Let's talk about Mercy.
Overwatch, after its numerous snowflake "scandals" on showing athletic busts and butts in a fantasy world, remains one of the top tier titles in the first-person team shooter world. All of the assembled heroes cover distinct roles to help fill out an effective team: Defense, Offense, Tank, and Support. These are pretty straight-forward, but let's cover our bases.
Defense: defensive units excel at holding down a location and laying out damage to DEFEND a position. Widowmaker, Bastion, and other sniper types fit this model.
Offense: offensive units are fast, mobile strikers with high damage output, but don't do well in heavy fire. Folks like Reaper and Tracer do best here.
Tank: with shields, crowd-control, and high health, tanks pull aggro from enemies and keep the fire on them cuz they can take it. The big boys and girls of Reinhardt and D.Va are your go-to's here.
Support: support is the backbone of a team. Buffing, building, and healing, characters here keep everyone up while bogging down your foes. Mercy is the easy example here, but folks like Symmetra and Zenyatta fill in too.
Now, just like in any decent game, these roles serve merely as a guideline in and not a concrete directory of what hero to pick in any given round. Meaning, not unlike Dungeons and Dragons and others of its ilk, characters can pivot when the situation deems it necessary. However, Mercy shouldn't be relied on to make kills. Sure it's possible, but that's not really the thing to do.
Now, I've been a Mercy main before, and the weird thing is that...not a lot of people are. In fact, the majority of players are the other three. I go in order of priority = Support, Defense, Offense, Tank. I LIKE being the healer when I'm playing with others. Same thing happened in City Of Heroes (back when it was good). Of my 6 characters, 3 were healers, and 2 were built to be the best support characters in the game. I could stick myself in the melee and burst low healing to allies, while I cue large healing to the tank, and prep resurrection for the strikers that went in over their head. And, if someone pulled aggro and died in a tunnel somewhere, I could teleport their body next to me and queue their resurrection next. Every battle was a tactical switchboard between positioning myself enough out of harm's way to keep healing, and tracking the output of my allies to keep them moving, which in turn pulled enemies off of me. MUCH grinding later, I could burn area buffs on top of everyone else, making my team way more effective at their jobs. It was a lot at once, but I need that kind of strategy stimulus.
Being "the healer" had a bunch of social benefits, too. I'm never without an invite to an adventure. EVERYONE needs a healer, and you learn quickly what kind of group you're signing on to. Some are obnoxious, others are happy to play, but everybody gets in over their heads at some point. You learn to manage the group's needs while cueing them into threats; a few times I was gifted the "team leader" mantle after running with a specific crew, because I was good at recognizing where the AI would move and would at least offer my two cents to keep everyone alive. (Resurrection has a countdown timer, so you can't wait around to get folks back into the fight - if it goes to zero, they return to the HQ spawn point and it takes FOREVER for them to come back to y'all). There are jerks in every party, but most of my interactions were positive, and when I was playing a lot over the summer between college breaks, I found and kept a solid crew of 3-4 other players that vibed well on missions. It was a good time.
Psychologically speaking, I'm sure my therapist has a few things to say, so I'll paraphrase.
Support classes are acts of service at their core - their main goal is to make the team around them better and to make their foes worse (buff/debuff). They are absolutely essential, but they require checking your ego at the door, at least in the beginning. They don't feel heroic, despite making the hero even better...in the background. They're also the main healers in a game - later levels net powers that can SAVE encounters in a single round, but the majority is still mitigating damage. They also have to be protected, and sometimes it's hard to prioritize defense over offense, so a support character needs to also take care of themselves...something I needed to learn in the real world, but that's another story.
My point is that for all their benefits, people still look down on the Support characters in any genre. They're a lot less flashy, lacking on NOVA, and often get to be the butt of the joke for no discernible reason (until you need a medic, that is).
Clerics Are Machines
There are two board game types I excel at: Deck Builders and Machine Builders. Deck Builders involve starting with a base deck of cards (or some shuffled resource) and buying/trading for other cards to add to your deck. The cards you add make your deck more efficient, effective, and versatile, until you are unstoppable. Machine Builders are similar - start with a basic flow of resources and production, and use that production to upgrade your "machine" until it "comes online" and you really start wrecking shop.
