• If your recruitment thread involves completely going off site with your partner(s) then it belongs in the Off-Site Ad Area.
  • This area of the site is governed by the official Recruitment rules. Whether you are looking for players or looking for a roleplay, we recommend you read them and familiarize your self with them. Read the Recruitment Rules Here.

Dragon Heist (remix) 5e - Full

Thank you both! And yes, being magic heavy part could be fun! Tbf the rogue is only one who is completely nonmagical, Shadow Monks have bunch of spells they can cast on the party to improve stealth and Paladins are half casters (plus Oath of Watchers has a bunch of utility spells). Though that isn't really going full magic. I mean can anything really compare to the glorious wizard and it's four hit points?

So let's do a bit of ranked choice voting! Put them in order of most liked to least liked and I use that to decide which to do!

The choices are:
  • Sliver Dragonborn Shadowmonk!
  • Tiefling Evocation Wizard!
  • Oath of Watchers Half Elf Paladin!
  • Human Inquisitor Rogue!
  • Yuan-Ti Divination Wizard!
Oh thats tough...


1. Tiefling Wizard and Bat!
2. Yuan-Ti Wizard!
3. Oath of Watchers Paladin!
4. Silver Dragonborn Shadowmink!
5. Human Inquisitor Rogue!




Lol I know that feeling. I have trouble deciding between my concepts in the wings. But most of my ideas are pretty out there.
 
is the monk using one of the new dragonborn races from the fizban book? the chromatic and gem dragonborns look cool. Chromatic with the 30-foot line that is 5 feet wide breath weapon and a damage immunity to their selected type for a minute at 5th. Gem with the psychic ability, limited one minute flight at 5th, and the better damage types (radiant, force, psychic, thunder, or necrotic).
There are new dragonborn? That sounds awesome! I'm going to have to hunt them down and try them out! As well as some of the other new ones.



Now if only they can add some frigging gnolls.
 
There are new dragonborn? That sounds awesome! I'm going to have to hunt them down and try them out! As well as some of the other new ones.



Now if only they can add some frigging gnolls.
poor gnolls but they wouldn't have fit in the fizban book with it's huge focus on dragon stuff. I copied and pasted the info on all the new dragonborn races for you.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.
Gem Ancestry
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Metallic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
 
Thank you both! And yes, being magic heavy part could be fun! Tbf the rogue is only one who is completely nonmagical, Shadow Monks have bunch of spells they can cast on the party to improve stealth and Paladins are half casters (plus Oath of Watchers has a bunch of utility spells). Though that isn't really going full magic. I mean can anything really compare to the glorious wizard and it's four hit points?

So let's do a bit of ranked choice voting! Put them in order of most liked to least liked and I use that to decide which to do!

The choices are:
  • Sliver Dragonborn Shadowmonk!
  • Tiefling Evocation Wizard!
  • Oath of Watchers Half Elf Paladin!
  • Human Inquisitor Rogue!
  • Yuan-Ti Divination Wizard!

I love all those choices (and I share your hesitance; I have, like, 15 characters in my dndBeyond account that I haven't run yet). But in order of most to least liked, I'd go with:
- Paladin (I'm /very/ biased toward paladins mostly because smite is insane, and I'd absolutely be open to figuring something out with Epono if you're interested in that!)
- Rogue
- Shadowmonk (I'd put this higher if the character had darkvision; otherwise it might be tricky to take full advantage of their abilities)

- Divination Wizard
- Evocation Wizard
 
poor gnolls but they wouldn't have fit in the fizban book with it's huge focus on dragon stuff. I copied and pasted the info on all the new dragonborn races for you.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.
Gem Ancestry
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: Medium
Speed: 30 ft.
Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Metallic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Man those gem dragonborn sound pretty sweet! Got to add that to my to do list!
 
