Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 15

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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with youwalked you through the first section of the simple rules and talked about choosing a race and role playing a dwarfrole playing an elfrole playing a halflingrole playing a humanrole playing a dragon bornrole playing a gnomerole playing a half-elfrole playing a half-orcrole playing a Tiefling. and talked about Class. I also showed you how to play as a Barbarian Today we are going to talk about playing as a Bard.

That’s right, get your lutes out, do a few warm up vocal exercises, and get ready for people to toss coins and rotten tomatoes at you because we are talking about Bards. Bards are often the butt of a joke in movies, books, and video games but in Dungeons & Dragons bards are multitalented jacks of all trades who not only support the party they play along with but who can literally kill monsters with the power of their words.

Playing a bard can be a ton of fun and while they do often fall into stereotypes, they don’t have to. There are a few unique challenges for kids who may want to play a Bard and I will get into those later in the post. If a kid is interested in a character who has musical talent, loves to act, or just simply enjoys telling a wonderful tale while her compatriots sit by the fire, a Bard is the way to go.

Bards are often considered a support class in Dungeons & Dragons, meaning their primary role is to help the party gain some benefits and advantages when making skill checks or in combat. However, Bards can be fierce on their own. This all depends on what type of spells they use and what College they gain skills from.

One thing to remember in Dungeons & Dragons is that there is a vibration to the magic in the world. Bards, whether they sing, play an instrument, or simply tell a good story are tapping into these vibrations with their words and can channel this energy into usable magic.

I’ve seen a lot of Bards based on actual celebrities and that can be really fun. As adults, a lot of players use Bards to be, let’s just say overly flirtatious. Those may not be great examples for kids to play. When a kid plays a Bard I think it’s usually best for them to think of what would inspire them to go out into the world to spread music, stories, or other entertainment into the world. This usually gives a good touch point to play a Bard.

Unfortunately, in a lot of media Bards do get a bad rap and it’s kind of hard to point to a great example of a good Bard. But if you think about someone like Orpheus from Greek myth that would be a great starting point. His words and music were enough to influence the gods. Theoretically a Bard can become that impressive. Also, if your group does like to be silly and one of your players loves to be the center of that silliness, well, you can’t go wrong with a Bard in that situation.

Alright, without further ado, let’s get into what it means to play a Bard.

Creating a Bard

When you first play Dungeons & Dragons with kids and the basic rules tell you what to use for a quick build I would say it’s probably best to start there. It’s the least amount of poring over and trying to figure out stats you can do and since this part was written by the game designers you tend to get a fairly balanced class out of it. The one place you might change is in the suggested backgrounds. I feel like the backgrounds are more a role playing choice than a mechanic (although they have that too) and thus should be left up to the kid playing. Also, for those who don’t know, when I talk about “mechanics” I just mean how the rules operate, usually with some number crunching involved.

What do the basic rules suggest we do with our bard?

For this class the rules recommend putting your highest ability score in Charisma, followed by Dexterity. These are great choices because a Bard has to have high Charisma in order to cast spells and they usually want the spotlight anyway. Dexterity is good for two reasons. First, if your party is using a Bard to give buffs to other players you want that to happen early in the round and Dexterity is what helps determine who goes first. Secondly, the weapons Bards will be proficient in are mostly Dexterity based weapons so again you want this number to be high.

The basic rules next recommend the Entertainer background. In a later series of posts I will go more into each background but I will say that Entertainer can be a great choice for a Bard but it is not the only choice. A Bard could come from a noble establishment and have the Noble background. Perhaps they became titled simply because of how well they entertained some Lord or other. Another good background might be Sage and the Bard could be spreading the knowledge they gain through tales they tell of the cosmos. Criminal is another good background for Bards. What easier way to hide one’s habit of pickpocketing than to be the one person in the room who is supposed to have coins in their pockets? All these backgrounds and more are possibilities so just choose something interesting for the kid to play. Make sure she relates to it well enough for it to be fun.

The basic rules also recommend taking the following spells. Dancing Lights and Vicious Mockery as cantrips and the following spells at first level – Charm Person, Detect Magic, Healing Word, and Thunderwave.

This is the first class I have gone into that relies on magic. I’ll get around to a more in depth post about how magic works in the future but for now the spells above are all solid choices for a Bard and I would go with those if you have not played D&D before. Since we do mention them here I will give a quick description of what each of these spells does but we’ll leave the mechanics for later.

But before I get into that let’s talk about what a cantrip is and what a leveled spell is. For a lot of magical casters in Dungeons & Dragons they use what are called spell slots and leveled spells.

The exception to this is what are called cantrips. Basically, a character can cast a cantrip whenever they want. They don’t run out of this magic and they can do it over and over with no penalty just for casting it. (Although if you cast the spell bonfire in a dark room and suddenly a swarm of goblins sees you, well, that’s your fault)

Every other type of spell is leveled and typically uses a spell slot. The spell slot is the number of spells you can cast per day. As characters level up, they earn more of these slots. The spells themselves have a level as well. So for example, you can have two 2nd level spell slots but know three 1st level spells. In this case you can cast a 1st level spell at 2nd level, increasing it’s power.

I know that’s still a little confusing and we will get more into it down the line but for now the best way to know about a spell is to just learn what it does. So let’s take a look at these recommended spells.

Cantrips:

Dancing Lights – This spell allows you to create four separate lights that look like torches, orbs or lanterns. You can also combine these lights to make a vaguely humanoid shape. This spell is great when you need to see but it’s also an amazing distraction when needed.

Vicious Mockery – This is one of my favorite spells in the entire game. This spell allows a Bard to insult a creature, whether they can understand the words or not, and causes that creature to take psychic damage and have disadvantage on its next attack roll. It’s a case of words can actually hurt you. For a good number of players this spell is the whole reason they play a Bard in the first place.

It can be great fun to use this spell and I have seen a lot of players come up with actual insults that do some damage to creatures. As adults there’s no real issue with doing that and it’s super fun seeing how clever the Bard can be with an insult.

With this spell there is a bit of caution I have to give when playing with younger kids. It’s a lot of fun to have a kid get to make silly insults at a monster they are fighting and have that monster take some damage. But sometimes kids who are playing together might use this spell on a player character. Some kids have no problem with this and feel like they are in on the joke. But other kids can’t separate themselves being insulted from their character being insulted. So when I play this with kids, I allow them to come up with insults (silly not mean ones) directed towards any monster they fight. But if they want to cast the spell at another player character, I tell them they should just say they cast the spell but not go into insults. This doesn’t have to be your rule but I do advise caution on how you handle this particular spell with kids.

1st level spells:

Charm Person: This one is a lot like what it sounds like. This spell, if it succeeds, makes the target (who must be a humanoid) charmed by the spellcaster. This doesn’t mean they will do anything at all that the Bard says but the target will be more friendly towards the spellcaster. Once the spell ends, the same target knows it was charmed so if the spell goes away, there well could be trouble. This spell also ends if the target is attacked by the party. It’s best to try Charm Person before the Barbarian goes into rage mode and accidentally knocks the target out of the spell.

Detect Magic: This is another spell that does what it sounds like. It can identify if magic is in the area. There are definite limitations to it as it can’t tell you more than that magic is present and what school of magic it might be. This is great for doing things like identifying that traps are present but it’s still up to the players to figure out how to disarm it.

Healing Word: This is one of the most important spells if your Bard is there to support the party. It allows creatures to regain hit points which can be essential in a combat. If you play a Bard I definitely recommend taking this spell and using it often.

Thunderwave: Other than Vicious Mockery the spells listed above are all either to distract an enemy or help heal. Of course a Bard needs at least one attack spell and Thunderwave is a great choice. It is again a lot like it sounds. It sends a wave of thunderous force in the direction the caster sends it and does thunder damage. It of course comes with a thunderous sound and can push unsecured objects 10 feet back. There’s nothing like seeing a friendly, happy Bard suddenly ring out with thunder and knock enemies to the floor.

A final note about magic here. These are not the only spells you can choose but they are a great starting list for this class. Before you or any kids you play with make final decisions be sure to take a look at the rules and make sure these are the spells they want. I also have sometimes had a kid playing who wanted to change spells mid-game. I usually allow this between sessions but not during a session. If a spell doesn’t work the way a kid expects it can be frustrating to be stuck with it. They can at higher levels change these when they level up anyway. Just make sure the replacement spell is of a similar level to the original spell.

Class Features

Hit dice: Bards get to use a d8 when figuring out their hit points and hit dice. This is pretty typical for spell casting classes and if rolled well can be a considerable amount of health. For your hit dice you get 1d8 per bard level.

Hit points: At first level it’s 1d8 + your constitution modifier. For every level after that you get 1d8 (or 5 if you are using averages) + your Constitution modifier per bard level after 1st.

Just a quick note here because I know this was confusing to me when I learned to play. What is the difference between hit dice and hit points? Hit dice you get to roll when you take a short rest. These will be however many d8s you roll per level. You get to add the number you roll to your hit points if you have taken any damage. Your hit points are how many points of health you have. The easiest analogy is probably a health bar in a video game. If that number gets down to zero or below, you are likely in trouble. When you roll your hit dice you get to refill that bar. And just like in a video game, you can’t exceed the maximum of your health even if you roll higher than that number.

Proficiencies: These are basically things you are good at. A bard has several proficiencies to begin with.

Armor: Light Armor. Bards are not known to be warriors capable of wearing heavy armor and wielding heavy weapons. Rather they are quick and light on their feet so the only armor they are proficient in to begin with is light armor.

Weapons: Bards are good with Simple weapons, hand crossbows, longswords, rapiers, and shortswords. These are all light, easy to use weapons perfect for a Bard to carry.

Tools: Bards get to have three musical instruments of their choice. This makes a lot of sense because these instruments can literally channel magic.

Saving Throws: Dexterity, Charisma. Saving throws are when you might befall an attack or damage of some kind. If the check for that attack or damage calls for dexterity or charisma you are going to be glad you are a bard.

