Should you create an elaborate backstory for a character or should the character’s adventures tell their own story?
It’s time to get back at it with a couple more character builds!
Character flaws are among the most crucial story tools for any character, whether it’s the Player or DM playing the character.
In Dungeon & Dragons, clerics suffer from a reputation as the dull class that folks dutifully play to support the party. Forget that. In fifth-edition D&D, clerics can enter a fight like a tornado, damaging every foe around them, dodging blows, and attacking, all in the same turn.
I have what seems like hundreds of characters ready-made, eager to throw them into the next campaign I get to play in. But, often when it comes time to actually play these characters, they just don’t seem to gel
While there may be flashier schools of wizardry in D&D, if you’re someone who loves the image of an elderly magus who’s so fond of his spell tome that he actually managed to create a spectral version of it to fight alongside him, then a certain Arcane Tradition from Tasha’s Cauldron of Everything is perfect for you.
Whether you have an exciting new build, or you’re looking for something to add a little spice to an existing build; multiclassing can truly open up a whole new world of possibilities.
What makes an interesting and memorable D&D character, not just one that focuses on physical attributes?
When we sit down to make our characters, we tend to think of them in terms of their skills, their role within the party, and their eventual goals.
Last time we looked at character creation and how that process informs the way we view a games priorities and characters. This time we’re going to look at a mechanic that changed the way I look at the process of character creation: the playbook.