Thank you both! And yes, being magic heavy part could be fun! Tbf the rogue is only one who is completely nonmagical, Shadow Monks have bunch of spells they can cast on the party to improve stealth and Paladins are half casters (plus Oath of Watchers has a bunch of utility spells). Though that isn't really going full magic. I mean can anything really compare to the glorious wizard and it's four hit points?

So let's do a bit of ranked choice voting! Put them in order of most liked to least liked and I use that to decide which to do!

The choices are:
  • Sliver Dragonborn Shadowmonk!
  • Tiefling Evocation Wizard!
  • Oath of Watchers Half Elf Paladin!
  • Human Inquisitor Rogue!
  • Yuan-Ti Divination Wizard!

True! I just mean that warlocks, sorcerers, and wizards are pretty similar classes that fulfill a niche. Since two players already chose those archetypes, I wanted to call it out. I don't want anyone to feel like their character is being crowded out.

As far as the choices, I would say...

1. Paladin or shadow monk (they both sound equally fun)
2. Rogue
3. The divination wizard
4. The evocation wizard
 
is the monk using one of the new dragonborn races from the fizban book? the chromatic and gem dragonborns look cool. Chromatic with the 30-foot line that is 5 feet wide breath weapon and a damage immunity to their selected type for a minute at 5th. Gem with the psychic ability, limited one minute flight at 5th, and the better damage types (radiant, force, psychic, thunder, or necrotic).
Yes! I choose sliver dragon because in my opinion they fit shadowmonk both aesthetically with the pale sliver skin and elementally with, ya know, coldness. Also I liked the Enervating Breath option. (Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.) It's kinda redundant with a Monk I admit, but the idea of snap freezing my enemies with an icy breath was too tempting for me.
Oh thats tough...


1. Tiefling Wizard and Bat!
2. Yuan-Ti Wizard!
3. Oath of Watchers Paladin!
4. Silver Dragonborn Shadowmink!
5. Human Inquisitor Rogue!




Lol I know that feeling. I have trouble deciding between my concepts in the wings. But most of my ideas are pretty out there.
Heh, you really like the bat don't you? Maybee I'll give that to character I play regardless... And yeah, I really like making new characters it's fun. Though the main reason I am asking is because I want to play a character the rest of the party likes. (You can blame Matt Colville for that)
I love all those choices (and I share your hesitance; I have, like, 15 characters in my dndBeyond account that I haven't run yet). But in order of most to least liked, I'd go with:
- Paladin (I'm /very/ biased toward paladins mostly because smite is insane, and I'd absolutely be open to figuring something out with Epono if you're interested in that!)
- Rogue
- Shadowmonk (I'd put this higher if the character had darkvision; otherwise it might be tricky to take full advantage of their abilities)

- Divination Wizard
- Evocation Wizard
Hit me up with a DM! Or we can talk about it here if ya want. Btw, it's a common misconception but dark vision doesn't work with magical darkness anyways - I realise that may not be what you mean by 'tricky to take full advantage of their abilities now'. Plus shadow monks can cast the spell darkvision, which gives you (you'll never guess what!) darkvision.
True! I just mean that warlocks, sorcerers, and wizards are pretty similar classes that fulfill a niche. Since two players already chose those archetypes, I wanted to call it out. I don't want anyone to feel like their character is being crowded out.

As far as the choices, I would say...

1. Paladin or shadow monk (they both sound equally fun)
2. Rogue
3. The divination wizard
4. The evocation wizard
True to you too! They are all full casters after all. Though I would like to point out that both wizards would get the investigation skill, which none of the other classes really excel at. (I plan on taking it with the paladin but they aren't going to have the highest intelligence.)

Sooo, it seems the Oath of Watchers Paladin has won! Being first for Zombie and Kaito, and third for Rex. With Shadow Monk coming up second with a very close second. (I took the liberty of increasing their position to 2nd in kaito's post, correct me if that was a mistake. I admit it's partly because I prefer them to the rogue), So unless Ilikepie Ilikepie is planning on joining (in which case: vote! It's your constitutional right!) and assuming me and kaito9049 kaito9049 can work out a shared backstory - that's what I'm going with!