In Dungeons & Dragons, Clerics have been a staple of the experience. Early in the editions, Clerics were the only class to tap into healing abilities, but in a lot of cases that was ALL they could do. Later editions expanded on the Cleric's role, and they became the quintessential Control-Support, especially in the first two tiers of a campaign. In 5th Edition, it is important to consider that, yes, healing is great, but the power of the Cleric is found more consistently in the rolling buffs and debuffs they can lay on the battlefield, and the consistent "chip damage" of spiritual weapons and guardians. Thing is, they take a couple rounds to come fully online. Here's how to do it.
Get Your Priorities Straight
Ruling Initiative is hard with this class. You tend to have low or even negative Dexterity, prioritizing Wisdom and Strength instead, so without an Alert Feat to help out, you are at the mercy of the dice here. However, make a Twilight Cleric and use their Vigilant Blessing to grant Advantage on initiative for one creature (including you, which is what I'm saying here). Going first or close to it lets you turn on your buff and debuff abilities early, before enemies start restructuring your priorities. If you go later in the initiative, chances are that you might be putting out the fires they set on your allies instead of getting the ball rolling into a boulder.
Priority 1 - Raise the Fallen/Fix the Broken: notice I didn't say "heal the party." Damage is negligible until a character is unconscious. We know this to be true as players; you are just as dangerous at 1 Hit Point as you are at 100 Hit Points. The difference lies in how much punishment you can take until you go down. On your turn, if anyone is down, get them up if you can. Healing Word is clutch not for its healing amount but for its RANGE and economy. 60 feet, Bonus Action, get your people up, that's the BEST use of that spell. Keep it locked and loaded for emergencies. If you need the character up AND very healthy, you'll have to burn your turn getting them up instead with an "upcast" Cure Wounds (and at later levels, the obvious Heal). In later levels, spells like Lesser/Greater Restoration, Revivify, and the Mass Cure Wounds/Heal live here. In other words, always put out the fires first.
Priority 2 - Prepare the Field: IF your peeps are healthy or at least standing, you can risk popping off a Bless or Bane as your Action on the party or the enemies, respectively. Personally I would use Bless over Bane, as Bane requires a Saving Throw on your opponents (if they fail, they take a -1d4 penalty to all Attacks and Saving Throws, which is just embarrassing), meaning they can succeed against the effect, while Bless JUST WORKS. Three allies add a 1d4 bonus to all their Attacks and Saving Throws. The more you all hit, the faster the fight ends.
Subsequent Turns need to be spent taking care of Priority 1, while stacking on benefits (without compromising concentration) from Priority 2; spells like Sleep and Command are very powerful in early game, use them to effectively remove key enemies from the encounter for a round or two, or altogether if you don't kick them while they're asleep. As you gain levels, though, your options get much more awesome.
Turn By Turn (Levels 1-4)
Early game you will likely be nervous about allies going down. Characters have low hit points, low defenses, and all it takes is a lucky shot to knock out your tank. Having a spell slot saved for Healing Word is going to be your main focus, which means you might have to clock a few fools in the face with your warhammer and draw some fire. Lucky for you, a decent DM won't push a dragon on you at this stage, so your enemies should be in a similar boat as your party in terms of power level. For the following, let's assume that the encounter is at least a little balanced.
TURN 1 - fulfill Priority 1; otherwise pop Bless (concentration) for three buddies. Yeah, you didn't hit anything, but THEY WILL.
TURN 2 - fulfill Priority 1 (this is always first, I'll stop saying it*); otherwise use your Bonus Action to cast Spiritual Weapon, then use your Action to Toll the Dead on the enemy that's taking the majority of the damage.
+ Spiritual Weapon conjures a floating, flying translucent weapon that can be moved and swung on subsequent turns as a Bonus Action (including the turn when you cast it). It moves 20 feet, and it can't be hurt (can't flank, mind you, but it passes through objects and creatures). It also deals Force damage, which a lot of our monsters aren't resistant to. Plus, it is one of the few spells in the game that adds your Wisdom Modifier to the damage. Best part? It isn't concentration, so it's a perfect cog in your machine; it stays around for its duration - a lever you can always pull once it's out.
+ Toll The Dead is a cantrip that does more damage to enemies that have already TAKEN damage. It requires a Wisdom Saving Throw to avoid the damage, but on a success, you're rolling 1d12 of necrotic damage. (if they are uninjured, it's 1d8). Counterpoint - a creature suffering from Bane is easy to gang up on with this spell in tandem.
