Few more: Planar Binding is kosher? I'm limiting myself to one "strong" (not counting familiars and such) permanent minion per character anyways [so Simulacrum or bound creature] so as to avoid the "I have an army"-syndrome that can be endemic in high level play, but both my Druid and my Cleric would be interested in Planar Binding, as discussed in the original thread.
- How would you rule Elemental Weapon, Magic Weapon and Holy Weapon WRT Timmy's Magic Immunity? It seems consistent to me that as magic weapons deal full damage and these just target the weapon making it a magic weapon, they should work regardless of slot.
- How would you rule Mordenkainen's Faithful Hound? Does it do magical or nonmagical damage? Is it a spell-based attack for the purposes of Magic Immunity?
- How would you rule Defender of Faith? Spell for the purposes of Magic Immunity? Or summoned creature dealing damage?
- Can I assume that my characters know they will be fighting a high powered enemy on this day? That of course affects the buffs they will use (e.g. my Simulacrums will only use spells if they know enemies are of significant danger).
Anyways, I'll start editing my characters into this post:
Spoiler: Andrea Andersson - Human Diviner 14
Show
Race: Variant Human
Class: Wizard
Subclass: Diviner
Background: Sage
HP: 6 + 13*4 + 3*14 = 100
Feats/ASIs:
Bonus. Alert
4. Lucky
8. Resilient: Constitution
12. +2 Intelligence
Stats:
8 Str
16 Dex
16 Con
18 Int
8 Wis
8 Cha
Skills:
Stealth
Arcana
Investigation
History
Nature
Tools:
Languages:
Common
Elven
Draconic
Primordial
Equipment:
Quarterstaff
Traveler's Clothes
Spellbook
Scholar's Pack
Ball Bearings
Oil
Longbow
Light Crossbow
Wand
Dagger
Rope
Backpack
10xRatios
Spell component pouch
Expensive spell components
200 arrows
200 bolts
Spells known:
C: Minor Illusion, Prestidigitation, Mage Hand, Firebolt, Chill Touch
1. Mage Armor, Shield, Fog Cloud, Sleep, Feather Fall, Comprehend Languages, Grease, Find Familiar, Detect Magic, Unseen Servant, Identify
2. Web, Misty Step, Invisibility, Magic Mouth, Blindness/Deafness, Darkness, See Invisibility, Darkvision, Cloud of Daggers, Gentle Repose
3. Hypnotic Pattern, Haste, Fly, Counterspell, Dispel Magic, Phantom Steed, Tiny Hut, Water Breathing, Magic Circle, Glyph of Warding, Animate Dead
4. Polymorph, Banishment, Dimension Door, Greater Invisibility, Fire Shield, Resilient Sphere, Arcane Eye, Stone Shape, Mordenkainen's Faithful Hound
5. Wall of Force, Animate Objects, Wall of Stone, Conjure Elemental, Contact Other Plane, Planar Binding, Bigby's Hand, Scrying, Passwall, Rary's Telepathic Bond
6. Contingency, Programmed Illusion, Disintegrate, Create Homunculus
7. Simulacrum, Teleport, Forcecage, Mordenkainen's Magnificent Mansion
Spells prepared (18):
1. Mage Armor, Shield
2. Misty Step, Darkvision, Cloud of Daggers
3. Hypnotic Pattern, Haste, Fly, Counterspell, Major Image
4. Dimension Door, Fire Shield
5. Wall of Force, Wall of Stone, Passwall
6. Disintegrate
7. Teleport, Forcecage
Spoiler: Status
Show
AC: 16
HP: 100 + 20 Aid + 7 Heroes' Feast - 6 Homunculus = 121 HP
Temporary HP: 16
Speed: 40' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Resistance to Fire.
See Invisible up to 10'
Spoiler: Effects active:
Show
Inspiring Leader
Third Eye: See invisibility
Mage Armor
Longstrider
Darkvision
Aid (level 5)
Phantom Steed
Freedom of Movement
Fire Shield
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
Spoiler: Spell slots
Show
Slots used:
1. xxxx [Mage Armor on self, Simulacrum, Bard, Bard simulacrum]
2. xxx [Darkvision x3]
3. x [Mage Armor on Druid]
4. x [Fire Shield]
5.
6.
7.
Spoiler: Owl familiar status
Show
AC: 11
HP: 1 + 12 Heroes' Feast = 13 HP
Speed: 60'
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Homunculus status
Show
AC: 13
HP: 5 + 7 Heroes' Feast = 12 HP
Speed: 40' Fly
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Simulacrum status
Show
AC: 16
HP: 50 + 20 Aid + 18 Heroes' Feast = 88 HP
Temporary HP: 16
Speed: 40' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Resistance to Cold.
See Ethereal up to 60'
Spoiler: Effects active:
Show
Inspiring Leader
Mage Armor
Longstrider
Darkvision
Aid (level 5)
Phantom Steed
Death Ward
Freedom of Movement
Fire Shield
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
Spoiler: Spell slots
Show
Slots used:
1.
2.
3.