So two quesions: D. Rex D. Rex , do you want the paladin to be blackmailing your character into helping (So noble!), and A Sparkling Zombie A Sparkling Zombie would that make sense? I know the plot hook is just 'Your character is looking for work.' What kind of work do they find?
 
Stars Above Stars Above It sounded like Rex might have his character keep it a secret that he is a warlock, though I'm not sure if that extended to the party. But yes! It makes sense to me if that's what you guys get to doing.
 
oh make a character lets see one idea is a human low charisma fighter with the investigator background that way you have someone with thieves tools skill in party without actually having a rogue. "This is clearly the work of dragons, and I Detective Diana Knight will prove it".

or something with healing like a cleric or bard
 
Yes! I choose sliver dragon because in my opinion they fit shadowmonk both aesthetically with the pale sliver skin and elementally with, ya know, coldness. Also I liked the Enervating Breath option. (Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.) It's kinda redundant with a Monk I admit, but the idea of snap freezing my enemies with an icy breath was too tempting for me.

Heh, you really like the bat don't you? Maybee I'll give that to character I play regardless... And yeah, I really like making new characters it's fun. Though the main reason I am asking is because I want to play a character the rest of the party likes. (You can blame Matt Colville for that)

Hit me up with a DM! Or we can talk about it here if ya want. Btw, it's a common misconception but dark vision doesn't work with magical darkness anyways - I realise that may not be what you mean by 'tricky to take full advantage of their abilities now'. Plus shadow monks can cast the spell darkvision, which gives you (you'll never guess what!) darkvision.

True to you too! They are all full casters after all. Though I would like to point out that both wizards would get the investigation skill, which none of the other classes really excel at. (I plan on taking it with the paladin but they aren't going to have the highest intelligence.)

Sooo, it seems the Oath of Watchers Paladin has won! Being first for Zombie and Kaito, and third for Rex. With Shadow Monk coming up second with a very close second. (I took the liberty of increasing their position to 2nd in kaito's post, correct me if that was a mistake. I admit it's partly because I prefer them to the rogue), So unless Ilikepie Ilikepie is planning on joining (in which case: vote! It's your constitutional right!) and assuming me and kaito9049 kaito9049 can work out a shared backstory - that's what I'm going with!

So two quesions: D. Rex D. Rex , do you want the paladin to be blackmailing your character into helping (So noble!), and A Sparkling Zombie A Sparkling Zombie would that make sense? I know the plot hook is just 'Your character is looking for work.' What kind of work do they find?



Alrighty! Paladin it shall be! And I think quite the opportune order at that when it comes to warlocks and their extraplanar sugar daddies. And genies don't always have the best reputation, and even the ones in servitude could be considered a danger in the wrong hands.


Given that Bastle wished for, and was magically granted his status as noble. That one would be a secret that could ruin him. That he has a genie, is a also a secret that would be bad to get out, say of someone steals it away.

Bastle isn't a bad guy, and he does want to protect his genie, so he would try to go along with it for their sake.

That said, even without the threat, Bastle wouldn't necessarily refuse to help if he was asked by a holy figure.



That said! Zombie is correct. Bastle is trying to pass himself as a Sorcerer, and trying to keep hidden his warlockyness.

However. You being you being the equivalent of a fantasy SCP Foundation Agent, you might very well notice things others don't. Things not adding up. Making it easier to suspect and deduce that he is a warlock and what his patron might be, which would almost certainly be extraplanar in origin. Good or bad though? Would it matter?

So we got a few options for several things! Spitballing here.

1. Paladin is suspicious of Bastle. While she has no evidence, she can't help but feel that something is a bit off about that noble. So the paladin keeps Bastle around to keep an eye on him, and Bastle tries to keep the Paladin from learning of the genie.

