I am not equipped for this level of fuckery
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This sounds like a fun character. They even balance it out by not allowing the two classes to operate at the same time so it’s not OP.
It sounds like the character has the same total level as the rest of the party, but can only use features from half of those levels, so it’s going to be underpowered to the point of unplayability.
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So would the character have to carry two sets of gear and change with each personality switch? Would the warlock even have the strength to haul around a paladin’s armor and sword?
On edit: And how about changes during combat? Even with a bag of holding, the paladin would have to either fight without armor and a proper weapon or fall back and equip. The warlock would be immobile until he could drop the paladin gear. In either case, they’re dropping loot on personality changes during battle. Disclaimer: I’m going off old-school Baldur’s Gate and I’ve never played table-top, so I could be completely wrong about all of this.
In 5e, if they took their first level as Paladin, they would gain Heavy Armor Proficiency. Having proficiency in heavy armor would allow a normal Lockadin to cast their Warlock spells in armor just fine. They also both heavily favor Charisma, and if the Warlock took Pact of the Blade or Hexblade, they wouldn’t even need strength for melee.
That’s a normal Paladin/Warlock though, with this weird hotseat play they want to do, their self-imposed rules might not let them even use the other class’ passive features, which could get awkward.
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I actually did this once, only the good personality was a pacifist healer who was a liability in combat due to her aforementioned pacifism and her oath to help anyone who asks for it occasionally helping our enemies, and the evil personality was a sociopathic battle hungry sorcerer who just wants to cause as much mayhem as possible.
Mechanically speaking, the evil one surfaces in high stress situations (And even then, I have to fail a con save for it to take effect) and I automatically revert to the good one upon falling asleep or otherwise losing consciousness in some way. I ran all of this by my dm to make sure it wouldn’t screw over the party too much or be too powerful. It was my favorite character thus far.
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I actually did this once, only the good personality was a pacifist healer who was a liability in combat due to her aforementioned pacifism and her oath to help anyone who asks for it occasionally helping our enemies, and the evil personality was a sociopathic battle hungry sorcerer who just wants to cause as much mayhem as possible.
Mechanically speaking, the evil one surfaces in high stress situations (And even then, I have to fail a con save for it to take effect) and I automatically revert to the good one upon falling asleep or otherwise losing consciousness in some way. I ran all of this by my dm to make sure it wouldn’t screw over the party too much or be too powerful. It was my favorite character thus far.
Did your party feel the need to knock out your character from time to time?
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Did your party feel the need to knock out your character from time to time?
At lower levels, this problem was quickly resolved by a simple sleep spell. By the time sleep fell off in terms of usefulness, character development had left my evil side with a sort of begrudging respect for my allies. (though I still didn’t care if they just so happened to be within splash damage range) By that point it was more of a mixed bag type of deal. The evil form was undeniably effective at nuking whatever threatened us, but couldn’t be trusted to handle delicate negotiations. The good side would outright refuse to help in battle, but was a superb utility party member. Because of how the mechanics worked, being evil was only a temporary problem that would resolve itself as soon as I take a rest, which obviously I would need to do to get my health and spell slots back. So to answer your question: yes at first, but eventually no.
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So… Everyone is John? Dnd players keep reinventing the wheel and patting themselves in the back for it.