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  1. - Top - End - #181
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    DruidGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Kane0 View Post
    I would probably go with an army of warforged, say 50% fighters, 25% arcana clerics and 25% death clerics.
    Tons of logistical problems that we don’t need to worry about (Free armor and tools, no need for food or sleep, can fight underwater), everyone has access to healing, half of them have access to utility and/or combat magic. The mixture of warforged subraces do wonders for different roles too. Flight would be a big weakness to come up against but that’s been disallowed.
    Since the publication of RftLW Warforged no longer have subraces or a built in AC calculation, the army also needs to be one class though you could just use War Clerics.
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  2. - Top - End - #182
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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Amechra View Post
    Eberron Warforged don't have subraces, and don't get free armor.

    However, they can just Integrate the armor that Clerics get as part of their starting kit, so you're good there.

    EDIT: Also, remember that they'll be slow underwater, because they don't have a swim speed.
    I'm looking through Wayfinder's Guide, they do there unless that's illegal in this case?

    Yeah they'll be walking anchors in the water but hey, it's something. Against fully aquatic opponents underwater they'll be outclassed but they should work fine for coastal, amphibious or naval operations.

    Plus this is my chance to field a thousand HK-47s.

    Oh, single class. Bummer. I guess i'd pick Cleric over Fighter and diversify through subclass.
    Last edited by Kane0; 2020-03-21 at 07:57 PM.
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  3. - Top - End - #183
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    DruidGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Kane0 View Post
    I'm looking through Wayfinder's Guide, they do there unless that's illegal in this case?

    Yeah they'll be walking anchors in the water but hey, it's something. Against fully aquatic opponents underwater they'll be outclassed but they should work fine for coastal, amphibious or naval operations.

    Plus this is my chance to field a thousand HK-47s.

    Oh, single class. Bummer. I guess i'd pick Cleric over Fighter and diversify through subclass.
    It sounds like you have an old version, Wayfinders was updated when RftLW was released in November.
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  4. - Top - End - #184
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    EvilClericGuy

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    Default Re: Let's Build some PC Armies

    Another way to stop magical infiltrations is equipment. Bards and wizards aren't proficient in medium armor and shields, which means they can't cast spells while using them, and if they only predent they have them, it's easily disproven: Disguise Self is not physical change, so something like hitting your shield with your weapon would be impossible to fake. Wearing armor all day has a long tradition in D&D.
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

  5. - Top - End - #185

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by JackPhoenix View Post
    Another way to stop magical infiltrations is equipment. Bards and wizards aren't proficient in medium armor and shields, which means they can't cast spells while using them, and if they only predent they have them, it's easily disproven: Disguise Self is not physical change, so something like hitting your shield with your weapon would be impossible to fake. Wearing armor all day has a long tradition in D&D.
    That seems like a stretch. What's to prevent them from making the proper noise some other way?

  6. - Top - End - #186
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    DruidGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by MaxWilson View Post
    That seems like a stretch. What's to prevent them from making the proper noise some other way?
    I'd imagine the issue would be touching the illusion more than the noise.
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  7. - Top - End - #187
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    EvilClericGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Dork_Forge View Post
    I'd imagine the issue would be touching the illusion more than the noise.
    Both. If you observe the suspect, you'll notice any 'clipping issues', you'll notice if the sound doesn't come at the right time, and you'll notice if someone's casting Minor Illusion to fake the sound. You can also tell them to hit the shield in specific pattern, so MI sound can't be prepared in advance.
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

  8. - Top - End - #188
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    DruidGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by JackPhoenix View Post
    Both. If you observe the suspect, you'll notice any 'clipping issues', you'll notice if the sound doesn't come at the right time, and you'll notice if someone's casting Minor Illusion to fake the sound. You can also tell them to hit the shield in specific pattern, so MI sound can't be prepared in advance.
    I don't think you'd even need to go that far, the spell explicitly calls out that it fails to hold up to physical inspection that sounds like an auto fail whether or not the can replicate the sound.
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  9. - Top - End - #189

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by JackPhoenix View Post
    Both. If you observe the suspect, you'll notice any 'clipping issues', you'll notice if the sound doesn't come at the right time, and you'll notice if someone's casting Minor Illusion to fake the sound. You can also tell them to hit the shield in specific pattern, so MI sound can't be prepared in advance.
    MI sound doesn't need to be prepared in advance, and doesn't require an action to control.