2. Somehow the Paladin learns that Bastle is a warlock, and of his patron. But somehow Bastle is able to convince her that the genie is good. This keeps paladin from banishing the genie. But paladin still isn't fully convinced so drags Bastle to make sure.

3. Blackmail! Ruthless and surefire! But mercy can't be afforded to such fiends and those who deal with them. You can at least make use of the warlock before you decide what to do with them. Its not like they are charming enough to befriend you or anything.
 
oh make a character lets see one idea is a human low charisma fighter with the investigator background that way you have someone with thieves tools skill in party without actually having a rogue. "This is clearly the work of dragons, and I Detective Diana Knight will prove it".

or something with healing like a cleric or bard
Haha! For whatever reason, the way you say that makes me picture a DnD Inspector Jacque Clouseau from Pink Panther.

The concept though would actually work pretty well here I think actually! Not to mention fighters can basically do almost anything, so they always a solid choice



At the same time, I dont think we are legally allowed to say no to any player who wants to play a healer.
 
Haha! For whatever reason, the way you say that makes me picture a DnD Inspector Jacque Clouseau from Pink Panther.

The concept though would actually work pretty well here I think actually! Not to mention fighters can basically do almost anything, so they always a solid choice



At the same time, I dont think we are legally allowed to say no to any player who wants to play a healer.

The concept had some level of thought in making sure it would fit into this type of game. I even have the stat idea of 10 str 16 dex 14 con 14 int 12 wis 8 cha with the 5 skills being insight, investigation, history, perception, and stealth.

I think it would be easy enough without healer when potions are bonus actions here and a paladin is being built which gets some healing.
 
Stars Above Stars Above Sorry, I was pretty exhausted last night, and my brain decided to filter out the followup question until 2 in the morning. 🙃 The job involves finding Volo's missing friend. The campaign kinda opens up after that. The main objective of participating in the grand game will be there and does require a bit of timeliness lest the competition wins, but there'll be wiggle room for custom ideas.

Ilikepie Ilikepie The fighter concept sounds lovely!
 
Stars Above Stars Above Sorry, I was pretty exhausted last night, and my brain decided to filter out the followup question until 2 in the morning. 🙃 The job involves finding Volo's missing friend. The campaign kinda opens up after that. The main objective of participating in the grand game will be there and does require a bit of timeliness lest the competition wins, but there'll be wiggle room for custom ideas.

Ilikepie Ilikepie The fighter concept sounds lovely!
The same Volo that wrote the guide to monsters?
 
Hey, I just want to know if there are any more slots open. If so, I'd love to join in!



Character Name : Mist
Changeling | Bard LV1 | True Neutral

  • HP: 9/9 | Hit Dice: 1d8 | AC: 13
    Size: Medium | Speed: 30ft | Vision: x
    Proficiency bonus: +2 | Passive Perception: x

    Ability Scores
    Strength : 8 Dexterity : 16 Constitution : 12 Intelligence : 10 Wisdom: 14 Charisma : 17
    -1 + 3 + 1 + 0 +2 + 3

    Saving Throws
    Strength: -1 Dexterity: +5 Constitution: +1 Intelligence: +0 Wisdom: +2 Charisma: +5

    Skills
    Acrobatics: + 5Animal Handling: + 2Arcana: +0
    Athletics: -1Deception: +5History: +0
    Insight: +4Intimidation: +3Investigation: +0
    Medicine: +2Nature: +0Perception: +4
    Performance: +5Persuasion: +5Religion: +0
    Sleight of Hand: +3Stealth: +5/td] Survival: +2
    Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Proficiencies: Light Armor Tool Proficiencies: Four musical instruments of your choice, Disguise Kit Languages: Common, Elvish, Dwarvish

Also, if there's any niche in the party that hasn't been filled yet, I'd be perfectly willing to make another character to fill it!
 
