful.
Triton Bard: A literal fish out of water in this story. His background involves finding a cursed instrument that gave him incredible music talent and social skills, but wipes him from everyone's memory every few years or so, along with some other downsides, until he can remove it. He's originally from the water plane, but has made his way through different planes to remove the curse (Far Traveler background).
At first, I was considering Lore Bard/Hexblade for him (I remember reading that Hexblade patrons could also be ancient artifacts, which seemed to fit with finding a cursed instrument). The more I thought about it, though, the more I realized that I could still have the cursed instrument regardless if I chose Hexblade or not. Lore Bard/Hexblade would give me medium armor, shield, martial weapons, charisma based weapon attacks, attack cantrips (likely booming blade and eldritch blast flavored to be sound based), the Shield and Hex spells, and a short rest spell slot at the cost of one level and whatever patron shenanigans would crop up. This seemed like a lot for one level, but I might be shoehorned into getting War Caster, since the DM is a stickler about material/somatic components and juggling your equipment in order to cast. I feel like I'd likely end up more at ranged anyway doing support type stuff or spellcasting, too. I do like the idea of shields and medium armor, though, so Knowledge cleric also seemed like an interesting dip. Sorcerer dip could also net me permanent mage armor and eventually metamagic (Subtle Spell seems like a fun choice for a social oriented campaign).
Human Variant/Half-Elf Divine Soul Sorcerer: Seemed the most in line thematically with the module. His background is essentially a disowned noble turned snake-oil salesman trying to con people with fake potions. He eventually discovered that, somehow, his potions were actually working for these people, which led him to discover that spells were being naturally and subconsciously cast from him. He's trying to get back into the good graces of his noble family to live the easy life.
I was also considering the Warlock dip with this character (unsure as to patron), as extra short rest sorcery points and more spells/cantrips known seemed like a good deal. I'm unsure if Warlock is worthwhile simply for the sorcerer points, though I would likely choose agonizing blast so I have that blasting option if necessary. My main uses for sorcerer points would likely be Subtle Spell and Twin, with Quickened and Heightened waiting in the wings for my other options, though I might swap them for Twin if that seems like the better deal. My other options were a Cleric of a some sort, or possibly Bard or even Wizard, though those would be to simply help with the spells known issue of Sorcerer. I could also just go straight Sorcerer, but the low spells known seems to limit my support capabilities.
Some sort of "animal" race Druid (I originally came up with the background for a Lizardfolk, but could fit any animal race): Probably has the least stake in this module, but would be fun and useful, though the animal appearance would mean spending a lot of time disguised or wildshaped. Backstory is that they started life as an actual animal in the Feywild, but were transformed into an animal like humanoid by an Archfey that collected such oddities. Eventually, the Archfey master disappeared as a result of being sealed by other mortals or another Archfey competitor. The druid and the rest of the menagerie split off to all corners of the world and other planes to find a way to unseal their Archfey lord.
At first, I was considering a Warlock dip for this character as well (notice a theme in my builds?) I figured 2 levels into Fey to represent their Archfey lord, or 2 levels into Great Old One if he's not quite what he seemed. This would get me 2 short rest spells slots, patron spells, telepathy if I want GOO or charm if I went Fey, and the ability to cast Disguise Self at will, which would help with the unusual appearance. This seemed less and less useful the more I thought of it, though, so I might just keep the Archfey background without the Warlock levels. I could dip into Ambition or Trickery domain for Disguise Self, or dip into Sorcerer for Draconic Resilience and access to Disguise Self. I could also just go straight druid and wildshape when I don't want to be noticed. I'm unsure as to what Druid Circle would be best for Curse of Strahd. Could also monk dip, depending.
Those are the 3 ones I initially thought would be interesting for this module. Other ideas were an old Illusionist Wizard who took the burden of a pact patron in place of his granddaughter and found himself in this module. I was considering a 2 level Celestial Dip for access to Cure Wound, Guiding Bolt, and unlimited Disguise Self/Silent Image. Another idea was a Radagast the Brown style druid, with Ritual Caster: Wizard to round him out. My last idea that I thought would be interesting and likely challenging would be a very old character, with all physical stats dumped and all mental stats raised. For Survivability, Moon Druid could help him not die immediately, while a Cleric Dip into a heavy armor domain and taking the 10-foot movement penalty would help his survival through AC (taking Mobile as a feat could even this out, though the lowered movement speed is easily explained via age).
Could use some help whittling down my options. I could also use some specific help on what feats to grab that would be useful either in Curse of Strahd, or for the class as a whole. All races get one feat and V.Human gets two, so everyone but the Triton and the Animal Race has the option of going variant human for extra feats. Could also use some advice for if some of these dips are actually worthwhile for this module, or if other dips could serve, as well as when specifically to take the dips, since finding the opportune moment to do it is always the main part I have trouble with for multiclassing.
tldr; Help me build either a Triton Lore Bard/X (either straight bard or multiclassed), a Variant Human or Half-Elf Divine Soul Sorcerer/X (same thing, either straight or multiclassed), an "animal race" Druid/X (straight or multi), or any support-style primary casting class besides Cleric (cleric dips are okay). 27-point buy, everyone gets an extra feat (so V.humans get two), trying for support oriented and good at the social aspects of Curse of Strahd. The module is supposed to take us to level 10, but the DM has an option to extend it to go all the way to 20. So taking those two variables into account would be helpful, since I know some multiclasses shine more at lower levels than higher and delaying spells and abilities could be a pain.