    More significantly though, if you're close enough to detect clipping issues you're already too close--you've given up the range advantage which you otherwise would be able to rely on. So this is good only for preventing small-scale, long-term infiltration, which Disguise Self isn't good at achieving anyway. It won't prevent short-term Trojan Horse maneuvers designed to get close.

    Quote Originally Posted by Dork_Forge View Post
    I don't think you'd even need to go that far, the spell explicitly calls out that it fails to hold up to physical inspection that sounds like an auto fail whether or not the can replicate the sound.
    I think you're talking about something different than we are.
    Last edited by MaxWilson; 2020-03-22 at 03:11 PM.

  10. - Top - End - #190
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    Default Re: Let's Build some PC Armies

    Let's try a sorcerer army, just for fun:

    The Front Line - 300 Half-Orc Stone Sorcerers
    Cantrips: Booming Blade, Green-Flame Blade
    Spells: Thunderous Smite, Wrathful Smite [From the Metal Magic feature]
    Equipment: Since Sorcerers only start with simple weapons from their starting equipment, let's give them all Spears, which they will wield in two hands for 1d8+Str. Stone Sorcerer grants proficiency in simple weapons, so great.
    Notes: With the smite spells, the Front Line should be able to cause confusion in the front ranks, assuming a reasonable portion of opponents fail their saves. With Half-Orc and Stone Sorcerer abilities combined, the Front Line should be able to hold out for marginally longer than your average sorcerer.

    The Phoenix Corps - 200 Tiefling Phoenix Sorcerers
    Cantrips: Firebolt, Gust, Thaumaturgy [From Tiefling]
    Spells: Burning Hands, Chaos Bolt
    Equipment: No special notes here, just your arcane focus and a loaded crossbow.
    Notes: Hanging back behind the Front Line, the Phoenix Corps blast their opponents with Chaos Bolts and Phoenix-boosted Firebolts, and enemies that get too close are pushed back by gust and torched with Burning Hands.

    The Divine Bastards - 300 Protector Aasimar Divine Soul Sorcerers
    Cantrips: Firebolt, Mind Sliver, Light [From Aasimar]
    Spells: Sleep, Shield, Cure Wounds [From Divine Soul]
    Equipment: Again, no special notes.
    Notes: Begin the battle by Mind Sliver-ing the enemy ranks, allowing the Front Lines to hopefully crash through, and continue the battle as medics or as a last-ditch effort against flying forces (Sleep on flying enemies would be interesting).

    The Controllers - 150 Half-Elf Stone Giant Soul Sorcerers
    Cantrips: Mold Earth, Frostbite, Resistance [From Mark of the Ordning]
    Spells: Fog Cloud, Catapult, Entangle [From Mark of the Ordning]
    Equipment: See above.
    Notes: The Controllers seek to cause as much trouble for the enemy as possible, by Entangling the charging soldiers, Fog Clouding the ranged units, and Frostbiting the currently engaged ranks.

    The Shadow Hand - 50 Changeling Shadow Sorcerers
    Cantrips: Message, Poison Spray
    Spells: Disguise Self, Comprehend Languages
    Notes: The Shadow Hand are this armies spies and information-gatherers, using their unique abilities to pose as a member of an enemy camp if possible.


    I really hope UA is allowed or this was all a waste of time.

  11. - Top - End - #191

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by WanderersGambit View Post
    Let's try a sorcerer army, just for fun:

    The Front Line - 300 Half-Orc Stone Sorcerers
    Cantrips: Booming Blade, Green-Flame Blade
    Spells: Thunderous Smite, Wrathful Smite [From the Metal Magic feature]
    Equipment: Since Sorcerers only start with simple weapons from their starting equipment, let's give them all Spears, which they will wield in two hands for 1d8+Str. Stone Sorcerer grants proficiency in simple weapons, so great.
    Notes: With the smite spells, the Front Line should be able to cause confusion in the front ranks, assuming a reasonable portion of opponents fail their saves. With Half-Orc and Stone Sorcerer abilities combined, the Front Line should be able to hold out for marginally longer than your average sorcerer.