Skills: Choose any three. Bards are basically good at almost anything they put their minds to so getting to choose any three is a nice, wide selection. You’ll probably want to tailor the choices to what the campaign will be most dealing with so try to choose skills that will work well in multiple situations.

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

A lot of the items here are useful for a Bard but the musical instrument is often the most useful.

Spellcasting: The basic rules say this about the Bard’s spellcasting ability. “You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.” In other words the music of a Bard is literally magical and can reshape reality. Pretty cool right?

Cantrips: We talked about these a little bit above but at the start a Bard gets to take two cantrips from the Bard spell list. There are several to choose from so take a look at the rules to decide what is best for the character.

Spell Slots: We’ll go further in depth on spell slots in a future post. Just know there is a table in the basic rules that tells you how many spells and of what level a Bard can have. This changes as they progress through the levels of the game and earn more spells as they go on.

Spells Known of 1st Level and Higher: To start out with a Bard gets four 1st level spells from the Bard spell list. This again increases according to the table in the simple rules.

Spellcasting Ability: Charisma is your spellcasting ability for your bard spells. This is why you want to put your highest ability score into Charisma. It increases the magic potential of the character and makes attack, defense, and healing spells all work better.

We’ll get more into this when we take a deep dive into spellcasting but for now just know more Charisma is good for Bards.

Spell Save DC: In this case DC stands for Difficulty Class. Basically it means how hard it is to do something. A spell save DC is how you defend against magic used against you. For a Bard the way they get that number is 8 + your proficiency bonus + your Charisma modifier. Again, the higher your Charisma, the better. In this case a Bard might cast a spell that forces a creature to make a spell save. In that case the bard uses the formula listed above to know how hard it is for that creature to make that saving throw.

Spell Attack Modifier: This formula is a bit easier to understand. There are several spells that are “attack” spells. It’s very similar to how a Barbarian or fighter might know if their weapon does damage to a creature. The only difference is that in this case it is a magical attack. To know this number a Bard uses this formula 8 + your proficiency bonus + your Charisma modifier. Again you can see that Charisma is vital for a Bard. The better the Charisma, the stronger the spell attack.

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag. This one takes a little bit of explanation. There are certain spells that have what is called a “ritual tag”. This means that rather than using a spell slot, if you have the time and components to do it, you can cast the spell as a ritual. The reason to do this is that it does not cost you a spell slot. The drawback is that it takes time. So, if a Bard wants to Detect Magic in a huge empty room and can take ten minutes to do it, they can take the time to detect magic. Of course, if a pack of goblins come in and interrupt that ritual, the spell is not going to work and the Bard is going to be distracted.

Spell Casting Focus: You can use a musical instrument as a spellcasting focus for your bard spells. We’ll get more into spell casting focuses in a post about spellcasting. Just know that this is why you want to have several instruments as a Bard. You can basically channel magic through it and if you use a spell casting focus, you don’t have to use the material components in spells. This is fantastic and a great benefit to being a Bard.

Bardic Inspiration: Bards are great at inspiring others around them to do better. To fully understand how good this is we need to take a look at what the rules say. From the rules:

“You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.”

Basically, a Bard gets to allow another player to do better on a roll they make. This is hugely beneficial and makes Bards one of the most essential party members. This also increases as Bards gain levels.

Jack of All Trades: There is a little bit of math to this one but the point is that Bards are good at almost anything they try to do. The feature says, “Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.” This sounds a bit wonky but it means Bards are much more likely to succeed on ability checks of any type than any other class.

Song of Rest: This one is pretty straightforward. It helps the party gain more health when you rest.

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Again, this increases with the Bard’s level.

Bard College: We’ll talk a little bit more about this further in the post. But at 3rd level a Bard gets to choose a College that will add to their features. In the basic rules they list two colleges you can choose from, the College of Lore or the College of Valor. Oddly, in the Basic Rules it says they have a description of both but at least in the version on D&D Beyond, they actually don’t list the College of Valor. Don’t worry though, I have you covered and we’ll go into it below.

Expertise: Bards only get better at what they do so this feature is awesome.

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

You also get to choose another two at 10th level.

Ability Score Improvement:

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Meh. You get to increase some numbers on your stats here which is cool and all but not that nifty as far as role playing goes. We’ll go way more in depth on Ability Scores in a later post.

Font of Inspiration: This one is super helpful to buff the party when needed.

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

This is really useful and simply put helps the party to attack better and stay alive longer.

Counter Charm: This is another feature that buffs the party as a whole and can come in very handy.

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets: This basically allows you to get more spells. The really neat thing about Bards though is that they can choose spells that are from any spellcasting class. They can take wizard, druid, sorcerer etc. spells if they want to. No other class really gets this so take advantage of it if you are a Bard.

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You get to do this again at 14th and 18th level.

Superior Inspiration: This is way better than it sounds but you have to be at the highest level of the game to gain it.

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

This can literally be the difference between a party living and getting completely wiped out.

Bard Colleges: Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. This is where they gain a bunch of great features as a class. You’ll want to consider carefully before deciding what College to use though.

College of Lore: Bards who ascribe to the College of Lore know something about everything. They are astute observers and pick up knowledge with ease. These are the people who are willing to tell the truth no matter the risk and no matter what noble it might offend.

Bonus Proficiencies: Again going with the theme of Bards being good at whatever they want to learn when you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. This sounds simple but it’s really effective at making the Bard a character who can be reliable in almost any situation.

Cutting Words: This is basically a de-buff against any opponents you may be facing. The text from the simple rules sounds complicated but that is the basics of what it means. Here’s the simple rules actual text:

“Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.”

Rather than making your party good at something, this allows the Bard to make someone else bad at something.

Additional Magical Secrets: This one is really simple. You get two more spells. You can never have enough spells as a Bard. There are some restrictions as it must be a spell you can actually cast at your level or be a cantrip. But it can be from any class which gives the Bard access to tons of spell possibilities. The exact text from simple rules is below.

“At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.”

Peerless Skill: Again, Bards really are good at everything as long as they put their mind to it. No ability shows that quite like peerless skill. Here’s what it says:

“Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.”

The long and short of it is that Bardic Inspiration die is a way to make something you are trying to do a lot more likely to happen.

College of Valor: Bards in the College of Valor might be closer to the type of Bards you see in books and movies. They go around telling the tales of what has happened in the past. They also seek out significant events of the day so they can be there to record the tale and spread the word of what happened. They are a bit more likely to engage in close combat so the bonuses reflect that.

Bonus Proficiencies: In the player handbook it says, “When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.”

This is significant because it expands what weapons and armor a Bard can use by a large margin. These Bards can be dangerous and deadly even as they entertain.

Combat Inspiration: For this bonus the Player’s Handbook says, “Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.”

This benefits anyone in the same party as the Bard and overall makes the whole group more dangerous and deadly. They also can use it for defense which allows the party to live longer.

Extra Attack: This is exactly what it sounds like. You get to attack twice when you normally get to attack once. You get this at 6th level. Here’s what the Player’s Handbook says, “Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”

Battle Magic: Imagine not only being able to cast a spell but to do that and then follow it up with a vicious weapon attack. Well, that’s exactly what Bards in the College of Valor get to do.

From the Player’s Handbook, “At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.”

This makes these Bards extremely effective in combat in a variety of ways. They are not only good spellcasters, these Bards are good fighters.

Slick Dungeon’s Tips on Playing Bards: There are tons of roleplaying opportunities for kids to play Bards. They can be a lot of fun and tend to be good at what they do. However, there are many ways to play a Bard and they can be funny, full of song, reflective and into history or poetry. One thing most Bards tend to have in common is that they enjoy the spotlight. Some kids may not be comfortable playing in this way. Alternatively it can be great for a kid to use their character to show an aspect of themselves they may not show normally. Like any class make sure any kid you are playing with really wants to play the class. This type of character can often end up on the sidelines helping others during combat. This is great for kids who don’t necessarily want to get up close and personal with the creature attacking them. However, if a kid is really into being the center of attention during combat, a Bard may not be the best choice.

Still, all Bards, like all kids are individuals and there is no wrong way to roleplay them. This class is great fun to play but it also comes with some complexity as it is a spellcasting class. Not only that, Bards have special rules to their spellcasting so they can seem pretty complex. It helps if the Dungeon Master really knows how spells and Bards work the first time a kid plays this class. If you are new to the game I wouldn’t tell a kid you are DM’ing for not to play a Bard if they want to. I would just say, make sure you have really read and understood how they work and let the kid know you are going to learn a bit about it together.

I hope you have enjoyed this post. Thanks so much for reading to the end if you are still here with me. Next time we are going to talk about the class that can literally channel divinity as we dive into Clerics.

Adventuringly yours,

Slick Dungeon

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

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Slick Dungeons 10 Golden Rules of Dungeon Mastering for Kids

Howdy folks! Slick Dungeon here and I play a lot of Dungeons & Dragons. I have had conversations that have lasted for hours just on the topic. One thing I don’t see a lot of are guides or suggestions for how to play this game with kids. I’ve run into parents who have children who want to play but the parents are too intimidated to give it a try. To help solve that problem, I came up with a few rules and I want to give those rules to you for… absolutely free!

If this sounds like something you might be interested in just download the free 18 page PDF below. If you like it, consider signing up for my mailing list. If you hate my tips, you can always unsubscribe. You don’t have to sign up to the mailing list to get the PDF but if you do, it will put a swing in my step and a shine on my top hat!

Happy gaming everyone!

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 14

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with youwalked you through the first section of the simple rules and talked about choosing a race and role playing a dwarfrole playing an elfrole playing a halflingrole playing a humanrole playing a dragon bornrole playing a gnomerole playing a half-elfrole playing a half-orcrole playing a Tiefling. and talked about Class. Today we are going to talk about playing as a Barbarian.

Oil your muscles up, do a few stretches and get ready to let the fury of your rage loose upon the world. You are a barbarian. You might not have those fancy spells that go flying around the battlefield all the time but that’s fine, you don’t need them. You just need a handy melee weapon, the strength of your rage and something to hit!