4. xx [Fire Shield: Cold & Dimension Door for Contingency]
5.
6. x [Contingency cast earlier, slot not recovered]
7.
Spoiler: Simulacrum's Bat familiar status
Show
AC: 12
HP: 1 + 6 Heroes' Feast = 7 HP
Speed: 30'
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Artemis Aversano - Human Archer 14
Show
Race: Variant Human
Class: Bard
Subclass: College of Valor
Background: Spy
HP: 8 + 13*5 + 3*14 = 115
Feats/ASIs:
Bonus. Lucky
4. Sharpshooter
8. Resilient: Constitution
12. +2 Dexterity
Stats:
8 Str
18 Dex
16 Con
8 Int
8 Wis
16 Cha
Skills:
Stealth (Expertise)
Acrobatics
Perception (Expertise)
Persuasion (Expertise)
Deception (Expertise)
Intimidation
Languages:
Common
Dwarven
Tools:
Flute
Viol
Lyre
Thieves' Tools
Dragonchess Set
Equipment:
Flute
Viol
Lyre
Thieves' Tools
Dragonchess Set
Studded Leather Armor
Longbow
Heavy Crossbow
Rapier
Dagger
Wooden Shield
Crowbar
Common Clothes
Traveler's Clothes
Belt Pouch
Diplomat's Pack
Spell Component Pouch
Expensive Spell Components
400 arrows
200 bolts
Spells:
Cantrips: Minor Illusion, Vicious Mockery, Mage Hand, Mending
1. Healing Word, Command, Feather Fall
2. Enhance Ability
3. Plant Growth, Major Image, Dispel Magic, Counterspell [Magical Secrets], Elemental Weapon [Magical Secrets]
4. Dimension Door, Freedom of Movement, Polymorph
5. Greater Restoration, Mass Cure Wounds, Raise Dead
6. Contingency [Magical Secrets], True Seeing
7. Simulacrum [Magical Secrets], Teleport
Spoiler: Status
Show
AC: 17
HP: 115 + 20 Aid + 8 Heroes' Feast = 143 HP
Temporary HP: 16
Speed: 40' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Inspiring Leader
Mage Armor
Longstrider
Darkvision
Aid (level 5)
Phantom Steed
Death Ward
Freedom of Movement
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
Elemental Weapon VII
Spoiler: Spell slots
Show
Slots used:
1.
2.
3.
4. x [Freedom of Movement]
5.
6.
7. x [Elemental Weapon VII]
Spoiler: Simulacrum status
Show
AC: 18
HP: 57 + 20 Aid + 11 Heroes' Feast = 89 HP
Temporary HP: 16
Speed: 40' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Resistance to all damage [half damage dealt to Cleric]
+1 to saving throws
Spoiler: Effects active:
Show
Inspiring Leader
Mage Armor
Longstrider
Darkvision
Aid (level 5)
Phantom Steed
Death Ward
Freedom of Movement
Rary's Telepathic Bond
Heroes' Feast
Warding Bond
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Contingency (on self and on Simulacrum: Dimension Door 200' on blinking eyes alternatingly 3 times)
Spoiler: Spell slots
Show
Slots used:
1.
2.
3.
4. x [Dimension Door for Contingency]
5.
6. x [Contingency cast earlier, slot not recovered]
7.
Spoiler: Alissa Alarthal - Human Healer 14
Show
Race: Variant Human
Class: Cleric
Subclass: Life Domain
Background: Acolyte
HP: 8 + 13*5 + 3*14 = 115
Feats/ASIs:
Bonus. War Caster
4. Resilient: Constitution
8. +2 Wisdom
12. +2 Wisdom
Stats:
8 Str
14 Dex
16 Con
10 Int
20 Wis
10 Cha
Skills:
Stealth
Insight
Perception
Religion
Medicine
Tools:
Languages:
Common
Celestial
Infernal
Abyssal
Equipment:
Half-Plate
Wooden Shield
Holy Symbol
Prayer Beads
Vestments
Common Clothes
Belt Pouch
Backpack
Mace
Light Crossbow
Bolts
Priest's Pack
Expensive spell components
200 bolts
Spells (19):
Cantrips. Guidance, Thaumaturgy, Sacred Flame, Light, Resistance, Mending
1. Healing Word, Sanctuary, Inflict Wounds, Bless [Domain], Cure Wounds [Domain]
2. Silence, Aid, Warding Bond, Lesser Restoration [Domain], Spiritual Weapon [Domain]
3. Spirit Guardians, Dispel Magic, Mass Healing Word, Meld Into Stone, Beacon of Hope [Domain], Revivify [Domain]
4. Stone Shape, Death Ward [Domain], Guardian of Faith [Domain]
5. Commune, Mass Cure Wounds [Domain], Raise Dead [Domain]
6. Heroes' Feast, Heal, Word of Recall
7. Plane Shift, Conjure Celestial, Etherealness
Spoiler: Status
Show
AC: 19
HP: 115 + 20 Aid + 15 Heroes' Feast = 150 HP
Temporary HP: 16
Speed: 30' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Inspiring Leader
Darkvision
Aid (level 5)
Phantom Steed
Freedom of Movement
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Spell slots
Show
Slots used:
1.