Subsequent Turns - keep yourself out of direct damage lines to avoid concentration checks, and keep knocking them out one by one from a distance. If you have the spell slots, use Command (1st level) to knock out an enemy for a round.
Turn By Turn (Levels 5-9+)
TURN 1 - *; pop Spirit Guardians (concentration) for the field, with you at its center. Then wade into range. Sorry, my fellow DMs.
+ Spirit Guardians summons a 15 foot sphere of spirits (you at the center, 10 feet out surrounding you). This field requires enemies entering it (like when you cast it) or starting their turn there to make a Wisdom Saving Throw. On a failure, they take 3d8 radiant (if you're good) or necrotic (if you're evil) damage. On a success, they still take half damage. This spell is arguably the most effective radial chip damage in the game. By now, your allies are beefier than early game, so switching to an offensive concentration, again, ends the fight faster. And casting it even one level above 3rd, will give you an additional 1d8 per level to the damage (4th is 4d8, and 6th would 6d8). Remember, they still take half damage on a success, so if they're in the range, they're guaranteed getting hurt!
TURN 2 - *; use your Bonus Action to cast Spiritual Weapon at the highest even spell slot you can afford (I mean it, I'll explain in a moment), then use your Action to Toll the Dead on that unfortunate soul.
+ If you cast Spiritual Weapon at an even spell slot above 2nd level, it does an extra 1d8 of damage per even level. So, if you cast it at 4th level (which you gain access to at character level 7), it deals 2d8 + Wisdom Modifier every round you swing it AS YOUR BONUS ACTION. Baller. 6th level = 3d8, 8th level = 4d8. That's not nothing, and it perpetuates. However, if you have defensive spells ready to go that use those even spell slots, buff the party first.
+ By now, Toll the Dead is dealing 2d12 of necrotic damage. Given that most offensive cantrips for the cleric require saving throws, and it's got a long range, this is still an effective slam for damage output.
TURN 3+ - *; you are officially online. If your allies are being forced to make a lot of saves and failing, it is still worth it to drop Spirit Guardians to bring up a higher level Bless (casting it at higher levels grants the effect to more creatures).
+ If YOU are under direct fire, it is also worth it to try the following "hack": Use your Bonus Action to cast Sanctuary on yourself (it forces enemies to make a Wisdom save in order to swing at you), then take the Dodge Action (leaving Spirit Guardians active, and Spiritual Weapon waiting to be triggered). As per RAW (Rules-As-Written), Spirit Guardians is a spell that was cast prior to Sanctuary, so its damaging effects are already in play, and therefore would not break the Sanctuary effect (if you attack, directly damage a creature, or cast a spell on a creature). Coupled with Dodge, IF the enemy beats the Wisdom Save, they still swing with Disadvantage due to you Dodging. If/when you are no longer a main target, use your Bonus Action to swing the Spiritual Weapon, breaking the Sanctuary, and return to business as usual. [If your DM won't allow this in RAW, taking the Dodge Action while you bop enemies with your Spiritual Weapon is still super effective to buy time].
IF THINGS GET BAD
+ Word of Recall is one of the best GTFO spells in the game. Period.
+ Channel Divinity is your Superpower. Twilight Clerics use Twilight Sanctuary, which buffs their allies with Temporary Hit Points that scale well (and if they lose them in the duration, they can get more) and end debilitating effects like Charm or Fear on them. It also lasts for 1 minute without Concentration, so it doesn't interrupt the machine. Look at your additional Channel Divinity options for your Domain to consider your "superhero moments."
+ Heal (6th level) has other benefits. On top of healing 70 HP, the creature is cured of Blindness, Deafness, and any Disease.
+ Mass Heal (9th level) is freaking amazing. 700 HP divided as you like within range.
+ When you need someone up and completely reset, Power Word Heal is your jam. 9th level spell to heal a creature up to their full HP and end any charm, fright, paralysis, or stun condition immediately. They can also use their Reaction to stand if they like.
STACKING THE MACHINE
Once you are online, stacking your machine with other spells becomes a mini-game in and of itself. When and how to debilitate foes while still smacking them around with your Spiritual Weapon and Spirit Guardians is kind of bonkers. Some spells to consider (with warnings and recommendations).