I love playing a barbarian and there are tons of examples from literature and popular entertainment you can base this character upon. Barbarians also get some pretty neat class skills which can be quite fun to play.

When I think of barbarians one that I think most kids could understand and relate to would the The Incredible Hulk. While a Dungeons & Dragons character is not likely to go from academic scientist to raging gamma monster (although that would be possible in certain settings) the way that Hulk rages is very much like what a barbarian does. When Hulk gets angry, he hits harder than anyone else. Yet, even in his state of rage, he is usually aware enough to protect his friends and only go after bad guys. Sure, he does a lot of structural damage but he isn’t known to be a killer (at least not in my favorite interpretations of him).

His anger is often misunderstood and it can be a frightening sight to see even for his friends but ultimately, they are glad he is on their side. Also, when Hulk is angry its harder to hurt him. The blows glance off him for the most part unless you happen to be a god of thunder.

However, this rage can only last so long and after a while Hulk will wear himself out, especially if he runs out of stuff to hit.

Another model of barbarianism I think of is Conan the Barbarian because, well, it’s in the name. If you read some Conan stories though, it’s pretty obvious he may not be the best role model for children. There are some good qualities a kid playing a barbarian can adapt from Conan though. He never gives up on a fight and he will not abandon his friends no matter what the odds are. He’s a bit self centered and will take as much treasure as he can get his hands on but he’s not so greedy that he won’t share fairly in the spoils. And Conan, unlike the Hulk, is able to keep his head (literally and figuratively) not only in a fight but usually in a social situation. He respects magic while not using it and really only cares what someone else believes when it becomes a problem for him or anyone innocent around him.

I would be remiss if I didn’t mention the female version of Conan, Red Sonja. She’s a little less hot tempered than Conan and she had a very rough childhood where she had to learn to fend for herself, a child whose teacher was nature itself. She learned her lessons well and is one of the few people who can easily keep up with Conan. I actually think she might be a better role model for kids than Conan but she still went through some things that you might want to wait until your kids are older to explain. She has boundless courage and is always ready to lend a helping hand to those in need. She is somehow stealthy despite her shock of red hair that you would think could be seen by just about anyone. Her choice of battle gear is a bit… exposed, let’s say. It does leave her flexible though and as a barbarian you don’t want to be clunking around although, it would be wise to get yourself a shield from your closest merchant.

Barbarians tend to live for danger and are willing to take risks for themselves, especially if their actions might protect those they care about. There are all kinds of barbarians though and they often come in surprising packages. Being a barbarian isn’t about how big you are but about how bold you are. Halflings and dwarves make barbarians just as well as elves and goliaths do.

It can also be fun to play a barbarian a little against type. There’s no reason a barbarian can’t be smart or kind or even reluctant to get into battle. the one thing that should be consistent with barbarians is that once they are in battle, they revel in it, almost to the point where they are blind with rage but very effective up close.

So, now that I have given you some barbarian examples, how does one make a barbarian? Let’s take a look at what the basic rules have to tell us shall we?

Creating a Barbarian

When you first play Dungeons & Dragons with kids and the basic rules tell you what to use for a quick build I would say it’s probably best to start there. It’s the least amount of poring over and trying to figure out stats you can do and since this part was written by the game designers you tend to get a fairly balanced class out of it. The one place you might change is in the suggested backgrounds. I feel like the backgrounds are more a role playing choice than a mechanic (although they have that too) and thus should be left up to the kid playing. Also, for those who don’t know, when I talk about “mechanics” I just mean how the rules operate, usually with some number crunching involved.

What do the basic rules suggest we do with our barbarian?

For this class the rules recommend putting your highest ability score in Strength, followed by Constitution. This makes sense because as a barbarian your weapon attacks are going to use strength, your rage gives you some bonuses to your strength. You also want high constitution because this is how healthy you are and since you are likely to get bashed around plenty, you want to have enough hit points that you aren’t getting knocked out ever other round in combat.

Second they recommend the Outlander background. In a later series of posts I will go more into each background but I will say that Outlander can be a great choice for a barbarian but it is not the only choice. I have played a barbarian with the folklore background and that worked out very well for me. I also think that if you made a few adjustments a barbarian could be a noble. Sure, she might not come from a fancy castle and want to pay for the most luxurious accommodations every night but there’s no reason they can’t be the leader of their tribe or a proud noble of a people who shun the niceties of civilization.

There are different features you get for being a barbarian and while you are unlikely to get to the top ranks of levels with a group of kids, I’ll give you a rundown of these things anyway.

Class Features

Hit dice: Barbarians get to use a d12 when figuring out their hit points and hit dice which is pretty great since a lot of other classes use smaller dice meaning barbarians are sturdier. For your hit dice you get 1d12 per barbarian level.

Hit points: At first level it’s 1d12 + your constitution modifier. (This is where having con as one of your higher stats really helps) For every level after that you get 1d12 (or 7 if you are using averages) + your Constitution modifier per barbarian level after 1st.

Just a quick note here because I know this was confusing to me when I learned to play. What is the difference between hit dice and hit points? Hit dice you get to roll when you take a short rest. These will be however many d12s you roll per level. You get to add the number you roll to your hit points if you have taken any damage. Your hit points are how many points of health you have. The easiest analogy is probably a health bar in a video game. If that number gets down to zero or below, you are likely in trouble. When you roll your hit dice you get to refill that bar. And just like in a video game, you can’t exceed the maximum of your health even if you roll higher than that number.

Proficiencies: These are basically things you are good at. A barbarian has several proficiencies to begin with.

Armor: Barbarians are good with Light armor, medium armor, and shields. While I highly recommend you pick up a shield, you may not want to wear armor because if you do, you won’t be able to use Unarmored Defense which I will talk about more below.

Weapons: Barbarians are good with simple weapons and martial weapons. Spears, daggers, axes these are a few of the types of weapons barbarians are good with. They’re not great with a bow or anything that takes great practice and skill to perfect but that’s fine because a barbarian is going to want to get up close and be right in the middle of melee as much as possible.

Tools: None. Alright, barbarians just don’t have the patience for tools. That’s what rogues are for.

Saving Throws: Strength, Constitution. Saving throws are when you might befall an attack or damage of some kind. If the check for that attack or damage calls for strength or constitution you are going to be glad you are a barbarian

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. We’ll talk more about skills more in future posts but for now, these do basically what they sound like although I will point out Survival doesn’t mean just how long yo live. It’s more like, how long can you live in nature on your own instincts.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

These are all good weapons for a barbarian and it’s basically down to your preference of how you want to hit stuff.

Features

Alright, now for the fun stuff! On top of all the things listed above, barbarians get several features. Like I said before, kids are not likely to go all the way to level 20 but I will talk about all of these anyway. The descriptions with the bullets and stuff are taken right from the basic rules but I will give you my spin on each one. The first few are the ones to focus on at the beginning.

Rage

This is the key to being a barbarian. Whenever you get into combat you are going to want to Rage. It gives you bonuses that make you much tougher but there are some drawbacks to it so make sure you know how it works.

So what is it exactly?

On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

To sum this up, you are stronger when raging and as you level up you get to do even more damage per level. On top of that if an enemy is hitting you with any weapon that does bludgeoning, piercing or slashing damage, you get to reduce the amount of damage you would take.

There are some limits though. They are listed below.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Those are the limits, let’s talk a little bit more about them.

Some barbarians do a little bit of magic so if you have an awesome spell, make sure you cast it before you rage. If it’s a concentration spell wait until the effect ends before you rage. It’s all about timing.

You can also lose your rage in a number of ways. First of all it only lasts for one full minute. Now, that’s actually quite a few rounds in most combat situations but if it’s a really long battle you’re going to want to make sure you go into the rage at the most opportune time.

Also, if you get knocked unconscious your rage is gone, so try not to get clobbered to the point where you have zero hit points.

On the other hand, you also lose your rage if you don’t either tried to hit an enemy or gotten hit by an enemy so if you are raging, be sure you are in the thick of the fight.

You can also choose to just stop raging, unlike the Hulk, so if you rage and then realize you should cast a spell you can drop that rage.

The final limitation is that you can only rage twice per day so if you are pretty sure you are going to be in ten combats, save your rage for the hardest two. You get your rages back after a long rest.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Ok, here’s the deal with unarmored defense. You don’t want to wear armor. Why? Because adding all those numbers above is probably going to be more defensive for you than wearing armor in the first place. Plus, if you have a shield you get a +2 to your AC while you use it so you can boost that number even higher. Also, you and your Monk buddy (we’ll talk about Monks in a later post) are going to be the quickest to get out of the inn to see what all the ruckus is in the middle of the night. Why? It takes 10 minutes to put all that armor on but you don’t have to. Your armor is your flesh.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

This is an awesome feature but I will give you caution that using it on an adult dragon might be unwise. Basically at the start of your attack you can do so recklessly which means you get to roll two d20s and take the higher number for your attack roll. The drawback? That same creature has advantage against you on its next attack. If it’s a squishy little goblin with no armor that’s probably fine but if it’s something bigger than you just remember it gets to hit back.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.

For this one you get a bit more of a chance of escaping damage caused by your environment or your enemies, so long as you can see it. It doesn’t work if you have the blinded , deafened , or incapacitated conditions going against you. We’ll talk more about conditions in a later post but they do basically what they sound like.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Look, this one sounds confusing but basically you get to pick one of two cool ways to manifest your rage. Since they both get entries in the end of the barbarian section I will go into more detail about both the Path of the Berserker and the Path of the Totem Warrior later in this post.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Meh. You get to increase some numbers on your stats here which is cool and all but not that nifty as far as role playing goes. We’ll go way more in depth on Ability Scores in a later post.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Yeah! You get to hit stuff more. Hitting more stuff is good for a barbarian!

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

We’ve been over this, barbarians don’t want to wear armor and this is another reason. You can move faster. Faster is good because then you get to hit stuff sooner!

