Midgard Heroes Handbook: Bard Class Analysis

Crit Academy starts its series covering Kobold Press’ Midgard Heroes Handbook. The Midgard Campaign Setting is a dark world of deep magic started by Wolfgang Baur and fleshed out by his team. It’s flavored with Central European myth and folklore - from the frozen Northlands to its wild steppes, dark forests, and craggy mountains.

Midgard Heroes Handbook has over 200+ pages of pure gold! Including:

New Races, Subclasses, Feats and more. In this episode, we cover the Bard of College of Entropy and the Greenleaf College.

BARD: Entropy College

Bards of the College of Entropy are itinerated gamblers and daring thrill-seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They’re called luck stealers (with a mixture of derision and respect) because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.

BARD: GREENLEAF COLLEGE

The Greenleaf College was founded by elfmarked who sought to record their varied heritage. Drawing from elven lore and power, Greenleaf bards strengthen their connection to nature. Through their magic and their tales, they convey the rejuvenating strength of the forests and rivers to their allies.

Give a listen to hear our thoughts on the subclasses and their unique features.

Unearthed Tips and Tricks: We bring you new and creative content for you to bring with you on your next adventure!

Character Concept:

From Bombarded Podcast: Raz’ul

A Truly “Wild” Shape,

Can’t control what animals he shifts into.

Using a percentile die. Strength Range band*see what I did there?*

20 - 30% maybe a wolf, 40-50% lion or 60-90% brown bear and a Critical roll allows changing out of CR limit. Changing into something he couldn’t normally turn into. (CR or even nonbeast type)

Likewise, critical fail changes into weak CR. maybe a cat? Or a frog?

Monster Variant: Sloth Mammoth

Origin: Mammoth

New Features:

Trampling Rush: (replaces Trampling Charge): If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or knocked prone or pushed 20 feet. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Slow Breath(Recharges on a 5-6).

The mammoth releases gas from its trunk in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn.

In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Encounter: Patron Sambridg

My players are currently on a sidequest from the POTA campaign while they do a job for Burbontoe LLC(They have an employment contract) they need to get 5000 lbs of black oak from Kryptgarden Forest (1 large tree) within one month to Waterdeep. However, they were warned a very large(ancient) green dragon by the name of Old Gnawbone claimed kryptgarden as her territory along with her son(adult green).

When the players begin to take the wood they will find the 2 dragons take off from the mountains above with hurricane-like wind and if they perceive it (eventually it will be obvious), they will see three dragons(adult red) flying from the south to attack. The moment battle ensues the players will be given dragon character sheets and get to play out a 3v2 dragon fight while the party gets to look on from the sidelines and not be in “danger”. I just need to figure out a way for the dragon remains to be mopped up so the party doesn’t go nuts looting dragon parts.

Note: I have simplified the dragon stats by removing legendary actions and lair actions(as the fight isn't in the lair). Otherwise, the fight would be very bogged down and confusing.

Magic Item:

The Mask

Wondrous, Very Rare (attunement)

This ancient-looking wooden green mask appears to slightly shimmer with a mystical green aura.

While wearing this mask, you are caught in a brief whirlwind of magic and become under the effects of the alter self spell. This does not require concentration. The DM rolls on the NPC Talents, Mannerisms, Interaction Trait, Ideals, and Bonds tables to determine the new personality of your altered self while you’re wearing the mask.

If the creature wearing the mask attempts to remove it, they must succeed a DC 18 Wisdom saving throw, if they fail the mask remains in place until they finish a long rest. Where they find the mask laying near them when they awaken.

Dungeon Master Tip:

Time! The Greatest Threat!

Let's check the room for loot and secrets. Oh, I rolled low, let's spend more time until I roll higher.

Let's take a short rest after that battle, that way we are good to go and refreshed for the next battle.

Let's travel at a slow pace, I would hate to get caught in an ambush.

Random encounters are often the reason to avoid doing this, but most people believe random encounters, are unnecessary.

In the chapel on the cliffs game, time is very important. As it passes, enemies flood the village and then disappear after the dawn. So time needs to be tracked relatively closely, as it is critical to the dynamic setting.

As a DM, add events that will occur as time moves on, with our without the PCs. Even if it's just inside the location where they are located.

We’ve discussed the Escalation Die. You can use this as an event calculator. On a D6 starting at 6 and when the player's rest, spend extra time investigating a room or are traveling slow.

Set what the event is, could be trapped being set,

Player Tip: Don’t be a Dick

Improving Party Tactics!

Some players can’t help but see every missed opportunity to that gives the PCs the best opportunity to succeed. Either in the form of terrain advantage, a player choosing the wrong spell or skill for the job at hand.

We’ve talked about having discussions after combat, to improve group tactics and missed opportunities.

What if instead, your character reacted to a bad decision DURING combat?

This is a great Roleplay opportunity. If you’re frustrated by seeing poor tactics, consider how your character feels, after all, it's their life on the line. If you express your character's frustration, especially in character, mannerisms, voice, and all, can help the player not take the criticism personally. Additionally, this builds your PC as someone who is knowledgeable about tactics during battle.

Be careful not to overdo it. If your character constantly complains about bad tactics, they may just end up being booted from the party, as nobody wants a back seat fighter.

If you have any feedback, unearthed tips and tricks, or topics you would like us to discuss, please send them to us. You can email them to us at critacademy@gmail.com or find us on Twitter and Facebook @critacademy.

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Midgard Heroes Handbook: Fighter Class Analysis Guide

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