Brandon,
Actually, that sounds like a great choice. The group is a Cleric short and your character would fill that slot nicely.
Thomas,
Your character hasn't spent enough on abilities. It appears you only spent 23 points and in this game you actually get two extra points, for a total of 29 rather than 27.
The reason I like 5e so much, personally, is that most party compositions work. Healing is useful, but seems less essential as before if you have a group of players who work together. Having said that I would never turn down a cleric or two and as far as a second wizard goes I say the more spells the merrier!
With the number of players Abnninja is looking to entertain, any number of different players and classes will work just swell together if we all work together and think before we rush in.
Male Mountain Dwarf Soldier Paladin 3
Lawful Good
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 10 (+0)
Size: Medium
Height: 4' 7"
Weight: 210 lb
Skin: Brown
Eyes: Hazel
Hair: Red Wavy; Average Beard
Maximum Hit Points: 33
Speed: 25 feet
Inspiration:
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (Handheld / thrown): + 5 = + 3 [strength] + 2 [proficiency]
Attack (Missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [proficiency]
Charisma save: + 2 = + 2 [proficiency]
Insight (Passive): 10 (15 with advantage)
Investigation (Passive): 10 (15 with advantage)
Perception (Passive): 10 (15 with advantage)
Carry: 255 lb maximum
For groups using the optional encumberance rules:
If carrying more than 85 lb, encumbered -- -10 on speed
If carrying more than 170 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Dwarf armor does not count for calculating encumberance.
Languages: Common Dwarvish
Unarmed strike [+5 to hit; 1+3 bludgeoning]
5 Javelins [+4 to hit; 1d6+2 piercing, 4 lb, thrown (Range 30/120)]
Battleaxe [+5 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]
Chain mail [heavy; + 6 AC; max Dexterity + 0; stealth disadvantage; 55 lb.]
Steel Shield [+2 AC; 6 lb.]
Feats:
Skill Name
KeyAbility Skill Modifier AbilityModifier
Trained? Misc.Modifier
Acrobatics Dexterity 2 = +2
Animal Handling Wisdom 0 = +0
Arcana Int 0 = +0
Athletics Strength 5 = +3+ 2
Deception Charisma 0 = +0
History Int 0 = +0
Insight Wisdom 0 = +0
Intimidation Charisma 0 = +0
Investigation Int 0 = +0
Medicine Wisdom 2 = +0 + 2
Nature Int 0 = +0
Perception Wisdom 0 = +0
Performance Charisma 0 = +0
Persuasion Charisma 2 = +0 + 2
Religion Int 2 = +0 + 2
Sleight of Hand Dexterity 2 = +2
Stealth Dexterity 2 = +2
Survival Wisdom 0 = +0
Paladin spells:
First-level castings: 3/day
This character's level and charisma allow him to prepare 1 Paladin spells daily.
These are in addition to this character's oath spells.
Mark this character's First Level Paladin spells here:
Bless
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Ensnaring Strike [oath spell]
Heroism
Protection from Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith
Speak with Animals [oath spell]
Thunderous Smite
Wrathful Smite
Paladin Channel Divinity: 1x:
Regain after any short or long rest
This character is proficient with at least 1 artisan tool set(S). Check any artisan tools with which this character is proficient:
Mason's tools
Dwarf
Dwarves receive +2 constitution (Already included).
Can move 25 feet even if in heavy armor
Darkvision (See 60 feet black-and-white in pitch-dark)
Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
Tool proficiency: This dwarf chose proficiency as a mason.
Stonecunning (Always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)
Mountain Dwarf (Subrace)
Mountain Dwarves receive +2 strength (Already included).
Armor Mastery: Proficiency with light and medium armor.
Soldier
Other military folks will defer to your rank.
You know how to ride a horse.
Paladin
Proficient in riding a mount.
This paladin selected the dueling fighting style at level 2; +2 on damage from a one-handed weapon if using no other weapon. You will need to remember to add this damage to what is listed above.
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
Divine sense -- use an action to detect holy / unholy things within 60 feet and not behind a complete barrier
Lay on hands -- pool of hit points equal to 5 x paladin level, to restore HP, cure disease or neutralize poison
Level 2: Divine smite. Expend a spell slot to do extra radiant / necrotic damage after hitting.
Level 2: Fighting style
Level 3: Immune to disease
Level 3: Oath spells and channel divinity
Ancients Paladin (Oath, mostly good paladins)
Level 3: Channel divinity -- natures wrath (Spectral vines restrain, save Strength/Dexterity till free), turn the faithless (Fey, fiends).
Class HP Level one max hit points. Level 2 and three took average +1 thus D10 is a 6.
Level 1: Paladin 10
Level 2: Paladin 6
Level 3: Paladin 6
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Successes
Failures
Equipment:
Weapons / Armor / Shield (From above)
Backpack
Bedroll
Blanket, winter x 1
Flint and steel
Gaming set (Cards) (Proficient)
Gaming set (Dice) (Proficient)
Hammer
Iron spikes (10) x 10
Mess kit
Oil flasks x 5
Rations (1 day) x 10
Rope (50', hempen) x 1
Tinderbox
Torches x 10
Waterskins x 1
Whetstone
Mason tools
Holy symbol (Silver)
_
216 lb
161 lb
Total
Total not including arm.
Edited: KNtoran on 29th Aug, 2017 - 11:20pm
Abn, I didn't check everyone, but both Kntoran's and Glarion's ability scores appear to be correct. Don't forget that you start with an 8 in everything, and purchasing a point higher than 13 costs double. (So a 14 in a stat costs a total of 7 points, and a 15 costs 9).
Yes you are correct! I don't know how that happened as I created a quick Excel spreadsheet to calculate the costs and it said 29 points? Oh well, never going to complain about increasing a stat by a point! Thanks for your vigilance in spotting my error *wink*.
EDIT: Just made another mistake in checking my original figures *laugh*! I had the 12's down as costing 3 each and not 4, hence why I too came out with 2 points short, but as Daishan pointed out I rechecked mine and I was indeed correct the first time round. Thanks for making check the figures anyway as one can never be too sure.
Edited: Glarion on 30th Aug, 2017 - 12:19am