![]() ![]() Unless the player's campaign is using the alternate race rules introduced in Tasha's Cauldron of Everything, the Mountain Dwarf attribute increases do not include Intelligence, hindering the Wizard's spellcasting abilities even further. Having an armor class of 18 would make a Wizard formidable in D&D's combat, and combining this with the defensive Abjuration subclass could make the Wizard very difficult to take down.Īn important drawback to this build is that, in order to gain the Heavily Armored feat, the Wizard has to sacrifice an Ability Score Increase that could go towards Intelligence. ![]() Chain Mail, Splint, and Plate Armor all surpass this number, with Plate being the strongest, at a whopping 18. Assuming their Dexterity is a decent, they likely spend most of their time with an Armor Class of around 15. A Wizard's standard protection spell, Mage Armor, grants them an Armor Class of 13 + their Dexterity Modifier. Even despite the bruised legs.Īnd if your DM tries to give you grief over the bits of rope getting in the way please note that most of it was usually coiled inside the holster next to the barrel of the gun just because of this issue.Building a Wizard that uses Heavy Armor in Dungeons & Dragons opens up the possibility of some very strong builds. This also had the added benefit of the person ending a shootout with a skirt made from guns, which is a totally badass visual. ![]() There was also a practice of having a length of thin rope tied to a ring on the butt of each pistol and the other to their belt, so the dropped pistols weren't lost or accidentally stepped on in the middle of a fight. He even reportedly wore as many as 17 pistols on one occasion! Which is very hard when you don't have enchanted pockets. Blackbeard himself wore on average 10 flintlocks and a blunderbuss in addition to his swords. Old flintlock pistols like the ones shown in your picture are all one-shot weapons, so people would strap a bunch of them to themselves and just draw & drop one whenever needed. That's, actually a very historically accurate tactic for a pirate. Just be sure to pick up your precious pistols once the battle is over. Since dropping a weapon isn't supposed to cost any action whatsoever, you can keep drawing Palm Pistols with your free action each turn, you won't ever have to worry about running out of loaded pistols even if you melee attack and fire each turn. Dash into an enemy, strike at them, get a free disengage with Fancy Footwork, then, backstep and shoot them to finish them off, or even if you miss your swing and sneak attack, backstep a 10 feet, turn toward another enemy your ally is engaged with and boom! Another chance at a sneak attack.Ĭonsidering the super low cost of palm pistols (and its ammunition) you can craft a bunch of them (or buy em, if you dont have a gunslinger in your party) and have them stowed in your bag or strapped across you. I play in a campaign where I am a Gunslinger Fighter (Pirate Captain,) and my friend plays as a Swashbuckler Rogue (First Mate.) I make her pistols, she stabs and shoots people. *If you use your action to attack with a one handed firearm and have no weapon or shield in your other hand, you may make one additional attack with that firearm provided it has ammunition loaded to do so. Given that you have to reload palm pistols (the only light firearm), you essentially get one shot then have to stow your main hand weapon and reload for a turn if you want to fire again, or carry lots of disposable palm pistols. I'm trying to think of a practical purpose for the third bullet point and I'm struggling. Monstrous Compendium Vol 3: Minecraft Creatures ![]()
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