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The first Conversion Kit uses the first few levels of the Battle Master fighter archetype to turn any character into a grizzled veteran!
With a small set of maneuvers, give your character a unique martial style and a toolkit to get them out of tight situations!
Check it out here!
Conversion Kits
Today, I’m announcing a new series of short articles that aims to help players realize abnormal character concepts and add some mechanical depth to otherwise straight-forward builds.
The motto here is “Minimum investment, maximum impact”, so you may find something useful even for an existing character!
Check it out here!
October Brew Fest: Week 0
We’re still in the blog warmup phase for now, so I’m bringing back Conversion Kits.
This is an article series I’ll be bringing back (and continuing) this month, where the goal is to transform your character with just a few choices. The motto is Minimum Investment, Maximum Impact.
Now that I have more eyes on them, if these articles do well, I may post more in the future.
Conversion Kit: The Assassin
Continuing my Conversion Kit series of articles, we discuss the Assassin subclass! Turn any character into a master of ambushes and terribly efficient killer with just three levels of Rogue.
Below the readmore, you can find Additional Support for this kit, as well as Pitfalls and Character Suggestions.
Kit Overview
Investment Type: Multiclass Dip
Minimum Investment: Take 3 Levels of Rogue, selecting the Assassin archetype at level 3.
Overall Impact: Your character now has the mechanical backing to follow through on clever schemes with lethal force.
Investment
Much like our last conversion kit, once you select the Assassin subclass, you can immediately set off to do what assassins do best. Once again, you’ll need to satisfy the multiclassing requirement- just a score of 13 in Dexterity, plus a score of 13 in whatever attribute your other class of choice requires.
You don’t necessarily need a Dexterity higher than this, but remember that your bonus to Stealth rolls keys off of it. You can mitigate the problems of a low Dexterity score by taking proficiency in Stealth and using the Rogue’s Expertise feature to double your proficiency bonus.
Truth be told, you can abandon Stealth entirely if it doesn’t fit your concept. However, you’ll want to keep in mind that the assassin’s primary feature requires Surprise. While by the Rules as Written, Stealth is the only way to gain surprise, many GMs will allow betrayals or sudden strikes to grant surprise.
Perhaps you can take advantage of Deception or Persuasion to lure your target into a false sense of security, or use a spell like Dimension Door or Invisibility to suddenly appear behind (or even before) a foe and strike them down.
All that said, regardless of the method you’d like to use, you’re very likely to want stealth proficiency. It’s the least reliant on GM interpretation and applies to the greatest variety of situations.
Narrative Impact
Though the most apparent Narrative for a character using this kit is that of a professional murderer, it is by no means the only route you can take. Your character is now mechanically incredibly reliant on first strikes. Hunters-turned-warriors (such as most rangers) gravitate to this approach to combat by default, but characters lacking the stomach for battle might turn to this path to end fights quickly. Elite warriors might prefer ambush tactics, and even certain paladins may find a swift death to be all that their foes deserve. In truth, you could utterly ignore this kit’s narrative impact and carry on as if you had never taken a single level in another class. However, I’m inclined to see that as something of a wasted opportunity to set your character apart- where did your character learn to fight dirty? Do they see it as a necessary evil and regret their actions, or do they believe they’re justified as there’s no justice on the battlefield?
Mechanical Impact
From a mechanical perspective, the Assassin offers lethal first-strikes. Whatever your method of attack- a greatsword, a spell, thrown dagger- your Assassinate feature guarantees you a Critical Hit, as long as the attack hits a surprised target.
I cannot emphasize enough how unbelievably good a Guaranteed Critical Hit is in Fifth Edition D&D, and believe me, if I had a way to highlight that bolded, italicized, underlined phrase I would use it. I thought about including a gif of someone slapping a desk. I need you to see those words and realize what they mean.
A critical hit multiplies all of your damage dice. If you can find bonus dice, you’re going to hit incredibly hard. If you have multiple attacks, they will all be critical hits. A critical hit on a Paladin’s Smite or Rogue’s sneak attack is a lucky break. A full round’s worth of critical hits on a Fighter’s attack routine or a Wizard’s Scorching Ray is a dream. Get the drop on an enemy, and that dream is your reality.
The simple truth is, the Assassinate feature alone is enough to enable ambushes as a tactic.
Keep reading
Brewfest Week 2: Warriors Dirty Fighter Conversion Kit
Our first post for week 2 is advice for staying alive- no matter what it takes. Using the Tavern brawler feat and improvised weapons, a variety of unconventional tactics become available.
This one actually went up early on the foundry a little early, and you can read this article with the original formatting there.
Kit Overview
Investment Type: 'Half' Feat (In place of an Ability Score Increase [ASI])
Minimum Investment: One of your precious ASI slots- this stings less if you're a Fighter or Rogue.
Overall Impact: You are able to utilize unconventional forms of attack without penalty, making combat more expressive, and opening up new strategies.
Investment
This is one of the easiest conversion kits to access, in theory. By simply taking the Tavern Brawler feat, you have access not to a single new fighting style, but to a variety of new techniques ranging from unconventional weapons and unarmed strikes to truly off-the-cuff improvisation that may fit with any number of fighting styles.
