Sunday, 22 November 2015

Dungeon Master: Defense Wizard

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.  

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