GUIDING BOLT (1st) - Clerics aren't big damage dealers, so Guiding Bolt helps us feel powerful. If you hit, it's 4d6 radiant damage, with a temporary boon - the next attack made on the creature has advantage. Great way to setup the Rogue. Honestly, though, if damage is your goal, might I suggest:
INFLICT WOUNDS (1st) - nothing complicated. Melee spell attack, 3d10 necrotic damage. BUT, every spell level you cast above 1st adds another 1d10. You can do 7d10 with a 5th Level spell slot. When you need to take somebody out, THIS IS HOW YOU DO IT (also, it's an Attack roll, meaning it can CRIT).
GUARDIAN OF FAITH (4th) - a great "salt in the wound" effect stacked on top of Spirit Guardians, the Guardian of Faith floats in a fixed point. When enemies enter its range (10 feet), they have to make a Dexterity Saving Throw. On a failure, they take 20 radiant damage, or 10 on a success. The Guardian is 10 by 10 and spectral; put him right on top of you, and his range equals that of your Spirit Guardians. Only downside is that the Guardian vanishes once it has dealt a total of 60 damage (but at least it didn't burn your Concentration!)
HOLY WEAPON (5th, C) - imbue a weapon, like that of an ally, to have them deal an extra 2d8 radiant damage when they hit with it. You can also choose to end the spell and have it burst with radiance, which deals 4d8 radiant damage and can blind nearby foes. It does, however, burn your Concentration (so there goes Bless or Spirit Guardians), but it DOES make your DPS offense just a little stronger.
HOLD PERSON (2nd) - devastating against Humanoids because it can Paralyze them, which means every melee attack has advantage, and if it hits...it CRITS!
DEATH WARD (4th) - costs an Action and lasts 8 hours. Put this on an ally, and if they drop to 0 HP, they instead drop to 1 and the spell ends. An excellent insurance policy on an unlucky ally that buys you some extra action economy.
BLINDNESS/DEAFNESS (2nd) - though Constitution saves tend to be pretty strong, a Blinded opponent is a major boon in your favor.
I hope these recommendations add fun and flavor to your table.
I've been running campaigns long enough that I've stacked up NPCs like Pokemon cards, ready to unleash them onto unsuspecting players. Sometimes they work wonders, other times they suck wind through a straw. Let's take a look at a few and see what I could have done better.
Jedrek Remo - Blackweave Monk
1) The Concept
Small, but mighty they call me. And when they say cute and cuddly, effervescent and mirth, I shall call the lightning upon their hubris and laugh maniacally in their wake.
Small, but mighty indeed!
2) Heroic Array = 17, 15, 14, 12, 11, 10
3) Racial Traits
Slight and sly, Gnomes are smart and charismatic, doing what they can to slip by unnoticed (if they want).
So YAY, +2 Intelligence, +2 Charisma.
Fey Ancestry - I'm fey when it counts.
Master Trickster - Ghost Sound cantrip for free.
Reactive Stealth - stay hidden when initiative starts.
Trickster's Cunning - extra bonus to saves vs. Illusions.
Fade Away - Racial Encounter Power that allows me to go invisible when I take damage!
4) Class Traits and Abilities
STR 11 (+0)
DEX 12 (+1)
CON 16 (+3) = 15 + 1 at Level 4.
INT 16 (+3) = 14 + 2
CHA 20 (+5) = 17 + 2 + 1 at Level 4.
Being Small, my speed is only 5 squares, but it helps to have some Low-Light Vision too.
Armor is Cloth and Leather only, but my Defense Bonuses are +1 to Reflex and +1 Will.
Weapon Proficiencies: Simple Melee, Simple Ranged
1) ELDRITCH BLAST - Your At-Will powers are intrinsically tied to your class choice by theme and pact, so Eldritch Blast is an automatic At-Will power. Your Eldritch Pact decides your other At-Will power...
2) ELDRITCH PACT - You get three choices: Fey, Infernal, Star. This selection decides your second At-Will power, as it is mechanically tied to the flavor of the pact. Star punishes movement toward you with Dire Radiance (Movement), Fey makes you Invisible with Eyebite (Buff), Infernal channels additional damage to a target when I take damage with Hellish Rebuke (Offense). Each one is still an initial attack roll, with the appropriate follow-up bonus. I'm going with Hellish Rebuke, because the language specifies that the target doesn't have to be the one that damages me; I could take damage from something else entirely, and still automatically deal 1d6+3 fire damage to my chosen target. That's nice. Also, I get Dark One's Blessing, which grants me temporary HP when a creature under my Warlock's Curse (see below), dies.
