The Bard & The Barbarian - Or Why Kender and Minotaurs are really useful!

 


The first two characters I’m going to make will be the Minotaur Barbarian and the Kender Bard. I’m going to use the 4d6 method with dropping the lowest roll. 

Bard:

Simon Talespinner is a recreation of an OG character I had back in the day. Kender Handler (Don’t call them thieves!) So I felt it a good idea to bring him back, but I wanted to put a different spin on him for the 5E version as Kender Rogue seems a bit too obvious. 

So I’m opting for the Bard, reason being is that Kender in the novels loved to tell stories and this just seemed to fit in really well with the new system. 

The Bard class comes with three Proficiencies of choice, so before I opt for one I should consider the background for Simon so I don’t end up duplicating options. As a kender he has the choice of Insight, Investigation, Sleight of Hand, Stealth or Survival. I feel like as a kender he would end up with Slight of Hand. This works also with the background features I’m selecting.

The background on this one is a no brainer, Entertainer. Proficiencies in Acrobatics and Performance come with it so that will make it easy to add to the overall tone of the character. As his name implies his act is one of storytelling, which he will use the minor illusion and prestidigitation cantrips to add to the experience. . 

So for proficiencies we have Performance, Acrobatics and Sleight of Hand and three of choice. 

Let's look at what would make sense for the character. 

Charisma and Dexterity are the two main attributes for Simon, and he already has 2 of the 3 skills for Dex and 1 of 4 for Charisma. 

I’ll opt for Stealth and Simon can back up the rogue in the party by providing assistance. Simon is a good character so I don’t feel like Deception or Intimidation would make a lot of sense. Besides his strength is only 8 so all Intimidation would just end up being a bluff. Persuasion however would make sense, plus it goes well with the classic “Oh you must have dropped it” explanation that a Kender often makes when discovering something on their person that belongs to someone else. That leaves one last skill. I think I’ll go with History, which is something as a storyteller, he would have an interest in. 

For the spells, Simon will get 2 Cantrips and 4 known spells. Considering Simon has a background in performance it makes sense that his spell selection would compliment this. 

So for Cantrips I’m picking Minor Illusion and Prestidigitation. Both would make sense as they could easily be added into stage craft for enhancing performances.  

Simon also gets 4 known first level spells to begin with. Personally as a player I like having some utility spells that can be cast as rituals so they don’t eat up spell slots. Identify and Comprehend Languages both fill this bill nicely. Thunderwave makes for a solid spell Simon could use to keep foes at bay, and it has the benefit of not having any material components to it as well. Lastly, I am opting for Featherfall as it can be done as a reaction to either Simon, someone else or a few people falling. Considering falling damage is 1d6 per 10 ft this is a must for any adventurer who is going to be dealing with any heights or depths. 

I didn’t take Cure Wounds as it would make seeking out the true gods and bringing back Clerics somewhat a moot point. No more “Get me to the Cleric” statements, they would all be replaced with “Oh no! Please bard sing Marvin Gaye's Sexual Healing!”


Next up is the Barbarian. 

Rasfer of Kothas - Minotaur Barbarian

When the OG was released minotaurs were absolutely NOT a playable race. If you saw a minotaur you knew you were in for a fight. Dragonlance changed them from solitary monsters roving around labyrinths and gave them two nations. (Well three if you count that empire in the Talads.) 

Rasfer will be with the group as a mercenary, hired by Wyla the mage. So his skill set should reflect someone who could not only hold their own in a fight, but also someone who would be able to keep his boss alive when adventuring out in the wilds. 

Barbarians are always a solid choice for an in your face hack and slash party tank. The damage reduction from rage along with using a two handed weapon means he will be able to hang in and keep his employer safe while she lobs spells safely from a distance. 

Considering he is from an island nation, I’ll give him the sailor background. Rasfer probably was part of a pirate crew, as being a raging barbarian might not go over well in a formal naval vessel. This gives Rasfer proficiencies in Athletics and Perception. I’ll also take Survival and Nature from his Barbarian class as his lowest stat will be Charisma, so intimidation won’t work out.

With his Labyrinthine ability he will make for a solid navigator as the group doesn’t currently have a ranger. (Riverwind will fill this role once he joins the party.) All in all a good choice if you are a mage looking for protection and a guide when exploring the dangerous parts of Krynn. 

Next post will be on crafting the Rogue and the Monk.


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