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

If you are sort of new to D&D this just sounds confusing. This is mostly wrapped up in some mechanics. Basically the idea is that you notice when things are about to get hairy before others do so you are more likely to get into combat first. And if you are new to D&D the whole surprised thing can be tough to figure out. It’s a sort of weirdly complicated mechanic of figuring out who goes first in combat. I’ll do a post later that talks about this so for now, don’t worry too much about it. Having the Feral Instinct is very helpful, just know that much.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

I know this one sounds kind of jargony but it boils down to this. You get to roll more damage dice when you roll a 20 on your attack roll. In other words, you hit really hard.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

This one is fun because just when it looks like you are down and out, you get back up again. That bugbear that thought it just struck a killing blow against you? Guess what? It’s your turn now!

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Yes! You can be in a near perpetual state of rage unless you decide to calm down or you get knocked out.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

By this time you are probably pretty strong so getting to use your strength score is usually going to be way better than a low roll on a d20.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Again, this doesn’t seem that neat from a role playing perspective but it does make you stronger and sturdier. I can’t say I have played a level 20 barbarian (yet) so I am not sure how helpful this is but most of the score caps are 20 so an extra four ain’t bad.

Primal Paths

So what exactly are Primal Paths and how do they work? This is the part of the class that lets you add a little style to your barbarian. There are two paths you can choose from in the basic rules, the Path of the Berserker and the Path of the Totem.

For some reason the basic rules on D&D Beyond don’t actually give the details for the Path of the Totem but I have you covered.

Here is how the basic rules describes Primal Paths:

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Pretty cool right? Let’s take a look at each option.

Path of the Berserker

If your kid wants to basically be the Hulk when she plays, have her take the Path of the Berserker. You get some cool features to use and you get to be the scariest thing in the room.

Here is what you get.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Basically you get to hit more frequently in battle but there is a cost. Once you are done, you really need to take a rest otherwise you suffer a level of exhaustion. exhaustion is a condition and again. we will talk about those in a later post but suffice to say it can lead to death eventually if you are not careful.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

None of that mind control spell funny business for you. You are way too focused on your rage to listen to anyone else. When the rage ends that wizard can get back to charming you… if he hasn’t fallen to your greataxe by then.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

The Hulk is big and scary and he makes people afraid. Barbarians get to use that to their advantage. The caveat is that the creature has to be close enough and if they succeed on their saving throw, they don’t think you’re such a big deal anymore. Be sure to have a weapon ready to remind them that they are wrong about that.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

If you hit me I hit you back is pretty much what this is. It’s pretty effective for barbarians.

Path of the Totem Warrior

The Totem Warrior is very in tune with nature and all the animals and spirits of animals around them. This is a much more mystical take on the barbarian and it can be a lot of fun to play.

The Player’s Handbook describes it like this:

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

It’s sort of like Brother Bear but if instead of only learning life lessons about acceptance, you also learned how to be really good in a fight.

Here is what you get with this path.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Basically what this means is that you can use a beast’s eyes and listen through it’s ears which can be great when scouting an area. You can also talk with animals to find out about what’s going on in the area. However, it takes time for you to do that because you have to do it as a ritual. We’ll get more into that when we talk about magic in a later post but for now just know, ritual spell means you need a bit of time to cast it.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

I think these are pretty straightforward but the gist of it is that you get to choose an animal and gain some of the benefits that animal naturally possesses.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Again I think this is pretty straightforward but this time the effect is magical. You do only get to choose each animal once so make sure you choose wisely.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Ditto for this one, you get the benefits of the creatures you choose and they are magical. They are all pretty useful so have fun with it.

Slick Dungeon’s Tips on Playing Barbarians

When you tell a kid that they can play a barbarian you might think you would regret that decision. I mean, a character who is all about rage and anger? Is that something we want our kids to do? Well, I think yes because anger is a huge emotion for kids. It’s something they understand and if they have ever had a tantrum they know there are times it is scary and they might feel like there is no way of controlling it. Guess what? That’s just like a barbarian but there is one major difference. They get to experience this in a safe environment without real world consequences. They might be able to see that their character is able to reign in that rage when needed and they can use that emotion towards something positive, namely protecting their friends. Also, kids are kind of egomaniacs. That’s not an insult, it’s just who kids are and how they develop. That being the case, sometimes they want to get to feel super powerful and playing as a barbarian is a great outlet for that.

The main caution with playing a barbarian is not to take things too far. You don’t want the role play of the rage to turn into actual anger so make sure that the rules of what is allowed at the table while playing are well set ahead of time.

Other than that, let your kid have fun, let them be powerful. Let them feel like the strongest in the room. It will be a ton of fun, I promise you.

I hope you have enjoyed this post. Thanks so much for reading to the end if you are still here with me. Next time we are going to talk about the ultimate in entertainment and support when we talk about bards.

Adventuringly yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 13

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human, role playing a dragon born, role playing a gnome, role playing a half-elf, role playing a half-orc and role playing a Tiefling. Today, we are going to talk about Class.

In Dungeons & Dragons, if character Race is who the characters are, then Class is best described as what a character can do. In other words, while most of the traits that the characters gained for being a dwarf, a halfling, etc. are immutable, the Class traits are ones that can be learned. If you want to be a wizard, you have to learn how to do it. If you strive to be the best fighter in the land, it is going to take some practice.

At the beginning of character creation, a player’s character is already better than the average person at whatever Class they choose. A fighter isn’t just some woman who can occasionally win in a bar fight (although they probably can), she is also someone who is better than the average fighter. That’s why when it comes to class, you get certain bonuses. Class can be one of the more confusing parts of character creation because there is some math involved. We’ll go through it as it comes in future posts, but in this one, we are just going to stick to defining what class is, how it is used, and my tips for using it with kids.

What is Class?

As stated above, Class is what a character can do. More specifically, I might add, it would be something they would likely be called on to do. In other words, it’s ingrained in who they are, even if they never actually take money for it. A wizard might be hired by a king to cast battle spells but even if he loses the battle, he is still a wizard. A fighter might very well be paid to be a soldier but even if they are defeated in combat, they are still a fighter. A paladin might be a knight but even if they fall from grace, they are still a paladin.

Does it Matter What Class My Character Is?

The short answer here is, yes. This matters greatly. If you really want to use magic, you are going to want to choose a magic user. Be a wizard, a sorcerer or a warlock. If you want to get in lots of combat, a fighter or a monk is the way to go. One note here, if your character uses magic even a little bit, you are going to have to learn some magic rules. These can get complicated but they are also a ton of fun. There is usually a bit more math involved in the game if you are a spellcaster so be forewarned there.

My advice to anyone who is trying to decide what Class to be, is to pick something that you think is interesting and go with that. Be sure to read through the basic rules and have an understanding of what that Class does. You don’t have to be an expert on the math part yet, just read the descriptions of what these people do and decide if that sounds interesting to you. Pick the one that is the best fit for how you imagine your character.

Some people will demand that a party be made up of a delicate mechanical balance where you have certain classes to do certain things. To some extent, this makes sense, but don’t overdo it here. If your kids all want to be wizards, let them be wizards. Maybe have one of them learn some magic for healing and one of them learn magic for fighting but don’t stress too much if your party is not perfectly balanced. If you are the Dungeon Master, you will need to make adjustments to the bad guys based on the party and what Classes they are.

What is Multi-Classing?

This is briefly mentioned in the chapter on Class in the basic rules. What that means is that someone choose a little bit of one class and a little bit of another class. If it is your first time running or playing Dungeons & Dragons I wouldn’t really recommend it just because your character won’t necessarily live up to their full potential unless you have a really good grasp of the mechanics of the game. That being said, if you love the idea of being a fighter who learns magic and then decides to become a wizard, multiclassing can be great. You do you. Just be forewarned that it gets a little tricky.

Slick Dungeon’s Tips for Class with Kids

When it comes to kids, choosing a Class can be daunting and exciting. It is as important, if not more important, than what Race your character is. I would make sure that your kids really understand what someone in a Class is likely to do. Alternatively, you can ask your kids what they want their character to be able to do and recommend a Class to them. If they start talking about magic spells, suggest a Wizard. If they are combat focused, suggest a Fighter. If they want to be entertainers and support their friends in battle, a Bard is the way to go. If they want to heal others, a Cleric might be a good way to go. Look through the Classes (There are 12 in the basic rules) and describe to your kids what that Class does. If it sound like something they want to do, let them do it. Even if they are not good at math but really want to cast magic spells, I would let them do that. It’s much more fun to do something you want to do than to have to pretend to like something you don’t really want to do.

My next 12 posts in this series will be a deeper dive into each Class, starting with my favorite class to play, Barbarian.

Adventuringly yours,

Slick Dungeon

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Get Slick Dungeon’s 10 Golden Rules of Dungeon Mastering for Kids

Hi Everyone, Slick Dungeon here.

I’ve been posting about gaming with kids on here for a while now. I came up with 10 Golden Rules of Dungeon Mastering for Kids and I want you to have it. If this is something you are interested in, all you need to do is add your email address below and sign up for my biweekly email newsletter. In my newsletter I will send you a tip about Dungeons & Dragons or other RPGs, especially as it relates to kids. I hope you enjoy the free PDF and it’s yours to keep whether you continue to subscribe to my newsletter or not. I’m a little new to the whole email newsletter thing so it may take a full day before you receive your PDF.

I will have more stuff like this for you in the near future so if you like this or want to see something specific, drop me a line and let me know.

Gratefully yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 12

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human, role playing a dragon born, role playing a gnome, role playing a half-elf and role playing a half-orc. Today we are going to talk about role playing a Tiefling.

Tieflings are one of the most interesting playable races in the game. For those who don’t know, it’s pronounced like tea-fling. They are also increasingly popular to play because they come with backgrounds that just beg for role playing opportunities. Unlike a half-orc or half-elf, it’s virtually impossible for them to hide their appearance. And a tiefling has in their bloodline somewhere, an ancestor who committed a great sin and aligned themselves with evil. For that reason, it might be assumed that tieflings are by default evil. What makes them interesting is that they do not have to be evil. Being evil is as much a choice for a tiefling as for any other creature in the game.

