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You are here: Home / Archives for Drew Latham

Character Concept: the Tabaxi Speedy Sniper

April 17, 2018 By Drew Latham 4 Comments

You’ve made camp for the night, exhausted from a long day of adventuring. Your eyes just barely close for slumber when you hear a loud noise nearby, one that sounds like a bird and bear at the same time. Moments later an owlbear is rampaging towards you. Surely you’re doomed! Just when the beast makes its lunge towards you, you notice a pair of feline eyes glowing from amidst the trees. A second later, an arrow flies from the trees, finding its way to the owlbear’s back. Not more than 5 seconds later, another arrow whizzes past your head, finding purchase in the beast once again before it falls to the ground. From the trees emerges a humanoid cat holding a longbow, a tabaxi ranger.

In this character concept, I’m going to take the idea of a speedster and run with it, literally. This is a fun way to build a 5e tabaxi character. The main idea stems off of the tabaxi’s racial ability that doubles your speed for a turn and recharges after not moving for a turn. The build comes online at level 10; 6 levels in monk and 4 in ranger. There are plenty of ways to level from there for even more speed, but the build really starts being effective at level 10. The 6 levels in monk allow you 15 more feet per turn, bringing your movement up to 45 feet per turn. More importantly, it gives you step of the wind, allowing you to dash as a bonus action. The mobile feat brings you to 55 feet. The ranger levels get a bit more situational, but with more benefits.

Dread ambusher gives you 10 feet on your first turn of combat. The ranger spells that are important to this build are longstrider and zephyr strike. Longstrider gives you 10 additional feet per turn for an hour, bringing your average speed total to 65 feet. Zephyr strike gives you a whopping 30 feet, but only after attacking. That works perfectly with how this build plays out. Due to action economy you’ll have to cast these spells before the battle starts, but remember that the payoff is twofold.

So once you have your spells up and on the first turn of combat you make an attack. Once that happens all of these bonuses stack up twice due to your feline agility. So when the stars align, your tabaxi ranger will be clocking in at 420 feet in one turn. For reference, that’s 4/5 of a mile per minute, or 48 miles per hour! Granted that’s only when everything goes off, but on average you’re still moving at 130 feet every other turn. Even on the low end you’re moving 65 feet, unless you run out of longstrider. That’s still double the speed of any normal creature.

So what do we do with all this speed? Well luckily the rest of the build fits nicely into an archer shell. This means your game plan is to just fire arrows and never get caught. Fire off an arrow, move almost a mile, and attack from an entirely different angle and surprise your foe. If you find yourself playing this at higher levels you can build into more speed with monk levels, or more damage with the scout subclass of rogue (which also grants more speed!), or if you’re feeling fancy you can grab levels in warlock and sorcerer and hit enemies from even farther than your bow can reach.

So what do you think of this 5e tabaxi character build? Did I miss any speed bonuses? How much is too much? Are you interested in more fun and wacky character builds? Let me know! And as always, keep those dice rolling high!

Campaign Journal: The Festival

March 18, 2018 By Drew Latham Leave a Comment

Welcome back to another update of our ongoing campaign. When we last left our heroes, they were just leaving the home of the family whose daughter they saved. The father brought Jael to an isolated place to inform her about where their town’s yearly tribute of food goes to. He told her to watch the tribute closely and watch where it gets whisked away to. Now all they had to do is wait for the Festival of Seasons.

A week later, the festival began. Everyone was cheering and having a great time. The players participated in games like darts and animal races for the prize of magical trinkets. The players eventually got their prizes and the ceremony began. The tortollan mayor gave a rousing speech to the town before offering the tribute. In a flash of aqua green fire laced with electricity, the tribute disappeared. Or so the townsfolk thought. But Durso’s keen eyes spotted a flash of a tail sneaking down an alleyway. He motioned for Jael and Nyxia to follow as they pursued to a cave outside of town.

The party followed the cavernous tunnels, the group came to a room that had elevated platforms on both sides. From a hole in one of these platforms came a beast that looked like a rusted claw-less lobster. It was a rust monster! The party fought the beast, during which time they activated the trap of the room, which dispensed vials of maple syrup from the platforms, impeding the fight as they wallowed in it. But eventually they found victory against the monster and pushed further into the cave.

The first thing the party noticed in the next room was a large pile of food, the tribute that the town had given. Unfortunately they were noticed by someone: a kobold in a chef’s hat who was readying to prepare the food. Panicked, the kobold ran off to get help against the intruders. Soon after, the kobold brothers, named Meepo and Maapo, entered the room. With short preparation our heroes were able to land the first strike on them, but the brothers fought back with makeshift weapons of maple syrup, bee hives, and scorpions tied to sticks. They were no match for our heroes, who disposed of them. They then ventured further into the cave. However the fight had left Durzo and Jael distracted, and they fell victim to a trap that wrapped them and lifted them up and away from Nyxia.

It was there that we had to wrap for the night. Will our party reunite? Are these kobolds the source of the town’s protection? Or does something even more powerful lurk below? We’ll have to find out next time. Until then, keep those dice rolling high!

Campaign Journal: The Beginning

March 2, 2018 By Drew Latham Leave a Comment

This past weekend I started up my main campaign. It’s one that I’ve been planning and writing for quite a while. This time around we started with a core of three players, but that number will fluctuate from week to week. One of the greatest obstacles in running a game is getting everyone’s schedules to line up. But we got a good core of players to start this time. So how well did our adventuring party of a kenku rogue, half-elf sorcerer, and dragonborn cleric fare? Let me tell you the tale of their first venture.  [Read more…]

A Crack in the Glass: Creating Flaws in Your Character

February 10, 2018 By Drew Latham Leave a Comment

A good character has many facets. The diversity of ideas that dwells within a person is what makes them interesting. One of these facets that can have the most impact on how you play your character is a flaw of theirs. Flawed heroes aren’t usually the first ones that come to mind when we’re asked to name a hero, but more often than not they’re the first to come up when the question of favorite hero is asked. Flaws make the character more relatable to everyone, and therefore more likable and even easier to roleplay as. The reasons to add a flaw to your character are numerous, so let’s just dive into how to make a good flaw for your character and use it to your advantage. [Read more…]

A Splash of Color: Painting Update

February 4, 2018 By Drew Latham Leave a Comment

Welcome to the monthly update to my journey of learning to paint miniatures. Over the course of this month I’ve been honing the basics and dabbling into new techniques like object source lighting. I’m slowly but surely pushing through my collection of figures and gaining confidence with each finished figure. So how did I do? Come check it out. [Read more…]

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