Last edited:
Bards can fit any role lol

With a Bard we can all the charisma casters on the team which makes things interesting
 
from what has been said so far it's Aberrant Mind Sorcerer, Genie Warlock, Paladin planned to go Watchers oath, and my planned fighter (I'm thinking echo knight at 3 because that subclass is cool).
 
Stars Above Stars Above It sounded like Rex might have his character keep it a secret that he is a warlock, though I'm not sure if that extended to the party. But yes! It makes sense to me if that's what you guys get to doing.
Stars Above Stars Above Sorry, I was pretty exhausted last night, and my brain decided to filter out the followup question until 2 in the morning. 🙃 The job involves finding Volo's missing friend. The campaign kinda opens up after that. The main objective of participating in the grand game will be there and does require a bit of timeliness lest the competition wins, but there'll be wiggle room for custom ideas.

Ilikepie Ilikepie The fighter concept sounds lovely!
It's okay! And yeah, I can see her helping out Volo trying to find his missing friend. Possibly knows Volo because of him being a 'go to guy' for like information and stuff (according to this wikipage, though it's uncited) or maybe Epono knows him? He was an info brooker for a syndicate. Or maybe both of them know Volo and that's why he asked them to find his friend?

But not too sure why she'd take an interest in politics and participate in the Grand Game though? Hmmm, I've been toying with idea that she grew up there, so maybe she has a personal interest in 'fixing' waterdeep? (Now that I think about it, the module probably already provides a decent hook that leads on from finding Volo's friend - but hey having multiple reasons to do the adventure isn't bad.)
Alrighty! Paladin it shall be! And I think quite the opportune order at that when it comes to warlocks and their extraplanar sugar daddies. And genies don't always have the best reputation, and even the ones in servitude could be considered a danger in the wrong hands.


Given that Bastle wished for, and was magically granted his status as noble. That one would be a secret that could ruin him. That he has a genie, is a also a secret that would be bad to get out, say of someone steals it away.

Bastle isn't a bad guy, and he does want to protect his genie, so he would try to go along with it for their sake.

That said, even without the threat, Bastle wouldn't necessarily refuse to help if he was asked by a holy figure.



That said! Zombie is correct. Bastle is trying to pass himself as a Sorcerer, and trying to keep hidden his warlockyness.

However. You being you being the equivalent of a fantasy SCP Foundation Agent, you might very well notice things others don't. Things not adding up. Making it easier to suspect and deduce that he is a warlock and what his patron might be, which would almost certainly be extraplanar in origin. Good or bad though? Would it matter?

So we got a few options for several things! Spitballing here.

1. Paladin is suspicious of Bastle. While she has no evidence, she can't help but feel that something is a bit off about that noble. So the paladin keeps Bastle around to keep an eye on him, and Bastle tries to keep the Paladin from learning of the genie.

2. Somehow the Paladin learns that Bastle is a warlock, and of his patron. But somehow Bastle is able to convince her that the genie is good. This keeps paladin from banishing the genie. But paladin still isn't fully convinced so drags Bastle to make sure.

3. Blackmail! Ruthless and surefire! But mercy can't be afforded to such fiends and those who deal with them. You can at least make use of the warlock before you decide what to do with them. Its not like they are charming enough to befriend you or anything.
Heh, magical scp foundation agent. Thank you, I like that description.

So 1) could definitely be fun with the whole cat and mouse dynamic. But it'd might be hard to pull off well.
3) Is very ruthless, I like it. To use and dispose is perhaps a bit too ruthless for what I had in mind for the paladin, but honestly I am tempted to go with it anyway.