3) PRIME SHOT - As long as I'm the closest to my target (so no ally is closer than I), I get a +1 to all ranged attack rolls against that target. Nifty.
4) SHADOW WALK - As long as I travel at least 3 squares on my turn, I gain Concealment until the end of my next turn. Which is great, because I plan to keep my distance whenever possible.
5) WARLOCK'S CURSE - once per turn, as a Minor Action, I curse a dude. That dude is more vulnerable to my nasty attacks and takes extra damage (+1d6 for now). So there.
6) IMPLEMENTS - Warlocks make use of specific powerful wands or rods or pact daggers that add extra powers or bonuses to their spells. Cool beans.
5) Powers (Spells)
1) Eldritch Blast - you can choose your Charisma or Constitution to help out with this spell, but you can't change later. Charisma is my OBVIOUS CHOICE with a +5 modifier. With the added benefit of this spell counting as a basic ranged attack, allies that grant such opportunities open up a world of hurt against our enemies.
2) Hellish Rebuke - Constitution-based ranged attack vs. Reflex, so 1d6+3 fire damage if I hit. The added bonus is they take an extra 1d6+3 fire damage if I take ANY damage before the end of my next turn.
Racial) Fade Away - We've talked about this. Take damage, go invisible!
1st Level) Diabolic Grasp - Another Constitution-based power that hits nice for 2d8+3, and will move the target 4 freaking squares!
3rd Level) Fiery Bolt - 3d6+3 fire damage, and burst 1 with 1d6+3 fire damage, with another +3 for my Intelligence. Ouch.
1) Armor of Agathys - Gain some 13 Temporary Hit points and any enemy that starts its turn adjacent to me takes 1d6+3 Cold damage until the END OF THE ENCOUNTER.
Utility - Daily
2nd Level) Fiendish Resilience - Minor Action to give myself 8 temporary hit points. Meh. No choice in the matter.
1) Improved Initiative - the earlier I go, the better. +4.
2) Improved Dark One's Blessing - when a Cursed enemy drops to 0, I'll gain 7 temp HP instead of 4.
4) Magic Of The Mists - retain Fade Away when I attack. Booyah.
6) Gear and Overview
Basic Ranged = Hand Crossbow; +5 to hit, 1d6+1 damage --- Hand Crossbows have +2 Proficiency + Dex (1) + 1/2 Level (2)*
**I don't plan on using this, as my Eldritch Blast counts as a Basic Ranged Attack. 1d10+5, with a +9 to hit is way better.**
Implement: Magic Tome = +1 Attack and Damage rolls, but on a Critical add 1d6 damage.
At-Will Powers: ELDRITCH BLAST, Hellish Rebuke
Encounter Powers: Fade Away [R], Diabolic Grasp, Fiery Bolt
Daily Powers: Armor of Agathys
HP: 30 (15 at level 1, +5 per level )
Healing Surges: 9 (6+3) Surge Value: 7
AC: 15 --- (10+1/2 level +Dexterity Mod +Leather Armor 
Fortitude: 15 --- (10+1/2 Level +Con Mod )
Reflex: 16 --- (Int +3 + 12 + 1)
Will: 18 --- (Cha +5 + 12 + 1)
Trained Skills: Arcana, Bluff, Intimidate, Streetwise
Gnome made. Let's blow some stuff up.
See you at the table.
1) The Concept
Recently, I've been drawn to the image of an almost Dr. Whovian holy warrior. The idea being that through the ages, this warrior has been reincarnated and reborn in many different bodies, all attempting to vanquish evil This can be hard to pull off with mechanical justification without homebrew in 5th Edition, but 4TH EDITION has this concept down with the addition of the racial option, Deva (from the Player's Handbook 2). Couple this with the class option (also from Handbook 2) of Avenger, and we've hit the ground running.
2) Heroic Array - 17, 15, 14, 12, 11, 10
3) Racial Traits
Devas are immortal spirits that are born and reborn perpetually into new physical lives, so it follows that the bonuses they enjoy are more mental representations.
Long way of saying, YAY, +2 Intelligence, +2 Wisdom.
Astral Majesty - +1 to all my defenses against bloodied creatures.
Astral Resistance - resistance to necrotic damage and radiant damage.