    The Phoenix Corps - 200 Tiefling Phoenix Sorcerers
    Cantrips: Firebolt, Gust, Thaumaturgy [From Tiefling]
    Spells: Burning Hands, Chaos Bolt
    Equipment: No special notes here, just your arcane focus and a loaded crossbow.
    Notes: Hanging back behind the Front Line, the Phoenix Corps blast their opponents with Chaos Bolts and Phoenix-boosted Firebolts, and enemies that get too close are pushed back by gust and torched with Burning Hands.

    The Divine Bastards - 300 Protector Aasimar Divine Soul Sorcerers
    Cantrips: Firebolt, Mind Sliver, Light [From Aasimar]
    Spells: Sleep, Shield, Cure Wounds [From Divine Soul]
    Equipment: Again, no special notes.
    Notes: Begin the battle by Mind Sliver-ing the enemy ranks, allowing the Front Lines to hopefully crash through, and continue the battle as medics or as a last-ditch effort against flying forces (Sleep on flying enemies would be interesting).

    The Controllers - 150 Half-Elf Stone Giant Soul Sorcerers
    Cantrips: Mold Earth, Frostbite, Resistance [From Mark of the Ordning]
    Spells: Fog Cloud, Catapult, Entangle [From Mark of the Ordning]
    Equipment: See above.
    Notes: The Controllers seek to cause as much trouble for the enemy as possible, by Entangling the charging soldiers, Fog Clouding the ranged units, and Frostbiting the currently engaged ranks.

    The Shadow Hand - 50 Changeling Shadow Sorcerers
    Cantrips: Message, Poison Spray
    Spells: Disguise Self, Comprehend Languages
    Notes: The Shadow Hand are this armies spies and information-gatherers, using their unique abilities to pose as a member of an enemy camp if possible.


    I really hope UA is allowed or this was all a waste of time.
    UA should obviously not be allowed as 80% of that stuff is broken stuff that is for testing.

    AL should be followed. Keeps everything playable.

  12. - Top - End - #192
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    DruidGuy

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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by MaxWilson View Post
    I think you're talking about something different than we are.
    The use of Disguise Self for infiltrations during a war scenario? Or did I miss something along the way? The wording of the spell implies that the person interacting with it realises it's an illusion. Even if you argue by that point they're already too close, how so? They've approached presumably the encampment guards and failed an identity validation, they are now at the front door of the enemy, significantly out numbered and probably not in battle formation. If they have been checked inside the camp I have to ask what the point of having that security measure only inside the camp is. If the other side is aware that DS is available, then it'd only be reasonable to screen their personnel through closely guarded passwords, languages and physical inspections at camp checkpoints (probably under archer supervision).
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  13. - Top - End - #193

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Dork_Forge View Post
    The use of Disguise Self for infiltrations during a war scenario? Or did I miss something along the way? The wording of the spell implies that the person interacting with it realises it's an illusion. Even if you argue by that point they're already too close, how so? They've approached presumably the encampment guards and failed an identity validation, they are now at the front door of the enemy, significantly out numbered and probably not in battle formation. If they have been checked inside the camp I have to ask what the point of having that security measure only inside the camp is. If the other side is aware that DS is available, then it'd only be reasonable to screen their personnel through closely guarded passwords, languages and physical inspections at camp checkpoints (probably under archer supervision).
    I think you're talking about person A touching person B when person B is using an illusion, and we are talking about person A asking person B to bang B's own weapon on B's (illusionary) shield when person B is using an illusion. That's why we're talking about clipping and making fake clashing sounds.
    Last edited by MaxWilson; 2020-03-24 at 07:31 PM.

  14. - Top - End - #194
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    WolfInSheepsClothing

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    Default Re: Let's Build some PC Armies

    It comes down to who are the better archers.