2. x
3.
4. xxx [Death Ward x3 (Wizard Simulacrum, Bard, Bard Simulacrum)]
5. xx [Aid x2] (all 6)
6. x [Heroes' Feast] (everyone participated)
7.
Spoiler: Couatl status
Show
AC: 19
HP: 97 + 9 Heroes' Feast = 106 HP
Speed: 100' Fly
Immune to poison, fear & disease.
Immune to psychic & mundane weapon attacks.
Resistance to Radiant:
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Heroes' Feast
Longstrider
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Aislinn Aileanach - Human Grasskeeper 14
Show
Race: Variant Human
Class: Druid
Subclass: Circle of the Land: Grasslands
Background: Folk Hero
HP: 8 + 13*5 + 3*14 = 115
Feats/ASIs:
Bonus. Inspiring Leader
4. Resilient: Constitution
8. +2 Wisdom
12. +2 Wisdom
Stats:
8 Str
12 Dex
16 Con
8 Int
20 Wis
14 Cha
Languages:
Common
Sylvan
Druidic
Tools:
Herbalism Kit
Wagon
Tinker's Tools
Skills:
Stealth
Nature
Perception
Animal Handling
Survival
Equipment:
Tinker's Tools
Shovel
Iron Pot
Common Clothes
Belt Pouch
Wooden Shield
Hide Armor
Explorer's Pack
Druidic Focus
Quarterstaff
Light Crossbow
Bolts
Expensive spell components
200 bolts
Spells (19):
Cantrips. Shillelagh, Guidance, Thorn Whip, Frostbite, Druidcraft
1. Goodberry, Entangle, Healing Word, Longstrider, Fog Cloud
2. Enhance Ability, Moonbeam, Darkvision, Invisibility [Grasslands], Pass without Trace [Grasslands]
3. Conjure Animals, Sleet Storm, Daylight [Grasslands], Haste [Grasslands]
4. Conjure Woodland Beings, Polymorph, Divination [Grasslands], Freedom of Movement [Grasslands]
5. Wall of Stone, Antilife Shell, Mass Cure Wounds, Greater Restoration, Dream [Grasslands], Insect Plague [Grasslands]
6. Heal
7. Whirlwind, Plane Shift
Spoiler: Status
Show
AC: 15
HP: 115 + 20 Aid + 17 Heroes' Feast = 152 HP
Temporary HP: 16
Speed: 30' (Mount 100')
Immune to poison, fear & disease.
Roll Wisdom saves at advantage.
Spoiler: Effects active:
Show
Inspiring Leader
Darkvision
Aid (level 5)
Phantom Steed
Freedom of Movement
Rary's Telepathic Bond
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Spoiler: Spell slots
Show
Slots used:
1. xxxx (Longstrider x4)
2. xxx (Darkvision x3)
3. xxx (Goodberry x2, everyone has two, Longstrider x1)
4. x (Freedom of Movement on Bard Simulacrum)
5.
6.
7.
Spoiler: Giant Ape status
Show
AC: 12
HP: 157 + 16 Heroes' Feast = 173 HP
Speed: 40', 40' climb
Immune to poison, fear & disease.
Spoiler: Effects active:
Show
Heroes' Feast
Magic Mouth earpieces (everybody: 30' radar for all creature types)
Obviously the biggest job is gonna be the spell lists. Magic Jar ban frees me up to pick Contingency or Find Greater Steed (probably just the latter) on my Bard though so that makes life a bit easier. I'll go with the no-magic-items run since with this party, it was never really a relevant consideration in the first place.
EDIT: It occurs to me that I could pretty easily make it a PHB only party. The only big losses are on the Cleric front: missing out on Summon Celestial and some of the better domains would be a significant handicap (though e.g. Life Domain Cleric would be fine but they would lack a long range option in case Tiamat chooses to kite). Valor Bard is worse than Swords but not by that much and Moon is probably worth less than Shepherd but again, not by that much. Fighting Initiate is meh whatever level (I could dip for it if I really cared but I don't like multiclassing). Bard would miss out on Find Greater Steed and Wizard would miss out on Tenser's, Summon Undead and Summon Greater Demon (all basically to the same ends) though those aren't really integral to anything.
You know, I'm intrigued enough by whether this works that I'll test it out first. I'll make a PHB only no magic items party. I'm not as certain of victory as with the party I laid out earlier (I haven't run the numbers) but I think there's a reasonable shot still. I'll think through the Land Druid options but I'm probably going Moon in this case though I don't see either Moon or Valor benefitting the team overtly much. I also need to pick another source of Temporary HP.
EDIT#2: Okay, there's a very preliminary draft of the spell lists. I'll read through them a few more times. They're made pretty quickly so they're far from refined but there's at least something in there.
EDIT#3: Okay, preliminary equipment draft done too.
EDIT#4: Buffs, temporary HP effects, etc. done