pokemon daggerheart prep
Comments
-
It's a subclass of a Bard. In a nutshell, you play music to bolster your Allies or apply debuffs to your enemies. The trait you'd want to have +2 on is Presence to maximize the spellcast rolls.
As for my character, I think I'll roll with following Arcana cards: Rune Ward(Defensive spell) and Wall Walk(mobility spell). Was tempted to use Uncanny Disguise from Midnight though. Ditto Pick and Pull or the ability of Thieves lol. Also, Katara wears a family heirloom(necklace) that she utilizes the Rune Ward spell on.
1 -
Rogue subclasses are Nightwalker and Syndicate. Nightwalker manipulates the shadows to maneuver through the environment. In other words, you can go into and out of the shadows or cloak and dagger approach. Syndicate is about having a network of contacts. In a nutshell, you have contacts everywhere you go to gather information. They also can help you with Gold, unique tools or items that can help you in a certain situation. They can also snipe enemies from the shadows(albeit once per long rest).
Regardless of what route you take, you'll want +2 in Finesse.
1 -
Also… here are Rogue domain abilities/spells:
All domain cards | Daggerheart.org ← Grace
All domain cards | Daggerheart.org ← Midnight
Your class starts with 2 cards(one from each or two from one). Pick whatever you want.
1 -
Hmm… well one species that comes to mind is Chatot. Whismur → Loudred → Exploud is the only other line that makes sense for a Bard(imo).
1 -
What domain cards do you want? If you're going pure Grace, your level 1 options are Deft Deceiver, Enrapture or Inspirational Words. Your Midnight options are Pick and Pull, Rain of Blades and Uncanny Disguise. You'll pick 2 cards from those six options. Here's a description of them.
Deft Deceiver(Grace ability): Spend a Hope to gain an advantage on a roll to deceive or trick someone into believing a lie you told them.
Enrapture(Grace spell): Make a spell roll against a target within close range. On success they become temporarily enraptured. While enraptured, the target becomes fixated on you. ← not sure what they mean on the Stress here but maybe DM can explain the whole Hope, Stress and other "mark" features here.
Inspirational Words(Grace ability): Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence(no idea what they mean by tokens here but I digress). When you speak with an ally, you can give them a benefit from the following: Ally clears a Stress, Ally clears a Hit Point, or Ally gains a Hope. Taking a long rest clears unspent tokens.
Pick and Pull(Midnight ability): You have advantage to pick non-magical locks, disarm non-magical traps or steal items from a target(through stealth or force).
Rain of Blades(Midnight spell): Spend a Hope to make a spellcast roll and conjure throwing blades that strike all targets within Very Close range. Successful hits result in 1D8 + 2 Magic Damage using your Proficiency(aka Finesse here) with vulnerable targets taking additional 1D8 damage.
Uncanny Disguise(Midnight spell): When you have time to prepare(few minutes), mark a Stress to don a disguise of any humanoid you can picture in your mind. While disguised, you have advantage on all Presence rolls to avoid scrutiny. Spend a number of tokens equal to your spellcast trait(aka Finesse). When you take an action while disguised, remove a token. When last token is removed, disguise drops.
0 -
Ok that's one, pick one more from the remaining five.
1