    The fact that longbows can target 600 feet away means nothing else is really going to be very relevant on the field. Sure there are going to be some engagements with heavy cover that can be used to fortify a position, but those guys under heavy cover are basically locked down by the archers. Nighttime only does so much to fix this problem: while many spells simply cannot be fired without being able to see the other guy, ranged attacks have no such complication, they have to "guess" where their target is, and one-on-one that's a great prohibition, but for two forces of 1000 men much less so: the archers all simply "guess" a different spot on the battlefield. And this is supposing the fighter-army doesn't have drow night-scouts ready to light up the other guys with faerie fire if they spot them leaving cover.

    In actuality, night actually helps the archers because of the stupid way vision works with advantage and disadvantage. The advantage the archers get from attacking creatures that can't see them cancels out both their disadvantage from attacking something they cannot see and the disadvantage they get from attacking at long range. Plus any other sources of disadvantage they might have. The archers are better at hitting targets when they can't see them.

    War clerics have been mentioned here, and you could get more mileage out of them by making half the army Forge clerics who supply them their weapons, for +1 to attack and damage, plus bless on everybody. It's a pretty strong contender. The forge guys form a tight front-line and give the war cleric archers 1/2 cover while the war clerics fire their +1 longbows at the other guys, rolling an extra d4 on the attack roll. And hell, since only 1/3 of them need to cast bless to cover the entire army, let's go ahead and have all the war clerics casting Divine Favor on themselves. Without it, one hit from a longbow is unlikely to kill (due to max HP at level 1), but with it, it becomes a distinct possibility. And killing even a handful of the other guys in round one when you take zero hard losses yourself is a massive benefit.

    Cantrips: Clerics can do things like casting Light on the arrows for their first volley to light up the whole enemy army, again that whole "nighttime counters archers" thing is silly. Guidance means that the clerics will have more of their guys winning initiative. Even Thaumaturgy, for communication on a battlefield, is a significant boon.

    Fighters are interesting at first glance because the fighting styles allow for what is effectively a phalanx formation via the Protection fighting style, but this falls apart once you realize all Protection does is assign disadvantage... which we already have, because the bulk of combat will occur at 600 feet and possibly at night. The archery fighting style's +2 to ranged attacks is outclassed by the clerics' +1 weapons + bless. Fighters' extra 2 HP is taken care of and then some by those same +1 weapons and Divine Favor.

    The clerics will obviously beat out the fighters on healing: Second Wind is self-only and can't be used to wake up a fallen ally. It heals an average of 6.5 compared to a cleric's

    Clerics win on logistics too: they can cast Purify Food and Drink and Create or Destroy Water, which isn't quite as useful for this purpose as druids' Goodberry but it's better than the fighters can manage, which is entirely reliant on the ability to live off the land, which isn't going to be easy if you're pinned down behind cover and under siege. You can help mitigate this by using Warforged as the bulk of your forces, but that leaves the clerics free to pick wood elves or centaurs or catfolk or some other highly-mobile race.

    The idea of wizards being able to sneak around and infiltrate enemy forces with any kind of reliability is silly, not when you've got a force composed entirely of guys with +3 wis, insight proficiency and guidance on tap. The rogue army, with expertise in deception along with a race like changelings who can actually infiltrate worth a damn? Yes, absolutely they could pull it off, but not wizards.

  15. - Top - End - #195
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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Amechra View Post
    So does anyone else want to post an army list
    Well I've been trying to read through several pages in hopes of not missing any rules.
    That said- an army of 1000 Bards would be something to see indeed.
    https://youtu.be/87xYGDR_eME?t=43

    They might die, they might be grievously injured, but it'll be one hell of a show nonetheless.
    It's time for a preemptive retaliatory strike.

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  16. - Top - End - #196

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by SociopathFriend View Post
    Well I've been trying to read through several pages in hopes of not missing any rules.
    That said- an army of 1000 Bards would be something to see indeed.
    Posts #160-166 may interest you then. Some brief discussion on Bard options.