So what I had in mind when I suggested this was closest to 2. (Btw I think her problem would mostly be with Bastle using the genie and wishing his way into being a noble, then with the genie itself which she'd probably just banish (with a scroll because she is level one)) So basically it's same thing with a slight change in motive for Rymm (her last name. I've just decided that she usually goes by it, because I haven't thought of of a first name and a last name has been conveniently given to me. I mean going by a last name suits her I recon). So Bastle is charming enough so she doesn't immediately turn him in (maybe his concern for his genie convinced her?) and then she thinks of two more reasons why maybe shouldn't. Part of her doesn't think Bastle becoming a noble of waterdeep via wish is really any worse then ways waterdeeps nobles usually gain their rank (namely, wealth and political backstabbing) - if he proves to be good with power would it really be that bad? The Wish has already been cast after all, as long as he doesn't do it again things should be fine.
And the second reason, is that she needs help. I decided the reason she couldn't get help from her paladin order was because she is not exactly on good turns with most of them. Likely, thanks to her flexibility on some matters and because her methods are starting to border on amoral (she'd willingly threaten to torture someone, though she wouldn't actually follow through with it). Or maybe instead of being on bad terms with her Order, she just recons she needs to get people with more diverse talents to help her with her task.
Now why does she need help? I don't know. I was hoping the the plot hook would work, but helping Volo isn't really something she'd think she'd need backup for (though she'd probably get Bastle to tag along to test his character and see how the work together.) Maybe she received vague dreams from Helm that stuff is going to go down at Waterdeep. What exactly, she doesn't know.

Maybe we should just go with your version of 2. By that I mean, cut the whole Rymm wanting help for some reason and have it just be Bastle who convinces her to give him chance. It's lot less complicated. Oh but like add in 'Okay, let's see if you are worthy of that title' to Rymm's reasoning. I think ze DM's opinion is important here A Sparkling Zombie A Sparkling Zombie , do you want to indulge my slightly convoluted bs or nah? Do you think it fits with what you have planned or not? Do you want to have Rymm have vague prophetic dreams from her god?
oh make a character lets see one idea is a human low charisma fighter with the investigator background that way you have someone with thieves tools skill in party without actually having a rogue. "This is clearly the work of dragons, and I Detective Diana Knight will prove it".

or something with healing like a cleric or bard
The concept had some level of thought in making sure it would fit into this type of game. I even have the stat idea of 10 str 16 dex 14 con 14 int 12 wis 8 cha with the 5 skills being insight, investigation, history, perception, and stealth.

I think it would be easy enough without healer when potions are bonus actions here and a paladin is being built which gets some healing.
Heh, I like the whole being a rogue without being a rogue shtick. If you go through with them I probably going to go strength paladin instead of a dex one, I was sorta torn but made my mind up now. And yeah I'd be able handle the healing! Hopefully...
 
I went ahead and made her.

Diana Knight
V-Human Fighter Level 1 Chaotic Good


  • HP: 12 Hit Dice: 1d10 AC: 16
    Size: Medium Speed: 30ft
    Proficiency Bonus: +2 Passive Perception: 13

    Ability scores:
    Strength: 10 +0
    Dexterity: 16 +3
    Constitution: 14 +2
    Intelligence: 14 +2
    Wisdom: 12 +1
    Charisma: 8 -1

    Saving throws:
    Strength: +2
    Dexterity: +3
    Constitution: +4
    Intelligence: +2
    Wisdom: +1
    Charisma: -1
 
myrkwise myrkwise Yep! There was one more spot. A bard would be cool. Are you still wanting to run with them?

It's okay! And yeah, I can see her helping out Volo trying to find his missing friend. Possibly knows Volo because of him being a 'go to guy' for like information and stuff (according to this wikipage, though it's uncited) or maybe Epono knows him? He was an info brooker for a syndicate. Or maybe both of them know Volo and that's why he asked them to find his friend?

But not too sure why she'd take an interest in politics and participate in the Grand Game though? Hmmm, I've been toying with idea that she grew up there, so maybe she has a personal interest in 'fixing' waterdeep? (Now that I think about it, the module probably already provides a decent hook that leads on from finding Volo's friend - but hey having multiple reasons to do the adventure isn't bad.)