Evaluating the investment here is a little bit odd though, because while any conversion kit does you no good unless you use it, you're likely to think you'll use this more than you actually will. You'll imagine yourself throwing stones, plucking a lit torch from a sconce and swinging it like a flaming club, or any manner of truly off the cuff attacks- but realistically, you need a plan.
And I hear you- "how can I plan to use an improvised weapon"?
But here's the thing, improvised does not strictly mean you've made the decision to use an object as a weapon in the moment. The weapon can be improvised in the sense that it is not meant to be used as a weapon- or, if you ask certain designers, a weapon being used in a way it is not meant to be used is considered improvised.
And there's the rub: the real investment is yours, not your character's. To get a plan in place, you need to understand what an 'Improvised Weapon' is in terms of DnD5e. If you're the type to use this feat, your wheels might already be turning.
So what is an improvised weapon?
It is a distinct type of weapon- it is not a simple or martial weapon.
It deals 1d4 damage, and it is a thrown weapon with a 20/60 range.
It does not have any other properties- it is not a finesse weapon, a heavy weapon, a light weapon, or two-handed weapon (By default).
It is still a weapon, for any feature which may require one.
So simply put, you can't (effectively) two weapon fight, sneak attack, great weapon fight, or similar with an improvised weapon. We'll discuss what you can do in the mechanical impact section, but I wanted to set aside any misconceptions out of the gate.
Before we move on to the narrative impact, I'm going to lay out the feat's benefits, because they're rather broad:
You add your proficiency bonus to attacks with improvised weapons.
You roll a damage die with your unarmed attacks, rather than dealing a single point of damage.
When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
(Remainder below the cut)
Narrative Impact
The narrative suggested here is obvious- you're a brawler. You fight with your bare hands, grab the nearest combatant by their shirt collar, and maybe smash an empty ale bottle over their head. But your narrative options? Those are near limitless.
Are you a fighter that catches foes off guard with shield bashes, pommel strikes, and kicks? A paladin or cleric so committed to hunting undead and fiends that they utilize holy water and wooden stakes as a matter of course? An alchemist or wizard that deploys alchemical concoctions by splashing or tossing them at nearby foes? A monk whose flowing movements and measured blows are supplemented by a pragmatic willingness to apply brute force where necessary? An assassin who deploys inhaled poisons by simply lobbing their containers?
If you have an unconventional combat tactic in mind, this feat will make it possible. The trouble is going to be getting something out of it mechanically. If you don't mind losing a little mechanical edge for a little bit of expression, there are some very cool things you can do. However, let's look at ways you can get a mechanical boost out of it.
Mechanical Impact
Okay so we've talked about how there's some interesting imagery we can get out of this feat, and maybe some mechancial benefit, but how do we get there? I think there are three broad categories of mechanical impact you can get out of this feat. In no particular order Brawling, Unconventional Weapons, and Payload Delivery.
That's a whole bunch of seemingly meaningless jargon: let me explain.
Brawling
This is the impact the feat was named for. This is best used by strength-based frontliners: the usual suspects are Barbarians, Fighters, Monks, and Paladins.
However, we're aiming for unconventional here aren't we? Blade Pact Warlocks, Rangers, Clerics, and Wild-Shaped Druids can certainly get in on the action if they have the strength to back it up- or a Rogue with expertise in Athletics.
The trick to brawling is simple: You want to leverage the feat's 3rd benefit and grapple as a bonus action. You probably want to dole out some damage on that grappled target or take advantage of the grapple to keep them disabled.
So you need two things here: a trigger for the grapple and a follow-through. Fighting unarmed or with a one-handed weapon is ideal here. Good thing this feat sets you up for that in several ways.
To trigger your bonus action grapple, you need to make a successful unarmed strike or with an improvised weapon. Depending on how many free hands you normally have, that might be quite easy, or it might be a little complicated.
Monks have it easy here, every attack they're likely to make opens up this bonus action. Afterwards you can follow through with Flurry of Blows, perhaps even knock them prone if you're following the Way of the Open Hand. You could even use both hands to grapple and do this to two separate targets while continuing to fight with your feet- though your DM might start to balk at this point. Wild-Shaped Druids have it just as easy- even if your DM doesn't consider natural attacks unarmed strikes (a fair interpretation, to my mind), nothing's stopping you from making an unarmed attack anyway- just don't use the teeth and claws until you have your target grappled.
Now if you're a Fighter wielding a one handed weapon and nothing else, well, problem solved. If you're a Fighter or maybe Barbarian wielding a two handed weapon, you can simply take one hand off of the weapon to strike and grab. You might be able to follow through by using your weapon to make improvised attacks against the target. If your DM rules that the two-handed property can't be overridden by making improvised attacks, you might be able to use knees, feet, or elbows to strike the grappled target.