  17. - Top - End - #197

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by SociopathFriend View Post
    Well I've been trying to read through several pages in hopes of not missing any rules.
    That said- an army of 1000 Bards would be something to see indeed.
    https://youtu.be/87xYGDR_eME?t=43

    They might die, they might be grievously injured, but it'll be one hell of a show nonetheless.
    Bards are the second best option for a Jedi Academy style build imho. Druid or Warlock is also a solid pick.

    But to sort out which is best you start getting into questions of how exactly level progression works for armies.

    For example, can armies progress to second level?

    If yes, consider the ramifications of your choice.

    Having access to 400-2000 Divination dice each day is insane for hit and run tactics. Or having access to 1000 brown bears is nothing to sneeze at either. Or 1000 troops with Jack of All Trades. Wow! And we haven't even mentioned 2nd level Warlocks with always on Invocations.

    If leveling has an absolute cap at 1 then Wizards gets you the most bang for buck. If leveling goes all the way to 20 then Wizard is also arguably the best (with Bard and Druid possibly as good or better), but you will get a serious run for your money at certain levels versus similar builds. Sorceror is also very viable for those who are very experienced with D&D (high difficulty settings choice).



    Quote Originally Posted by Damon_Tor View Post
    It comes down to who are the better archers.

    The fact that longbows can target 600 feet away means nothing else is really going to be very relevant on the field. Sure there are going to be some engagements with heavy cover that can be used to fortify a position, but those guys under heavy cover are basically locked down by the archers.

    [....]

    The idea of wizards being able to sneak around and infiltrate enemy forces with any kind of reliability is silly, not when you've got a force composed entirely of guys with +3 wis, insight proficiency and guidance on tap. The rogue army, with expertise in deception along with a race like changelings who can actually infiltrate worth a damn? Yes, absolutely they could pull it off, but not wizards.
    A wizard army that implements full cover, free illusionary feints to deplete your ammunition, and saps your encampment will be a rude awakening for you, sir. Mwahahaha.
    Last edited by col_impact; 2020-03-25 at 02:26 PM.

  18. - Top - End - #198
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    WolfInSheepsClothing

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    Quote Originally Posted by col_impact View Post
    A wizard army that implements full cover, free illusionary feints to deplete your ammunition, and saps your encampment will be a rude awakening for you, sir. Mwahahaha.
    There's not much an army of wizards can do against a mass of clerics all cloaked in bless and readied resistance and sanctuary except run away. Which, granted, they can do pretty well due to expeditious retreat. But they would have to leave their cover before the clerics closed to 600 feet or they would get gunned down as they fled. Magic missiles wouldn't kill enough of them to justify the lives lost as the wizards retreat if they let them within 120 feet, and no other spells are seriously worth considering, seeing as it's very unlikely they would land against a blessed, sanctuaried dex-cleric with a buddy standing next to him readying resistance. Clerics are effectively anti-wizards, this frankly isn't really a fair matchup.

    full cover
    If this is the Tenser's Floating Disk tactic, the wizards are locked into a slow lock-step approach if they want to keep themselves under the disks as they move. If they're of a medium sized race (and your army is famously diverse, isn't it? An army moves as quickly as its slowest member) they're also prone or squeezing, so half speed in addition. In other words, by locking yourself to this sort of cover, a more mobile force will simply get into position around 500 feet from you (in range of their longbows, out of range of your missiles) step back or forward easily if you advance or retreat within your cover to easily maintain that 500 foot distance, while the rest of their force surrounds you to cut off the expeditious retreat disengagement tactic, then they can advance toward you with attacks readied, get into melee, and clear you out.

    free illusionary feints
    Minor illusion cannot create an illusion of a creature, and there's no way to animate it. So you couldn't create an illusion of a halfling darting out from under a tenser's disk acting like he's going to cast a spell, at best you could make it look like a rigid "statue" of a halfling appeared out of nowhere. This is not an effective feint.

    saps your encampment
    I still don't really get what you're going for here. I never suggested the use of any kind of structure, nor do the rules allow for one.

  19. - Top - End - #199
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    Default Re: Let's Build some PC Armies

    Clerics don’t get longbows though.

