>Making a new character for a 5e campaign >Following an idea about a fighter who refuses to let any sapient life die in his presence, friendly or hostile. >Planning to start as a fighter to get the maneuvers: disarming attack. trip attack, and pushing, get the healer feat at level 6, and then multiclass into a cleric
>will carry extra blankets, common clothes, robes, and rations for unfortunate commoners and victims of conflict. >Always has antitoxins and healing potions and healer's kits at the ready. >Several 5 foot pieces of rope and sacks to detain violent individuals >Carves wooden symbols of his deity to give to others for hope.
Need more ideas on how to run this guy.
>Pay for a permanent experienced servant to be my squire or use the retainers feature for nobles to get 2 non-combatant squires? >Main stats are con and str. Or should it be cha for pursuading people into nonviolent ways to resolve conflict?
Juan Walker
As a DM, this character would be amusing for about three encounters. Then it will get really obnoxious, and I would probably try to kill him off.
Kayden Nelson
For the love of god make sure you talk to your DM and fellow players about this character before trying to play it.
Nathan Thompson
As a player, that's definitely something I was worried about. I'm thinking, he'd be fine as long as people do nonlethal damage, and if they don't then my character would spend an extra turn or two tending to the enemies just so they don't die.
Minimal derailing for maximum roleplaying.
...Right?
Liam Gonzalez
If the players don't kill him first. Or lock him in some kind of immortal stone tomb so he went ever have to worry about about death again.
Bentley Green
Nonlethal characters are most interesting when they break their path to not kill for a good reason. Makes the character dynamic and the table won't want to strangle you.
Josiah Campbell
Is it worth mentioning that the DM at my table likes episodic leveling, so we don't gain any experience from killing people?
Andrew Bell
>change how every other player plays the game >dm must rebalance the game or deal with half the party dying every session >minimal derailing
Noah Adams
No!? It doesn't change the fact that your character sounds cool on paper, but in reality your're no different than obnoxious paladin players who try to force everyone to play the way he wants to, ruining the night for all.
Carson Barnes
Wrong. After the battle ends, what do you do with your enemies? Just leave them there, for wolves to eat? That doesn't sound right. that's not mercy. Do you wait until they're awake and let them go? What if they just continue what they're doing and cause trouble later, for you or someone else? Or what if they swear revenge? That doesn't sound smart. Wait, there's a solution. You can drag them to authorities, so they'll be imprisoned. That is, assuming authorities trust you that those are bad guys, just on your word. But what if you're somewhere in the woods or in the desert, will you forget about your objective and drag them all the way back to the city? And what if they are imprisoned? Humanoids who you'll be fighting will most likely be brigands, or cultists, maybe some kind of enemy soldiers. You think they have sweden-tier resort prisons in fantasy? Most likely those kind of people will be either hanged or sent to the mines. Sure, your character is not killing those people himself, but they'll still die. Is he totally okay with that? Or maybe you want to redeem them. Drag them with you, so you can teach them about compassion and mercy. Well, your bog-standard encounter at first level is about four bandits. That will add up really quickly. Eight bandits, sixteen, thirty two... At which point does the party get tired of your shenanigans and having to watch them at night for you?
I'm just scratching the bottom of the barrel here. Do you still think this is a good idea after reading all this?