Tieflings essentially look like demons or devils walking around in human form. In fact, that’s just what they look like, and their personalities can vary across the entire spectrum of personalities. Their eyes are solid color, with no pupils, they have horns on their heads, and they all have tails. The differences in these physical aspects can be whatever you want them to be, so for example, the tail can be four to five feet in length, the horns can be curved or straight and the eyes can be black, red, white, silver or gold.

All the possibilities there make for one of the most interesting looking creatures in the game. That also means that these creatures live in a world that is automatically suspicious of them. Everywhere they go, it’s hard for tieflings to make friends. But when they do make a friend, and that friend earns their trust, the tiefling is loyal for good. This can make a great entry for kids who want to play tieflings.

A lot of kids can relate to someone assuming they are up to no good. For the vast number of times they have been yelled at for trying to take a cookie from the cookie jar, there has been at least one time when they were innocent of trying to commit that crime. A kid can relate to an adult just thinking by a look on their face, that they have done something wrong. While it’s probably the case that most of the time the kid has done something wrong, there are probably instances where adults jumped to conclusions. That’s what people do when they meet tieflings, they jump to conclusions. This creature looks evil, therefore it is evil. While a spider might look scary to some people, it serves the vital function of population control of insects. The spider itself is not necessarily bad and neither is the tiefling.

Knowing that everyone is going to assume the worst of you, makes it hard to trust anyone else. If a tiefling who is just trying to fit in happens upon a group of adventurers who don’t assume the worst, take the tiefling into their good graces, and ally with that tiefling, that adventuring party has gained a powerful and loyal ally.

While you could certainly play a tiefling as evil, I don’t recommend that for kids. But there is a difference between playing someone who is evil and someone who looks evil. I see no problem with a kid playing a tiefling if they want to. And if you as a Dungeon Master are uncomfortable with the whole fiendish heritage involved in tieflings, you can take that out if it won’t work for your kid. If you do leave it in, I would say the tiefling should be misunderstood by society rather than actually evil in society, but of course, that is just my advice. You can play this game any way you want to and it’s not wrong.

One of my favorite things with tieflings actually has to do with their names. Tieflings can have three types of names. 1. If they happen to grow up in human, elf, dwarf, or whatever other culture, they could reasonably be expected to have a name from that culture. 2. They can have a name that reflects their infernal heritage, where their name is a word in the infernal language. 3. They can have what is called a “virtue” name. This is a name that signifies a virtue or other concept and the tiefling attempts to embody that concept.

To me, that third choice is simply amazing. A tiefling tending towards good might choose something like Hope, Perseverance or Glory. I love the idea of picking your name and then trying to be the living representation of that name. I feel like with kids this could go a million ways. I can see a kid choosing a name like Rich or Money. I could also see kids picking things like Beauty or Magician. The name alone might give you as the Dungeon Master a direction for the campaign. And believe me, any hints like that are hugely helpful to running a campaign.

I’ll give you a few more thoughts I have about kids and tieflings below but first let’s get into the tiefling traits.

Tiefling Traits

There are a few things you get for playing a Tiefling.

Ability Score Increase

Tieflings are smart creatures who like to learn about the world. For that reason your Intelligence score increases by 1. Tieflings are absolutely memorable to anyone that meets one. For that reason your Charisma score is increased by 2.

Age

Tieflings mature at the same rate humans do but live a little longer. “A little longer” is not defined in the rules so how much longer is sort of up to you.

Alignment

A lot of tieflings do end up as evil, but that does not mean your kid has to align that way with her character. You can absolutely have a lawful good tiefling character if you want to. The rules do say that they tend more towards chaotic and that makes sense to me because a tiefling is probably going to know that just because there is a law, does not mean that it is a just law. My advice here is to still trend toward the good side of alignment with your kids though, even though their character has a fiendish look.

Size

Tieflings are pretty much the same size as humans. For the game rule purposes you are considered medium.

Speed

Your speed in the game is 30 feet.

Darkvision

I’ve been over darkvision a few times since almost every playable race other than humans has it, but in case you need it, I am just going to put here exactly what the basic rules say. “Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.”

Hellish Resistance

As an adult I think this description is awesome. But, you may not want your kids running around talking about their “Hellish Resistance” to their friends, teachers and neighbors. If that’s the case, just call this what it is, Fire Resistance. It just means that it’s really hard to burn a tiefling. You’d be surprised by how many monsters can burn characters so this is actually a pretty awesome trait to have.

Infernal Legacy

This trait has to do with some innate spells that tieflings can cast because of their ancestry. It’s okay if at this point you don’t know what these things mean but I will still lay them out here.

Right from the beginning you can cast the cantrip Thaumaturgy. I won’t go over this spell here because in future posts we’ll go through all the magic but at essence this spell lets you speak loudly, make the earth shake a little, make lights brighten or dim and a few other things that are pretty much harmless magic tricks. If you have watched The Fellowship of The Ring and remember the moment where Gandalf is talking with Bilbo about the ring and he makes himself look big, his voice boom, his staff light up, that is pretty much thaumaturgy right there.

When you get to third level you are able to cast Hellish Rebuke. If you don’t want your kids running around saying that they Hellishly rebuke you, just call the spell Rebuke. This spell essentially does fire damage to your enemies.

Finally, when you get to fifth level, you get the spell Darkness. This probably seems obvious, but it basically means you get to make things dark when you want to. There are definitely limits to this so go by the spell but that’s what it boils down to.

Thaumaturgy is one the character can cast whenever they want but Rebuke and Darkness are basically once a day spells. They are all really handy to have and a great little spell list, even if you don’t want to be a class that has spellcasting abilities.

Languages

You are fluent in Common and Infernal. Infernal is a language that may or may not come up, depending on what you as the Dungeon Master put in your campaign. It’s always nice for a kid to have something their character can do in an unexpected moment though, so if you have a tiefling player, consider putting at least one treasure chest that has something written in infernal on it that only that player can read.

Slick Dungeon’s Tips on Playing Tieflings

Playing a tiefling can be a ton of fun. Kids can relate to this playable race if they have ever had the situation where it was assumed they were up to no good. Kids are all about fairness so playing a tiefling can actually come naturally to them. Tieflings have a good idea of not only what is fair but also if they are being treated fairly. The one thing that can be a little bit of a trip up, depending on your household, is that the bloodline of tieflings is essentially from demons. For some families that is going to be a non-starter and in that case, just don’t let there be tieflings in your campaigns. If that is not an issue and your kids can wrap their heads around it, tieflings are a lot of fun to play. They get magical abilities that most other playable races don’t. They can walk through fire with barely an injury. And they can be loyal to a fault.

A great way to introduce a tiefling character to a party is to have that tiefling be in trouble through no fault of their own. A group of citizens might be surrounding them and calling them names when the party arrives to swoop in and defend the innocent. Of course, that is just one suggestion and there are any number of ways to play this game so do what works for you and your family.

I hope you got something out of this post and have some ideas for your table if your kid wants to play a tiefling.

My next Kids Kill Monsters post is going to be about classes. We’re going to go through each one in the basic rules, one at a time. This is usually the spot where some math gets involved and things can get tricky but I’ll do my best to walk you through it.

But before that, I have an announcement. I have written Slick Dungeon’s 10 Golden Rules of Dungeon Mastering for Kids. It’s a free PDF with some of my best advice on playing Dungeons & Dragons with kids and I want you to have it. All you will have to do to get a copy is to sign up for my mailing list newsletter. If you sign up for the newsletter you will get the free PDF and I will send tips to your email about Role Playing Games every other Friday. Watch for your chance to sign up in my next post, set to go live on 7/21/2020. I hope you’ll consider signing up for it and please feel free to share it with anyone that you think might enjoy some gaming tips from your old pal, Slick.

Adventuringly yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 11

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human, role playing a dragon born, role playing a gnome and role playing a half-elf. Today we are going to talk about role playing a Half-Orc.

One thing to know before I get too far into this is that there is a bit of a debate raging among the role play community over whether or not Half-Orcs and Orcs should be in the game in the way they are written. There is an argument to be made that these particular playable races, among others, can be read as racist stereotypes. I happen to think that there is an argument to be made there but that what is needed is some adjustment to the wording and nuance of the creatures in the game. Wizards of the Coast, the manufacturers of Dungeons & Dragons, say they are working to correct these problematic stereotypes. I think this is a step in the right direction but we’ll have to wait to see what the real result is. I believe that the more people that feel welcome playing this game the better, which is why I write these posts about how to play this game with kids. All that being said, take my suggestions and information below with a grain of salt for two reasons. 1. I will be using the descriptions and mechanics as currently written in the basic rules. 2. It’s very likely that with the corrections WoTC are making, some of this below is subject to change. Once there is an updated version, I will likely do another post to update my recommendations.

I will say that as an adult, I have found playing a Half-Orc to be extremely enjoyable and I usually go with that or a halfling when I play with adults. I do tend to play a little against type though, and usually my character is more misunderstood than aggressive. I’ll get more into this later, but that’s also my general recommendation for how a kid can play a Half-Orc.

Since its early beginnings, orcs have been one of the more villainous creatures in the game, often used as a horde of creatures opposing the forces of good. But sometimes, in the midst of all the fighting, there is a pause or a truce. There is opportunity for humans and orcs to cooperate. This gives rise to half-orcs where a creature has both human and orc blood running through their veins. These creatures usually look more orc than human but are equally of both playable races. Half-orcs can live either with orc tribes or in human cities. They are potentially the most common of the uncommon races (with half-elves possibly edging them out depending on the campaign setting). They’re pretty hefty and weigh between 180 and 250 pounds and can be anywhere from 5 to 7 feet tall.