    Edit: Does anyone else see the benefit of death clerics? Free doubled Chill touch against adjacent targets plus the rider is actually good against armies that would otherwise be using second wind/healing word. Toss in some sanctuary or other buffs during approach and you have a nasty bite.
    Last edited by Kane0; 2020-03-25 at 05:40 PM.

  20. - Top - End - #200

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Damon_Tor View Post
    There's not much an army of wizards can do against a mass of clerics all cloaked in bless and readied resistance and sanctuary except run away. Which, granted, they can do pretty well due to expeditious retreat. But they would have to leave their cover before the clerics closed to 600 feet or they would get gunned down as they fled. Magic missiles wouldn't kill enough of them to justify the lives lost as the wizards retreat if they let them within 120 feet, and no other spells are seriously worth considering, seeing as it's very unlikely they would land against a blessed, sanctuaried dex-cleric with a buddy standing next to him readying resistance. Clerics are effectively anti-wizards, this frankly isn't really a fair matchup.
    You're overselling this. Even if clerics do have longbows--although the OP later clarified that the gold option for starting equipment is not supposed to be used--even then it's more of a standoff or siege than a curb stomp. Wizards can dig trenches and erect cover with cantrips, and if clerics get close, Sleep and Magic Missile put them down very effectively.

    Also the wizards can shoot back with longbows too, from behind partial cover.

    So the clerical advantage is more about the wizards' difficulty assaulting the clerics in an open field, and the clerics' ability to create water (not food) and maintain a siege. But there's a lot of ways the cleric strategy can go wrong, especially at night, against wizards.

    In a daytime battle in the open field, yes, clerics win handily. If the wizards fort up I'll call it a tossup: outcome depends on which general is better.

    Quote Originally Posted by Kane0 View Post
    Clerics don’t get longbows though.

    Edit: Does anyone else see the benefit of death clerics? Free doubled Chill touch against adjacent targets plus the rider is actually good against armies that would otherwise be using second wind/healing word. Toss in some sanctuary or other buffs during approach and you have a nasty bite.
    Good call. Worth considering.
    Last edited by MaxWilson; 2020-03-25 at 05:55 PM.

  21. - Top - End - #201
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    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Kane0 View Post
    Clerics don’t get longbows though.

    Edit: Does anyone else see the benefit of death clerics? Free doubled Chill touch against adjacent targets plus the rider is actually good against armies that would otherwise be using second wind/healing word. Toss in some sanctuary or other buffs during approach and you have a nasty bite.
    There are plenty of cleric specializations that get martial weapon proficiency, and the elven races can give it as well. Thing is, any reasonable leader builds an army based on who he is most likely to fight.
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  22. - Top - End - #202

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Sigreid View Post
    There are plenty of cleric specializations that get martial weapon proficiency, and the elven races can give it as well. Thing is, any reasonable leader builds an army based on who he is most likely to fight.
    He's talking about starting equipment lists, not proficiency. You don't need proficiency to shoot a longbow anyway.

  23. - Top - End - #203

    Default Re: Let's Build some PC Armies

    Quote Originally Posted by Damon_Tor View Post
    Minor illusion cannot create an illusion of a creature, and there's no way to animate it. So you couldn't create an illusion of a halfling darting out from under a tenser's disk acting like he's going to cast a spell, at best you could make it look like a rigid "statue" of a halfling appeared out of nowhere. This is not an effective feint.
    You can however use disguise self or disguise kit to make yourself look like a halfling statue. Mwahahaha.

  24. - Top - End - #204
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    Default Re: Let's Build some PC Armies

    Reflecting upon how much certain strategies depend upon equipment, I'm seeing the value of the Guild Artisan background: versatile access to artisan's tools of every stripe provides the army with a lot more potential to expand on its options. Plus, the idea of a tradesman's association commanding its own armed forces has some very interesting role-play considerations.
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    -Francois, Duc de La Rochefoucauld

  25. - Top - End - #205
    Halfling in the Playground
     
    DruidGuy

    Join Date
    Oct 2017

    Default Re: Let's Build some PC Armies

    an army of a 1000 halflings with their giant grotesque 5e heads.
    class doesnt matter as they win by dying horribly as their deformed bodies long for death.

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