Raven_King
Villager
TL;DR: Newbie asking for comments on my first 5e character build, a level 5 Halfling Mark of Healing Rogue
Context: I'm about to playing my first D&D campaign in about 30 years. I've not built a 5e character before, though I DM'd a very simple one-shot for my family using WOTC pre-builds.
The DM for my new campaign is preparing a very cool-sounding homebrew adventure set in Eberron. I've got the ERFTLW book and have read most of the character creation stuff, and have most of the other source books, so I have a LOT of options open to me, and frankly the choices are a little overwhelming.
However, I think I've taken a decent stab at a character that (it seems to me) will fill a couple of unfilled roles in the party - investigator/spy/sneaky rogue with a side of healing, and will also be well grounded in the Eberron campaign setting. I built it on DNDBeyond: Maturin Brewmore. Starting level 5, point buy abilities, fixed HP, all 5e rule books seem to be usable.
The character I want to play is not a raaargh-stab-stab-stab type front row. I get that D&D has combat as a pretty central theme and I'm sure we'll end up in plenty of fights, but where possible I'm going for a character who would rather talk his way out of trouble, sneak the McGuffin out of the bad guy's chest rather than batter him to death for it, and is good at investigating and getting in and out unseen. So, to some extent, min-maxing, optimizing and picking the absolute 'best' combination of skills isn't as important to me as trying to create a character that fits the idea I have.
That said, there are clearly plenty of ways to make plain dumb choices, and I probably don't know them when I see them. Is there anything about that build that you would change, and why? Is a link to that site the best way to explain what the character build is? In summary:
Thanks in advance!
Context: I'm about to playing my first D&D campaign in about 30 years. I've not built a 5e character before, though I DM'd a very simple one-shot for my family using WOTC pre-builds.
The DM for my new campaign is preparing a very cool-sounding homebrew adventure set in Eberron. I've got the ERFTLW book and have read most of the character creation stuff, and have most of the other source books, so I have a LOT of options open to me, and frankly the choices are a little overwhelming.
However, I think I've taken a decent stab at a character that (it seems to me) will fill a couple of unfilled roles in the party - investigator/spy/sneaky rogue with a side of healing, and will also be well grounded in the Eberron campaign setting. I built it on DNDBeyond: Maturin Brewmore. Starting level 5, point buy abilities, fixed HP, all 5e rule books seem to be usable.
The character I want to play is not a raaargh-stab-stab-stab type front row. I get that D&D has combat as a pretty central theme and I'm sure we'll end up in plenty of fights, but where possible I'm going for a character who would rather talk his way out of trouble, sneak the McGuffin out of the bad guy's chest rather than batter him to death for it, and is good at investigating and getting in and out unseen. So, to some extent, min-maxing, optimizing and picking the absolute 'best' combination of skills isn't as important to me as trying to create a character that fits the idea I have.
That said, there are clearly plenty of ways to make plain dumb choices, and I probably don't know them when I see them. Is there anything about that build that you would change, and why? Is a link to that site the best way to explain what the character build is? In summary:
- Halfling to get +2 Dex and Eberron's Mark of Healing subrace, with healing spells and Healing Touch feature which I think grants one 'free' heal 1/long rest, but using Wiz as spellcasting ability
- Rogue to fit with the spy backstory - I thought long and hard about multiclassing and decided against. I think the DM hasn't done multiclass characters in the past, which is another reason. Nor have I, of course.
- Arcane Trickster to get the Spellcasting feature, needed to get the extra spells in the Mark of Healing dragonmark, and used to learn more healing spells
- Lvl 4 Ability Improvements: +2 Dex
- Proficiencies: Sleight of Hand, Stealth, Investigation, Perception (i.e. sneaky spy stuff)
- Expertise in Thieve's Tools (for traps, locks etc.) and Investigation
- Spells:
- Cantrips: Mage Hand, Mending, Prestidigitation
- 1st Level: Cure Wounds x 2 (I seem to have this from both Mark of Healing and I chose it - probably one error there), Disguise Self, Healing Word (from Mark of Healing), and Magic Missile 'cause it's a decent ranged damage spell, though not really 'in character'
- 2nd Level: Lesser Restoration
Thanks in advance!