A while ago I wrote a sample villain
(you can read the old article here). However, Dungeons & Dragons
5th edition allows for multiple different kinds of wizards
through arcane traditions. As an example, I will modify the stats and
character of Sator Ivertillion to be in line with the School of
Abjuration.
Stats
Level 5 Wizard
Ability | Score |
---|---|
Strength | 10 |
Dexterity | 10 |
Constitution | 9 |
Intelligence | 11 |
Wisdom | 10 |
Charisma | 18 |
Hit points: 17 (using averages)
Skills: Arcana, Insight,
Deception, Persuasion
Proficiency Bonus: +3
Armor Class: 10 without mage
armor, 13 with mage armor
The above ensure though he is a level
5, the spell save DC for his spells is 11. This gives even a level 2
player a chance to survive a spell, though it is still an incredibly
deadly situation to be in for the level 2 party. His low health also
makes it possible to kill for a low level party, especially when
surprise is gained as well.
To make the difference even more
pronounced, the School of Abjuration perks from the Player's
Handbook can be applied up to
level 5 (other schools can be used for different kinds of wizards). In fact, I'd argue that those kinds of differences make it
far more unique for the characters. It also acts as a way to show the
feasibility of certain class builds if for some reason your players
are avoiding them, though this should never be the main reason.
Instead, I find that the novelty of the character and combat
encounter should be the main reason (we don't want combat to be too
static).
Playing Them
In this case,
playing the character as a coward is the most straight forward way
and also the potentially most memorable if your players are used to
aggressive combat encounters. Similar to previously, this character
will avoid combat if they can by using their deception and persuasion
skills. However, in this case they should be more likely to lie in
order to avoid combat. At the same time, this character should be far
less willing to die for their goal.
When running
combat with this character, spells should be used when possible to
boost the character's allies and help prevent damage. They should
still have one offensive spell just in case but it should be quite
significantly weak. The first spell should be something defensive
that benefits the caster such as mage armor, and the first move
should be used moving into a place that will give them cover if it is
possible.
Of particular
importance to have this character's combat style mirror their
personality is the use of reactions. Since they are meant to be a
coward, a dispel magic or shield spell should be cast regardless of
how much damage may be done. It also gives the players a way to lock
down the character, though they will need a magic and martial
character to work together or two magic characters (to use up the
reaction).
At the same time,
this character should be very willing to flee if things are not going
their way. If they get too hurt during the combat, they should also
try to flee (the low hit points and AC means that the players still
have a fairly good chance of dropping them and the low other scores
mean that the players have a good chance of catching up in a chase).
The character can
still be played as brave. In this case their main role would be to
help their allies and to limit the effectiveness of other magic
users.
Conclusion
There we have
another wizard to drop into games as a villain. The other schools can
be employed in much the same way but the tactics of the wizard will
need to change to incorporate the school. As always, feel free to
bring up any questions.
No comments:
Post a Comment