Immortal Origin - I guess I'm considered Immortal when it counts.
Memory of a Thousand Lifetimes - Racial Encounter Power that adds a 1d6 bonus to an attack, save, skill, or ability check.
4) Class Traits + Ability Distribution
STR 11 (+0)
DEX 18 (+4) = 17 + 1 at Level 4.
CON 12 (+1)
INT 16 (+3) = 14 + 2
WIS 18 (+4) = 15 + 2 + 1 at Level 4.
CHA 10 (+0)
Armor is Cloth only, so I'm pleased that my Defense Bonuses are +1 to Fortitude, Reflex, and Will.
Weapon Proficiencies: Simple and Martial Melee, and just Simple Ranged (so I guess I'm going up close and personal)
Now, that Armor proficiency feels a bit disappointing, but the Avenger gets a few little features to help out their "battle cleric" status:
1) ARMOR OF FAITH - as long as I'm not in heavy armor or using a shield, my deity rewards my courage in the face of certain doom with a +3 bonus to my AC.
2) AVENGER'S CENSURE - I choose one of two bonuses that tie directly to a creature that is the target of my Oath Of Enmity (what up, 5E Vengeance Paladin?), Pursuit or Retribution. I like the damage bump (3 from my Int) of Retribution, as well as the synergy in Power selection later (you'll see), so I'll go with that.
3) OATH OF ENMITY - select a chosen prey, and take the best of two attacks on them until the end of the Encounter as a Minor Action. Woof. Probability is now on my side.
4) CHANNEL DIVINITY - you start with two Channel Divinity powers (more if you take certain Feats): Abjure Undead (deal sick damage to one undead target and immobilize them) and Divine Guidance (let an ally roll twice for an attack). Both Encounter powers, so I've got 'em each fight.
At-Wills - my focus is on dealing decent damage and chasing down opponents so I can smite the crud out of them:
1) Bond of Pursuit - Weapon attack plus Wisdom Modifier damage, but the kicker is that I can chase down the target if he ends his turn away from me.
2) Bond of Retribution - decent damage and radiant damage tied to my Intelligence if an enemy other than my target smacks me. That'll learn 'em good. :)
Racial) Memory of a Thousand Lifetimes - didn't like that roll? Let's add 1d6 to it!
Class Feature [CF]) Oath of Enmity - roll two attacks and take the better result for the whole fight or when the thing dies. All that for a Minor Action.
CF) Channel Divinity: Abjure Undead - immobilize and wreck one undead creature.
CF) Channel Divinity: Divine Guidance - when an ally attacks your Enmity target, have them roll twice and take the better result. Yes please hit my quarry!
1st Level) Avenging Echo - Don't stand so close to me! Until the end of my next turn, enemies near me take 8 radiant damage (5 + 3 from my Int because of Censure of Retribution).
3rd Level) Halo Of Fire - same deal as Echo, but better weapon damage, and this time it's 8 fire damage.
1) Temple Of Light - Double weapon damage + Wisdom radiance AND it creates a zone of extra damage that follows the target. Creatures struck by me in such a zone take extra damage. I see this limiting a target's movement, as the spillover damage to their own allies is less than helpful.
Utility - Encounter
2nd Level) Resonant Escape - triggered by being hit, or missed, I get to teleport a few squares away. Cool.
1) Improved Armor Of Faith - an additional bonus to AC that increases at later levels (+1 for now)
2) Melee Training - effectively (if I pick Dexterity) turns my basic melee attacks into 5E finesse weapons, so I can use my Dexterity modifier to slice the junk out of enemies instead of Strength.
4) Melora's Tide - another Channel Divinity option that grants some regeneration to me or an ally until we're not half dead.
6) Gear and Overview
Basic Ranged = Crossbow; +8 to hit, 1d8+4 damage --- Crossbows have +2 Proficiency + Dex (4) + 1/2 Level (2)
At-Will Powers: Bond Of Pursuit, Bond Of Retribution
Encounter Powers: Memory of a Thousand Lifetimes (Racial), Oath Of Enmity (CF), CD Abjure Undead (CF), CD Divine Guidance (CF), Avenging Echo, Halo Of Fire, Resonant Escape (Utility)
Daily Powers: Temple Of Light
HP: 33 (15 at level 1, +6 per level )
Healing Surges: 8 Surge Value: 8
AC: 20 --- (10+1/2 level +Dexterity Mod +Armor Of Faith 
Fortitude: 14 --- (Con Mod  + 12 + 1)
Reflex: 17 --- (Dex +4 + 12 + 1)
Will: 17 --- (Wis +4 + 12 + 1)
Trained Skills: Religion + Acrobatics, Heal, Perception
Time to kick some butt, Vered Felstaff. Let's rock.