In the basic rules they state that half-orcs tend to have scars. I feel like this is totally optional depending on how you want to play the character. They also mention that these scars can come from them being “a former slave or a disgraced exile”. Out of those two, if you are playing with kids, I absolutely recommend going with disgraced exile. As adults we can be a lot more nuanced in our definition of being a former slave but for kids, just omit that, it’s way too difficult to wrap everyone’s head around. I think a kid can easily understand being someone who made a mistake or didn’t get along with others and was told to leave. But lets not go around having our kids thinking of themselves as slaves, even in fantasy role play. I can’t imagine that is great for child development. It’s descriptions like that, which cause this whole playable race to be problematic in the first place so I am hesitant to recommend the whole slave background to anyone. That, of course, is just my opinion but there you have it.

Orcs are aggressive, warlike creatures who worship the disgraced one-eyed god Gruumsh. Gruumsh is angry and full of rage. This god is powerful enough that the orcs and even some half-orcs feel his calling to war. In essence, this makes half-orcs feel things more strongly than other playable races. They certainly feel rage, especially when fighting, but they also feel sadness quite deeply and likewise can soar to heights on the more positive emotions of joy and laughter. A half-orc truly can feel life to its fullest. This can make it difficult for some half-orcs to control their emotions in public. As a kid, this is quite relatable. Kids feel emotions incredibly deeply. And while a tantrum might come and go in an instant for a very young kid, the emotion is utterly overwhelming. Even for a ten year old kid, when they feel an emotion, it is felt deeply and strongly. Almost any kid can relate to feeling like they could lose control, or feel something that feels bigger than they are. Kids don’t get to control the world around them because adults make the rules. Half-orcs similarly did not create the rules of society or the prejudices in it, but they must react to it. This can lead to a loss of control. The awesome part of playing a half-orc is that when they do feel that emotion, they can channel it into something useful like battle prowess and resilience.

If you are trying to explain a half-orc to a kid, a great example is The Incredible Hulk. There is a guy who doesn’t quite belong anywhere, who feels major emotions and tries to control it but even when he does lose control, he doesn’t hurt the innocent. He cares about people and usually risks his neck to save people. And he also happens to be majorly strong. He’s not the only example of a good half-orc but I think he’s the one I most model my characters after. If you read the comics, it happens over and over that the Hulk is actually trying to help someone but when people who don’t like the Hulk, or are prejudiced against him, encounter him his actions are quickly misinterpreted and then Hulk has no choice but to defend himself and his friends. This act of defense is then taken as aggression towards those already prejudiced against the Hulk. The cycle never really ends. I think it can be pretty interesting for kids to play half-orcs who are really, truly very good at heart but who are assumed by others to be up to no good. The one thing I would say to make an exception to that is with the other party members. They should all know that the half-orc who may look big, strong and intimidating, is really kind, caring and loyal to her friends.

If you do go with the whole, “disgraced exile” backstory for a half-orc character, a weirdly appropriate model is Jar-jar Binks from Star Wars. Jar-jar was just kind of clumsy and not trying to hurt anyone but it was enough to get him banished. I think this works great for kids, no matter what you think of the character of Jar-jar. A half-orc could easily end up in a situation where she is misunderstood and due to her larger and more powerful frame ends up breaking something, on accident, that was precious to the community. Now she has a reason to go on an adventure. She needs to prove she is worthy of her own community. How does one do that? By becoming a heroic adventurer who, through the power of friendship, is able to save the world. That’s exactly what happened to Jar-jar. Well, before he went and messed everything up in Episode II and III but we’ll forget that for the moment.

There are a variety of half-orc names offered in the basic rules and I think those tend to be pretty fitting so I’m not really going to go into any extra recommendations of names for this particular playable race.

Let’s take a look at what the half-orc traits are as currently written

Half-Orc Traits

There are a few things you get for playing a Half-Orc.

Ability Score Increase

Half-orcs are very strong and they also have a strong stomach. For this reason they get to add 2 to their strength score and 1 to their constitution.

Age

Half-orcs mature by age 14 and live to be around 75 but usually not more than that.

Alignment

Here’s another spot where the half-orc description needs some improvement. It says, “Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.” Why though? Why do orcs or half-orcs have to trend toward evil? Half-orcs are as individual as anyone else so there can still be plenty of good half-orcs, or even orcs. I understand that their god is out of favor and is full of rage, but for that reason, I actually think it’s more interesting if they buck the system and trend toward good. Humans are not inherently evil because they are humans but they have definitely waged as much war as orcs ever have, so I really don’t like this description. But, if you want to use your alignment that way, feel free. I still do not recommend having a kid play an evil character though. If nothing else, it is guaranteed that this will cause problems at the table because at some point, the kid who is playing the evil character is going to want to do something bad to someone in their own party. This just causes a mess. Kids can have a much harder time not taking in game actions personally. If Johnny is robbed by Jenny’s evil character, Johnny is going to think that Jenny in real life doesn’t like him. And then it will be up to you as Dungeon Master to sort the whole thing out. Just avoid the headache and make sure the half-orc in the party is good. Again this is just my opinion though.

Size

I’ve stated the height and weight average above but for game purposes you are considered medium size if you play a half-orc.

Speed

Half-orcs move at a speed of 30 feet.

Darkvision

The description in the rules sums this up nicely. “Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.”

Menacing

Even if your kid is playing a nice half-orc, they can still, when they want to, look frightening. For this reason, you gain proficiency in the intimidation skill. Even if this doesn’t make a ton of sense now, just know that half-orcs can intimidate people easier than some of the other playable races. You’d be surprised how often kids make use of this skill and it certainly can be handy for getting information or trying to get into someplace the characters are not allowed to be otherwise.

Relentless Endurance

This is my favorite feature of half-orcs. When you are reduced to 0 hit points, meaning you would normally be dead at that point, you can drop to 1 hit point instead. Just so you know, a player character can still do everything they normally would with full health, if they have even a single hit point left. That basically means that when half-orcs are potentially killed, they are able to get up and give it one more try before it’s all over for them. They do have to take a long rest to use this again though, so you can basically think of this as a once a day feature.

Savage Attacks

This one takes a little bit of explaining so hang in there with me for a minute. Here’s how this feature is described in the basic rules, “When you score a critical hit with 
a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.”

To score a critical hit means that when you make an attack roll, you rolled a 20. (There are some limited exceptions where rolling between 18-20 counts as a critical hit) Once you roll that 20, you then get to roll your damage dice. This is not a D20 but will depend on what class you play and what weapon you are using. For rolling that 20 you get to roll your damage dice twice. So if your damage dice is a D12, you get to roll it twice and add that up to your critical hit damage. But with this feature you actually get to roll that damage dice three times. An example would be a half-orc barbarian scores a critical hit by rolling a 20. Then they get to roll a D12 for their regular damage. Then they get to roll it again for their critical hit damage. Then they get to roll it a third time for the savage attack feature. You add those three numbers together, then add any modifiers that add to the damage and you end up with a major amount of damage.

If that’s still unclear, don’t worry. Just know that half-orcs get to do more damage when they roll a 20 in combat than other playable races get to.

Languages

As a half-orc you get to speak Common and Orc. Orc uses dwarvish characters but doesn’t really sound at all like any of the other languages in the game. It’s a pretty harsh and gruff language with a lot of hard consonants.

Slick Dungeon’s Tips on Playing Half-Orcs

As I said above, I like the half-orc characters to be misunderstood rather than actually aggressive. Of course, there are tons of ways to play these characters and it’s absolutely up to you how you and your kids should play this. But I think that trending toward evil alignment is going to make it more difficult to manage the table. And that’s true no matter the playable race that is evil. In my mind a good connection point for kids with half-orcs is that strong emotion they feel. It can be really good for a kid to role play getting emotions under control in a positive way. And, that does not always have to mean just in combat. A half-orc might feel frustration at the fact that a wall is difficult to climb. That frustration turns to anger, but the half-orc focuses his anger on the task at hand. Before you know it, he is able to pound footholds into the wall with his axe and he and his friends can climb up. He felt the frustration, he channeled it and he solved the problem. This helps to show kids that their emotions are not invalid but that they should be used in a constructive manner when possible.

The background of half-orcs as written can be a little troubling and tricky, so before letting your kid play one, make sure you have thoroughly read the description and have talked to them about how they want to play the character. I have not read the book yet, but supposedly The Explorer’s Guide to Wildemount has more nuanced descriptions of orcs and other less common playable races. That may be worth a look if you want your kid to play a more nuanced character that is less of a stereotype, but again I have not read it so I can’t say for sure.

Half-orcs can really be a ton of fun to play because they are big, strong and if you play them right, perfectly suited to go adventuring. A lot of kids can relate to imagining themselves big and strong. They’re told that’s how they are supposed to grow up all the time. It’s the whole reason they are forced to eat vegetables, so they might as well get used to being big and strong now. Even if that’s just in their own imagination.

I think that an excellent example here really is The Incredible Hulk. And if your kid wants to be more professor Hulk than rage Hulk, there’s no problem there either. I think a highly intelligent half-orc who wants to learn to solve problems in ways that don’t involve weapons at all, is totally appropriate for kids. It’s whatever you want to make out of it, so tweak it with your kid as needed and have at it.

Next time I will get into the last of the uncommon races in the basic rules, the Tiefling.

After that, before I get into classes, I am going to have something a little special for everyone who reads this blog and likes these posts, so be on the look out for a bit of an announcement.

Adventuringly yours,

Slick Dungeon

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This page contains affiliate links. If you purchase a product through one of them, I will receive a commission (at no additional cost to you). I only ever endorse products I have personally used. Thank you for your support!

Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 10

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human, role playing a dragon born and role playing a gnome. Today we are going to talk about playing characters caught between two worlds, Half-Elves.

Half-Elfs are what they sound like. They are half human and half elf. While they carry some of the traits of elves, they also carry some of the traits of humans. In Dungeons & Dragons they don’t quite fit in with human society and they don’t quite fit in with elves either. Oddly, half-elves who grow up in human communities tend to have elvish names while half-elves growing up in elvish society tend to take human names. This isn’t set in stone or anything, and a kid could play a half-elf with either a human or elvish name, depending on what they want.

