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D&d 5e dmg standard scores feat
D&d 5e dmg standard scores feat











d&d 5e dmg standard scores feat

So even if you for some reason wanted really balanced stats, the V.Human is just as good, if not better, trading a +1 to your second worst stat for one skill. V.Human has +3 +2 +2 +2 +1 +0 and a Feat and a skill, if they chose to even out their stats. I think the thing to do is look at level 4, where both would have picked up another ASI or Feat. Regular human would be a defensible choice. I value Mobile in this scenario more highly than Str 14 Dex 14 Wis 14 Cha 11, but that's probably partly due to my house rule. Str 13 Dex 13 Con 14 Int 16 Wis 13 Cha 10 Life Cleric 1/Enchanter X with Mobile feat (for Booming Blade, and to cancel out movement penalties from armor) as the party tank. My gut feel is that if I rolled the array you're looking at, I'd leave the odd scores odd and just use them to support a mildly MAD concept that requires a 13 for multiclassing. So Dex 15, for example, is mechanically distinct from Dex 14 in that it makes you better at sneaking. It's not like it's 17 17 17 17 15 11 or anything.īTW, one of my relatively few house rules is designed for a situation very much like yours: in order for odd ability scores not to be pointless, at my table an odd ability score gives you an extra +1 to ability checks (but not saving throws or attack rolls). But that array isn't really good enough to support a MAD character. You're talking about essentially trading a feat for +1 to four ability scores, which means that in order for it to be "worth it" you'd need to be pretty MAD already.













D&d 5e dmg standard scores feat