If you're a sword-and-board Paladin or Fighter, well, now things are more complicated. You can drop your weapon to make an unarmed strike followed by a grapple, but your DM is unlikely to let you pick that weapon back up immediately if it doesn't work. But you can make an improvised attack with the shield, and drop the sword to execute the grapple if it works. If you're a two-weapon Ranger or similar you can execute a similar maneuver by striking with the pommel or handle of your weapon and dropping one of them to execute the grapple. The follow-through here consists of further improvised attacks with the shield, or attacks with the remaining one handed waeapon.
Unconventional Weapons
Many pieces of 'adventuring equipment' in the PHB are treated as improvised weapons when you attack with them. This feat, oddly, is the only way to gain proficiency in the use of these weapons.
Alchemist's Fires, Acid Vials, Holy Water, and Oil Flasks are the only 'official' options I'm aware of, but even these are useful as sources of on-demand elemental damage for characters that don't normally have access to it.
I struggle to think that a DM who wasn't utterly adversarial refusing to allow you to make other simple weapons- a molotov cocktail, for example. I also think it would be perfectly reasonable to deliver inhaled or contact poisons by lobbing a vial. That's pretty much the definition of an improvised weapon attack- plus there's precedent in in most of the 'official' improvised weapons for lobbing vials.
This makes for an extremely unpredictable character if you're a non-caster. Battle Master Fighters, Rogues (especially Thieves), and certain Monks can deploy a simply staggering number of tactical options- from the right damage for the situation, to devastating conditions, to denying an area to their foes.
If you are a caster, there are some neat tricks you can do with spells. Fire spells can be enhanced by oil, and using a catapult spell to launch an improvised item doesn't require you to be proficient, but at low levels it's nice to be able to use the item if you're out of spells. The primary draw of using this method with spellcasters, in my mind, is that casters tend to be proficient in the sorts of tools that create unconventional weapons, so you can keep yourself supplied.
This fits quite well with Artificers and Wizards for most tools. Clerics, Paladins, and perhaps Celestial patron Warlocks could create Holy Water. It seems less likely that Sorcerers or other types of Warlocks would use this method, but nothing is stopping them.
Frankly, if you're the type to use spells that don't deal direct damage, you're more likely to find use for unconventional weapons. If not, your damage spells will always far outstrip the usefulness of these items. If you're playing a Thief or Battle Master, you 're already looking for opportunities to apply a unique skill set- this just expands your toolbox.
Payload Delivery
There's little tactical benefit to this technique, in most scenarios. This method disregards the damage and other properties of improvised weapons, and simply uses the fact that improvised weapons are weapons to deliver the damage of another feature in a flavorful or unexpected manner.
This primarily serves the purpose of expression without sacrificing effectiveness, but you might also gurantee that you can use your class features even if your weapons are not accessible- this may or may not be important to you depending on your campaign and character.
Paladins and Warlocks can deliver their (Eldritch) Smites through improvised weapons so long as the attack is a melee attack, and Battle Masters can deliver their maneuvers at range or in melee through improvised weapons. Green Flame Blade and Booming Blade, favored by Bladesingers and Eldritch Knights, don't discriminate against improvised weapons. In certain circumstances, this might let you continue to fight effectively even if you're doing another important job with your hands, such as bearing the party's light source.
Delivering conditional damage, such as sneak attack or great weapon fighting, can be more challenging since improvised weapons don't have properties, but you might convince a DM that a rail spike should be a finesse weapon or that a table should be heavy. Talk to your DM about these sorts of strategies before you take this feat.
Kit Support
Talk to your DM. Improvised Weapons fall almost entirely under the purview of the collaboration between players and DM. Odds are good that if you aren't trying to break the game (and none of these strategies should), your DM will look for ways to reward you for adopting an unconventional strategy. Especially if they know where you're going with it ahead of time.
That said, most of the ways to enhance the use of this feat that are actually found within the system are the few items on the adventuring gear table that are called out as improvised weapons- which we have discussed at length.
Perhaps there are others floating around in various published adventures or setting books- if you have access to those books, perhaps give them a once over.
Pitfalls
I don't need to tell you that your DM can handily ruin this one for you.
What I do need to tell you is that if your plan isn't thought through, if you haven't explained your plan to your DM beforehand and they balk, or if you're expecting this feat to form your entire battle strategy rather than being a single tool for your kit, you're going to be sorely disappointed.
Otherwise, making sure your character can use at least two of the feat's three applications reduces the odds your strategy will simply never be relevant in actual play.
saturday d&d tip: as a player, knowing the TTRPG snack etiquette is crucial. obviously going 3-6 hours straight with your crew with no snacks is an untenable situation, but how do you do snacks for D&D?
every table’s needs are different, but some principles:
good snacks are quiet
good snacks are high in protein, salt, and/or fat — all good for concentration and stamina.
good snacks are shareable - ideally can even be split into multiple serving dishes so people don’t have to reach or constantly ask for snacks to be shared.
good snacks don’t interfere with speaking — a spice level everyone can tolerate to avoid coughing, skip the dairy (which creates throat-clogging phlegm), etc.
good snacks are easy — prepared before the game starts, require few or no utensils
good snacks are clean — keep cheeto dust off your character sheet!
good snacks are provided by the players — the GM works hard enough prepping everything else, pay them back with treats!