Current Events > Rate my DnD 5e character concept and give me more ideas!

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The_Hat
10/25/21 3:20:23 PM
#1:


The campaign starts next week and I would love some advice on any changes I should make or things to look forward to in the future.

Campaign: Curse of Strahd (which I know nothing about)
System: 5e
Race: Human
Background: Noble
Class: Fighter, Eldritch Knight
Level: 1
Stats: Str: 7, Dex: 14, Con: 12, Int: 14, Wis: 8, Char: 14

The overall character concept is a snobby navy general who is mediocre at fighting/swordplay but is a strategic officer and good with a handgun.
Short backstory is that his group gets into a small battle about a year or two before the campaign and begins and his left hand get's chopped off. He learn magic as a way to get his hand back.
That's right his main cantrip is mage hand! The entire character is basically built around Mage Hand and will primarily be using pistols (with crossbow stats) as his primary weapon, with a rapier as an offhand weapon.

He keeps the spell activated whenever he's awake, acting as a replacement for his left hand. He keeps it gloved and where the stump is to not arouse suspicious gazes, but will occasionally have it float out to reach something further, much to the dismay of others around him.

Spells:
Mage Hand
Fire Bolt
Find Familiar
I'm open to changing both Fire Bolt and Find Familiar, but I do like them both.

I also am getting a custom level 1 spell:
Advanced Mage Hand
Level 1 spell
Concentration
May cast another concentration spell along with this spell
Lasts 24 hours
Increases carrying weight by 10lbs
May attack while up to 25 feet from caster
May attack as a reaction
May move the hand as either a bonus action or movement action
May cast spells through the hand
As an action may feel through the hand

I'm also thinking about a 3rd level spell variant that allows me to summon more hands, I'd love more ideas for.

Let me know what you think CE!

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https://www.twitch.tv/mattthehat
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DuneMan
10/25/21 3:25:41 PM
#2:


Most Eldritch Knights will want to take Booming Blade, assuming the DM allows other sourcebooks beyond the PHB.

It's a Cantrip that lets you make a melee weapon attack, then deals bonus Thunder damage should the enemy move before the start of your next turn. As you go up in level tiers you'll begin dealing immediate bonus damage on top of an increasing amount of bonus damage should the enemy move. Eldritch Knights also get to mix a Cantrip with their attacks as they level up, so the basic synergy works very well.

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"I'd rather betray the world than let the world betray me." -Cao Cao
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The_Hat
10/25/21 3:45:18 PM
#3:


DuneMan posted...
Booming Blade

That sounds pretty awesome, but I really want to go more shooty shooty with a pistol if possible.
The goal is to kinda be able to use Mage Hand as a turret and have it shoot/cast spells.

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https://www.twitch.tv/mattthehat
I stream Beat Saber Monday-Friday at midnight EST! You can request songs for me to dance to, even the Kirby Dance!
... Copied to Clipboard!
The_Hat
10/25/21 4:50:22 PM
#4:


Bump with just approved level 3 Mage Hand variant

Perfected Mage Hand
Level 3 spell
Concentration
May cast another concentration spell along with this spell
Lasts 24 hours or until caster loses consciousness or casts this spell again to dispel it

Role 2d6 and summon that many Mage Hands for the duration
Increases the carrying weight of each hand to 30lbs
May attack while detached up to 40 feet from the caster
May attack as a reaction
May do unarmed attack through Mage Hand
May do Grapple/Grab actions through Mage hand
May reposition all hands separately from each other at the same time as a bonus action or movement action
May cast spells through the hand
As an action may feel through one of the hands
As an action may turn one or multiple hands invisible, attacking with an invisible hand turns it visible again

---
https://www.twitch.tv/mattthehat
I stream Beat Saber Monday-Friday at midnight EST! You can request songs for me to dance to, even the Kirby Dance!
... Copied to Clipboard!
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