One of the interesting things about this playable race is that they tend to take on only the better parts of both humans and elves. They are graceful and in tune with nature, like elves, while still being curious and inventive like humans.

A lot of fantasy stories have been written about creatures like half-elves, where there tends to be an internal struggle in the character, trying to understand just how they fit into the world. As far as kids go, there are a couple of ways to look at this. For some kids this will be too much to take in and be able to role play well. Kids don’t have to be great role players to have fun though, so if they want to be a half-elf, my advice is to let them be a half-elf. On the other hand, this type of situation is very relatable to a lot of children. There are kids who have split families and need to understand what their role is on one side and what it is on the other. Divorced parents see this all the time. Rules are different in different households and a different side of a kid’s personality may come out depending on where they are at. The same goes for kids who might be biracial or mixed race who just want to understand both sides of their own heritage. This can hold true for all kinds of situations for kids. They know that they act one way at school and another at home. For some kids role playing something like a half-elf where you get to be on the good side of both halves of yourself can be extremely rewarding. The kid who shows up to obey mom’s rules in one house and knows his other mom is a little more relaxed on the rules at her house still sees himself as a good person in both places. He knows he might have to be diplomatic in certain situations and usually has a pretty good idea what the consequences of acting one way or another will be, no matter which house he finds himself in at the time.

Half-elves are all about being diplomatic. They can walk between multiple viewpoints because that is how they are made. In the game rules it says that half-elves are great diplomats, with the exception of between humans and elves. The reason, so the rules state, is that elves and humans always assume the half-elf favors the other side. I’ll be honest here, this has always kind of bothered me. I don’t see why either humans or elves couldn’t trust a half-elf to be diplomatic. If anything, they should be able to understand both points of view better than either race alone. Whether or not they are good at being diplomatic should really be based on what the character does, rather than who they are. That’s just my opinion though.

The rules say that this playable race is fairly uncommon but they’re not so uncommon that they would be a complete novelty to anyone really. To humans they look elvish while elves think they look human. They usually have the pointy ears of elves but are also able to grow facial hair, unlike elves.

They tend to be around five to six feet tall and weigh between 100 and 180 pounds. In other words, they tend to be average weight and height for a thin human or a somewhat stocky elf.

The rules also mention that half-elves can tend to be wanderers rather than diplomats. They try to find other half-elves to associate with but if that is too difficult they might live off the land as hunter gatherers. Or even blend into a city as a human and maybe even become a thief or swindler. That last one is not my favorite for kids to play unless they are playing the rogue class, which we’ll get into when we go over classes.

Playing a diplomat or a wanderer can be challenging for some kids but if it sparks their imagination, let them have at it. For some kids it’s a great entry point into the game and you’d be surprised at just how creative kids can be at trying to stop a fight before it happens in the game. I will say that if a kid is going to play the wanderer type, you might want them to have in mind that through the course of the game, that wanderer will come to have and depend on friends. The game is collaborative so if you have a half-elf who just wants to be alone in the woods all the time, that can make it difficult for anything to happen to that character. Having that character going from fiercely independent to accepting of a group of friends is really satisfying though and can be seen in tons of popular media.

Some people, and this is mostly adults, just want to play half-elves for some of the game mechanic benefits you get for that. I have no problem with people doing that if that’s what they want. But I will say that I don’t think that’s the best reason for a kid to play this playable race though. If they are intrigued by the idea of being a half-elf and really think it’s interesting, by all means they should play one. But if they love the idea of being a gnome or halfling or whatever but say they want to be a half-elf simply because they get some interesting bonuses down the line, I would discourage that. They can always make a new character later if they end up unhappy but I have just found that it’s better to go with what sparks the imagination than what might add up to a better dice roll.

And with that bit of advice, let’s get into the traits.

Half-Elf Traits

There are a few things you get for playing a Half-Elf.

Ability Score Increase

As I said above, half-elves can be very diplomatic. For that reason you get to add 2 to your charisma score. Half-elves are also partly human, which means they get some fierce independence. For that reason you get to choose two other ability scores and increase those by 1. Which scores a kid might want to boost here will depend on a lot of factors, one of the major ones being what class they play. I don’t have a general recommendation of what to increase here because it really does matter if you are going to be a wizard, or a fighter or a cleric or.. well you get the point. If your kid already knows what class she is going to play, I would recommend she boost the most important ability for that class. For example if you are playing a half-elf wizard, your spell casting is going to rely on intelligence and that’s what you should increase. If you don’t know the class yet, don’t worry about what to boost at this point.

Age

Half-elves grow at the pace that humans do, so they are more or less adults by age 20. The real difference is that they live much longer than most humans and can easily become older than 180 in their lifetime.

Alignment

Honestly, the entry here in the basic rules is contradictory. They talk about how half-elves can make great diplomats yet they say this – “Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.” I don’t see how chafing at rules and resenting demands (unless they are unjust) and being unreliable or unpredictable gets you anywhere in diplomatic circles. It’s contradictions like this one that make a lot of Dungeon Masters not want to use alignment at all. Everyone is nuanced in the real world and you might make the right choice in one situation but not in another. So while the rules say that Half-elves trend toward chaotic, make sure that makes sense with the character your kid is playing if you use alignment at all.

Size

As I said above half-elves basically are between the size of humans and elves. For game play purposes your size is medium.

Speed

Half-elves are somewhat fleet of foot but by no means the fastest creature in the game. They get a walking speed of 30 feet.

Darkvision

This is the same as what elves and a lot of other playable races get but it’s still really handy. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry

This is also something elves get. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. There are quite a few times that monsters or other enemies might try to charm the characters so having defense against that is pretty good. Defending against magic that puts you to sleep is also helpful, especially if the rest of the party succumbs to one of those spells.

Skill Versatility

You gain proficiency in two skills of your choice. It’s okay if you don’t quite know what this means yet but there are several skills that a player character can have. Most of them are pretty self explanatory, such as stealth or acrobatics. Your kid just gets to choose two of those skills they get to be especially good at. This comes from the human side of the half-elf characters.

Languages

Half-elves are pretty smart so they get to speak common, elvish and one extra language. If you have a half-elf in your party and you know for example that the campaign is all about giants, you might have the half-elf know how to speak giant. It makes for much smoother communication.

There are not any subraces for half-elves in the basic rules. I think this is because you get a hefty amount of bonuses and flexibility in the game mechanics with being a half-elf. For this reason I am not going over any subraces for this entry.

Slick Dungeon’s Tips on Playing Half-Elves

As a player, I find this one to be tricky to pull off. Lucky for me, I mostly choose to be the Dungeon Master anyway. But kids can really get into this type of character. It will, as always, depend on the kid. If they love the idea of being caught between two worlds, learning to make friends after being an independent loner, or are really into the idea of smoothing over a situation before it gets out of hand, half-elves are for them. They get to be graceful and in tune with nature when they want to be but can also have the impulsiveness and energetic spirit of being human whenever they want. It’s a nuanced type of character and can mean you and your kid really need to nail down what the character is all about before getting all the way into it.

My biggest recommendation on this one is to ask why the kid wants to play a half-elf. If they just think half-elves are cool, that is an awesome reason to be a half-elf. If they say that they are looking forward to the mechanical bonus you get down the line, that may not be the best of reasons to take on this playable race. I like to let kids play whatever playable race they want but I usually want to know their motivation on it because that helps me to be a better Dungeon Master for them. I will say, I do find the mechanical bonus issue to appear more in older kids, usually because they are more familiar with the rules and are quicker with the bit of math that goes along with it. And if they are really insistent that they want to play a half-elf because of those bonuses and no other playable race will do, that’s okay too. You just have to realize the role playing moments might be a bit tougher to come by in that case.

Half-elves can be super interesting and they’re actually one of my favorite type of character to watch adults play. If you watch Critical Role, you know about Vax and Vex and how nuanced they can get. For kids, it can be a challenge, but depending on their situation it may be the absolute best fit.

I hope you enjoyed this post and got something useful out of it. Next time I am going to be back to talk about my favorite playable race to be when I am a player, the Half-Orc. They’re almost the complete opposite of Half-elves which can make for some fun stuff. They do have their issues too so I hope you’ll be back to read what I have to say on it.

Adventuringly yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 9

Gnome
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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human and role playing a dragon born. Today we are going to talk about playing the smallest and most full of life character race, gnomes.

If you think about gnomes outside of Dungeons & Dragons, a few things probably come to mind. You might be thinking of the annoying little gnomes that Ron, Harry and Hermione enjoyed tossing out of the Weasley’s garden. You might be thinking of the vicious gnomes that show up in Grimm’s Fairy Tales or you might be thinking of the little cutesy lawn gnomes that keep watch over your grandmother’s house. When it comes to D&D, that’s all sort of accurate with the game, except that the gnomes don’t tend to be mean spirited or especially annoying and they can be cunning warriors, excellent wizards or even mighty paladins. On second thought, D&D gnomes are really unlike any of the ones you are probably familiar with. The good news is, I’m here to tell you about playing a gnome and why this can be a great character race for a kid to play into, especially if they love to make jokes or puns.

Gnomes live for centuries. Anywhere between three and five hundred years is average for them. Unlike elves, who tend to take the time to slowly savor the world, gnomes feel like they need to make maximum use out of their time and live life to the absolute fullest extent they can. For this reason, they tend to make great adventurers. They really want to get out int the world and see everything there is to see. If there is a quest to kill a dragon, a gnome will want to go, not for treasure, not for violence, but because they have never actually seen one and who wouldn’t want to do that?

Gnomes also tend to be pretty upbeat and cheerful which can be a whole lot of fun to play both as a character and as a nonplayer character if you have one in your game. I always like to have a gnome I can play at some point in my game and I’ll tell you why in a little bit.