It's certainly possible that any of the PCs could have known Volo and were told to meet him in the Yawning Portal to get a job from him. The other option is to know a regular at the tavern who basically helps set up the connection. I'd provide some faces to choose from in that case.

As for the Grand Game, it isn't quite as political as the blurb might imply, haha, or at least this one isn't. Since this is custom lore...

Periodically throughout Waterdeep’s history the byzantine factions of the city — or some significant subset thereof — will become collectively fixated upon some objective. Thus will begin a Grand Game.

Sometimes the goal of a Grand Game will be arcane. Often it is clandestine, although quite public struggles are not unknown. (On no less than three occasions the Grand Game has revolved around the appointment of the Open Lord.) Whatever the case, the intense rivalries of the Grand Game give birth to all forms of subterfuge, covert activities, deception, and intrigue.

In this case, the Grand Game's goal is to find a large sum of gold. Possible motivations for participating will come up if in part to help those who might not have a reason to participate outright. One of them would be applicable to someone who wants to do right by Waterdeep.

But knowing that probably doesn't help your character immediately, haha. It's unlikely any of the characters would be aware that a Grand Game is happening until later.

So what I had in mind when I suggested this was closest to 2. (Btw I think her problem would mostly be with Bastle using the genie and wishing his way into being a noble, then with the genie itself which she'd probably just banish (with a scroll because she is level one)) So basically it's same thing with a slight change in motive for Rymm (her last name. I've just decided that she usually goes by it, because I haven't thought of of a first name and a last name has been conveniently given to me. I mean going by a last name suits her I recon). So Bastle is charming enough so she doesn't immediately turn him in (maybe his concern for his genie convinced her?) and then she thinks of two more reasons why maybe shouldn't. Part of her doesn't think Bastle becoming a noble of waterdeep via wish is really any worse then ways waterdeeps nobles usually gain their rank (namely, wealth and political backstabbing) - if he proves to be good with power would it really be that bad? The Wish has already been cast after all, as long as he doesn't do it again things should be fine.
And the second reason, is that she needs help. I decided the reason she couldn't get help from her paladin order was because she is not exactly on good turns with most of them. Likely, thanks to her flexibility on some matters and because her methods are starting to border on amoral (she'd willingly threaten to torture someone, though she wouldn't actually follow through with it). Or maybe instead of being on bad terms with her Order, she just recons she needs to get people with more diverse talents to help her with her task.
Now why does she need help? I don't know. I was hoping the the plot hook would work, but helping Volo isn't really something she'd think she'd need backup for (though she'd probably get Bastle to tag along to test his character and see how the work together.) Maybe she received vague dreams from Helm that stuff is going to go down at Waterdeep. What exactly, she doesn't know.

Maybe we should just go with your version of 2. By that I mean, cut the whole Rymm wanting help for some reason and have it just be Bastle who convinces her to give him chance. It's lot less complicated. Oh but like add in 'Okay, let's see if you are worthy of that title' to Rymm's reasoning. I think ze DM's opinion is important here A Sparkling Zombie A Sparkling Zombie , do you want to indulge my slightly convoluted bs or nah? Do you think it fits with what you have planned or not? Do you want to have Rymm have vague prophetic dreams from her god?
🤔 Helm could have given a vision about the gang warfare that has recently been plaguing Waterdeep. I'm not 100% certain if it would be a strong enough hook before the Grand Game really comes into play, but I could slide into your PMs and we can talk about it if you want, see if it'll work. Rymm being at odds with her paladin order also sounds pretty fun, even if it alone might not help your plotting with Rex. I don't have alternative ideas offhand for why Rymm would be seeking help, but I can mull it over some.

Ilikepie Ilikepie Lovely! I'll PM you tonight or tomorrow about your backstory so we can work out details.
 

Users who are viewing this thread

Back
Top