Gnomes have a refreshing take on life because they love to joke around but they are also able to get down to business when the stakes are high. They take well to tasks they set out to do. While some set out to become wealthy, and they have a love of gems, their true passion really is just the experience of life. They do live underground but they are likely to be found outside more often than dwarves tend to be. Gnomes can be found as any of the character classes in the rules but they do make especially good bards, wizards and paladins. They even do pretty well as rogues considering their small stature and the ability they have to sneak around when needed.

Gnomes love to joke, play pranks, and make puns. I am a dad and being a dad means that you are legally required to make a certain number of dad jokes, silly pranks and bad puns per year. I get the majority of mine in when I put a gnome NPC in the game. Why? Well, then it’s not dad telling the joke right? It’s the gnome! Okay, so my kid still rolls his eyes at the jokes but I enjoy it anyway. A gnome is a great comedic vehicle when you need oneand that’s how I use it but of course you don’t need to do that if you don’t want to.

Before we get into all the ability bonuses and stuff you get for being a gnome, I want to take a minute and talk about gnome names. In the basic rules they tell you that gnomes love to have a ton of names. They have so many names it’s hard for humans to keep track of what they should be called. But the gnomes always pick the names that they think are the most fun to say. Now usually I would say just name characters whatever you want, and that’s still true in this case but I am also going to give you another great source of gnome name inspiration. The master of all time at fun sounding names is one, Dr. Seuss. When looking for gnome names, his books are a gold mine. Barholomew Cubbins? Cindy Lou Who? Benjamin B. Bicklebaum? Oh those are such gnome names. And those are ones you have probably heard of. Look for some of the more obscure ones if you need to and I promise you are going to find a name that is fun to say.

Gnome Traits

There are a few things you get for playing a gnome

Ability Score Increase

Gnomes take quickly to the things they learn and they have a long lifespan of experience to draw from. For that reason they get to add 2 to their Intelligence score

Age

As I said above gnomes live 300-500 years or so but they age at the same pace as humans and are considered adults around age 40.

Alignment

If you use alignment in your game, gnomes tend toward the good side. This is pretty good news for the rest of the world because they can be a bit mischievous and like to play tricks on others.

Size

Gnomes are the smallest of the playable races in the basic rules. They stand only 3-4 feet tall and are very light usually coming in around 40 pounds. For game purposes your size is small.

Speed

Gnomes aren’t exceedingly fast but they are not exceptionally slow either. Their speed is 25 feet.

Darkvision

Since gnomes live underground they are pretty used to seeing in the dark. For this reason they get darkvision which means you can see out to 60 feet as if it were bright light while in dim light and in darkness you see out to 60 feet as if it were dim light.

Gnome Cunning

Gnomes can be smart, wise and charming so they get to have advantage on saving throws with these traits when a magic spell using one of them calls for it. Don’t worry if you don’t know exactly what that means yet, just know that gnomes are resistant to a lot of types of magic but certainly not all types.

Languages

Gnomes are fluent in common and gnomish. Gnomish is fairly complex due to the fact that gnomes live so long and learn so much but it still uses dwarvish script when written. Other creatures are able to learn gnomish but gnomes don’t necessarily share the language easily with anyone unless they are very close to them.

Subraces

I just discovered something odd when doing my research for this post. I look at the rules that are posted on D&D Beyond for the basic rules. In there they mention two subraces, the rock gnomes and the forest gnomes. However, they only explain the rock gnomes in there. So, in case you want to play one, I have done the research and I can share with you what the forest gnomes are like as well.

Forest Gnomes

Forest gnomes are quick and stealthy. They have a knack for illusion as well. They are also in tune with the forestand the animals that live in it.

Ability Score Increase

You get to increase your dexterity score by 1.

Natural Illusionist

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Basically what this means is that your gnome can cast a spell where you can cast asmall but pretty convincing illusion. This is a surprisingly useful spell and I have had a lot of interesting role play moments because of the spell so it can be quite fun to have.

Speak With Small Beasts

Forest gnomes love animals and animals love them right back. For that reason, forest gnomes can speak with any animal that is size small or smaller. They have to do it through sounds and gestures but communication is quite possible among gnomes and animals.

Rock Gnomes

Rock gnomes are the most common type of gnome in D&D. They are hardy and inventive.

Ability Score Increase

Because they are hardy, rock gnomes get to increase their constitution score by 1. This just means it’s harder for them to get sick or poisoned.

Artificer’s Lore

This one is a little wonky but it’s cool. here’s what the rules say exactly: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Now, I know that sounds confusing but here is the takeaway, when a gnome is looking at magical, alchemical, or technological stuff, they know more about it than others would. The reason is pretty obvious, gnomes live a long time and love to learn, so they know stuff.

Tinker

This one is pretty cool too. Basically a gnome can spend 10 gold and one hour and make a clockwork device. That’s as long as they have artisan’s tinker tools. Most gnomes do so that shouldn’t really be an issue. The device will stop working after 24 hours unless it is repaired. The gnome can also choose to take it apart and recover the parts of it. they are allowed to have up to 3 of these at a time.

If you are thinking that a gnome could make anything with this, that is not quite true. There are only three types of devices that can be made in this way.

Clockwork toy: This is basically a wind up toy that can be in the shape of a bunch of different stuff. The rules set limits but I don’t think you need to restrict it too much unless your kid wants it to be a tank with full fire power or something like that. If you are wondering what use these could possibly be you have clearly not played D&D before. These toys make great gifts to little kids the characters meet, they can be an excellent way to distract an unobservant guard, and maybe most importantly, they can be used to check if the floor has any traps set into it.

Fire Starter: This device produces a miniature flame. It’s good for lighting candles, torches or campfires. Personally, I think this one is less fun than the clockwork toy but it can come in handy when there are no other light orfire sources available.

Music Box: This is just your basic music box. It plays one song when open. It can also be used in some creative ways and as a distraction if done well, but the clockwork toy is still my favorite of the three.

Deep Gnomes

There is technically another type of gnome called the deep gnome or svirfneblin. They live in the underdark, in the same place dark elves live. They tend to still be good, but they have a lot less humor to them. I don’t strongly recommend this subrace for kids but if they really really want to play it, just remind the kid that these gnomes are still kind and good and want to help.

Slick Dungeon’s Tips on Playing Gnomes

Gnomes can be a huge amount of fun for a kid to play. They get to be kind, caring, inquisitive and have a sense of humor. If you have a kid who likes to tell jokes, play pranks, or say puns, the gnome option is perfect. Even if your kid doesn’t want to tell jokes and all that, but wishes to play a character that loves life, this is an excellent choice. Most kids love life and they are natural learners so they identify well with gnomes.

Of course they can be played any way you and your kid wants them to be played. Maybe they do want to play the only bored gnome in existence. Or one that has zero sense of humor. That’s totally fine, each character is always an individual, just make sure you understand what direction your kid wants to take it when they start out.

As a Dungeon Master, I think gnomes are really fun to play. They can take the most mundane item and give a three hour lecture on it, all while keeping the crowd entertained. This can be a little challenging to role play, so one thing you may want to do is look up some jokes ahead of time. Got one you have been waiting to tell your kid? Drop it on them in the guise of a gnome character and see what kind of a reaction you get. You might be surprised to see that a joke that normally gets a groan will get a laugh in the game. Try to have fun with it. I also think gnomes make pretty good merchant characters. They can go on and on about an item they are going to sell to the party and gnomes tend to be nice so you don’t have the problem of a store keeper who really doesn’t want to be there.

As always, it’s up to you how you do it, this is just the way I like to run gnomes.

I hope you found this post useful and picked up one or two tips for playing in your own game.

Next time we will get into how to play a Half-Elf.

Adventuringly yours,

Slick Dungeon

skull-splitter metal dice

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Ten Speed Press Announces a Cookbook, a Journal & a New Book for Young Adventurers

Hi there adventurers, it’s Slick Dungeon! Over the weekend Wizards of the Coast had their D&D Live 2020 event where they introduced the newest Dungeons & Dragons books, merchandise and overall nerdy glory. While the big reveal was the new campaign book coming out called Icewind Dale: Rime of the Frost Maiden a couple of other things were announced that I am actually more excited for.

In an earlier post I wrote about the cookbook coming out called Heroes’ Feast. I think this will be really fun and the recipes look like they will make a great activity to do with kids.

You can already pre-order this one but sadly it does not come out until October.

The next any age appropriate item was The Book of Holding. This is a journal with some pretty cool art on it that can be used for taking notes about your campaign or just writing your thoughts down.

This one is also available for pre-order but you only have to wait until August 4th for it to arrive. I’m not a huge fan of special journals or anything but if you love D&D this might be nice to put on the shelf.

The thing I am most excited about is the next book in the series for young adventurers called Beasts & Behomoths. This is the fifth book in a series meant to get younger readers interested in Dungeons & Dragons. This one is essentially a monster manual for kids. It should expand on the more unusual creatures found in the game and is a great addition if you already have any of the other books in the series, even if you have the other book about monsters Monsters & Creatures.

What I love about this whole series of books is that the focus is not so much on the stat blocks or mechanics of the game but rather the storytelling aspects of it. This is great for both younger players and people just learning to play. All the numbers in the regular rules can kind of get in the way, so having something like this is a lovely introduction to understand just how fun this game can be. Plus most of these run for between $9-$11 depending on the format you get them in. That’s a huge bargain compared to purchasing the core rule books that can run up to $50 a piece. If you play D&D with kids, I say, don’t worry about buying all those heavy books but you should totally get some of the ones in this series. That’s just my opinion of course but hey, even if you grab these and then get more into the other books, these are a neat little collection to have. To get the new book, you can pre-order it but you can’t get your hot little hands on it until October 20th. I’ll be waiting for my copy on the day, I promise you that.

I hope you are looking forward to this stuff as much as I am. Also, if you follow my blog for movies and books but not D&D stuff, not to worry, my next post will be Dungeons & Dragons free.

Excitedly yours,

Slick Dungeon

This page contains affiliate links. If you purchase a product through one of them, I will receive a commission (at no additional cost to you). I only ever endorse products I have personally used. Thank you for your support!