The Rolled Array - 13, 15, 18, 16, 16, 12
1) Race + Class Choices
Shifters are from the Wayfarer's Guide To Eberron, and act essentially as were-touched individuals.
Shifters enjoy an automatic +1 to their Dexterity, and Swiftstride grants another +1 Dexterity, with a +1 Charisma bump. If I allocate correctly, I've got a 20 Dexterity at Level 1, so Monk or Rogue is a pretty clear choice. Without a Wisdom bump, I'd normally be questioning it, but my other extremely high stats back me up and open the door to any class I like. ;)
Tack on the fact that Swiftstride grants Proficiency in Acrobatics, Perception, Darkvision, additional movement speed, and a circumstantial "Mobile" feature (moving without triggering attacks of opportunity), and this choice is feeling more and more obvious. Plus, the Shifting feature gives me a small damage buffer (+8 Temporary HP, Level+Con Modifier) if I really need it.
CLASS - Monk, Drunken Master
So let's map these stats:
STR: 13 (+1)
DEX: 18+2 = 20 (+5)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 15+1 = 16 (+3)
I'll decide to avoid all those awful Opportunity Attacks and take Mobile at 4th level, increasing my movement speed by 10 more, so by Level 5, I'm running circles around the board with 55 Speed.
Lump onto this all the great features from Drunken Master like:
1) Ki and Flurry of Blows
2) Stunning Strike
3) Drunken Technique - grants Disengage + 10 speed every time I Flurry.
4) An extra proficiency in Performance won't hurt the busking in the street for some much-needed coin. :)
2) Gear and Loadout
3) Powers and Effectiveness
Ki Points: 5
Martial Arts: +8 to Hit, 1d6+5 bludgeoning damage
Stunning Strike DC: 16
Total Possible Attacks Per Round: 4
AC and Defenses
AC = Wisdom Mod + Dexterity Mod + 10 = 18 (will rise in later levels as I max out my Wisdom score
Saves = Strength +4, Dexterity +8, Constitution +3, Intelligence +1, Wisdom +3, Charisma +3
Speed = 55 Feet
Swiftstride Bonus Ability: once per short or long rest - SHIFT into a bestial form for +8 Temporary Hit Points, +5 movement speed, and a Reaction option to move 10 feet without provoking Attacks of Opportunity.
Weight: 185 lbs.
Height: 6' 1''
Hit Points: 51
Should be fun to try out.
See you at the table.
Why This One?
I was mobile, strong, and very dangerous up close. I didn't have a bunch of Hit Points, but my enemies were often dead before they could deal much damage. I was beautiful. And with many fond memories flooding back, I figured I could ride this momentum into our first main build in this system.
1) Ability Scores, Racial Improvements, and Distribution
RANGER Key Ability Scores: Strength, Dexterity, Wisdom
Dragonborn Ability Score Improvements: +2 Strength, +2 Charisma
So, the race bonus didn't entirely line up with my needs, but I didn't really care. Plus, since we're building each of these to LEVEL 4, so I've got an ability score increase to think about too. Let's flesh out my scores.
STR = 14+2 = 16 +1 at Level 4 = 17 (+3)
DEX = 16 (+3)
CON = 12 (+1)
INT = 11 (+0)
WIS = 13 +1 at Level 4 = 14 (+2)
CHA = 10+2 = 12 (+1)
2) Race Features
Pretty run of the mill here. Medium creature, moves 6 squares each round, no darkvision (bummer).
Draconborn Fury - when I'm Bloodied (down to half or below half my Hit Points), I get a +1 bonus to all my attacks.
Draconic Heritage - makes my Healing Surge value bigger (1/4 my total HP + my Constitution modifier).
DRAGON BREATH Power - the reason I took the race in the first place... An excellent Encounter Power.
3) Style, Powers, and Feats
On top of this, a Ranger gains the Hunter's Quarry feature: as a Minor Action, you can designate the nearest enemy to you that you can see as your Quarry. Once per round, you can deal extra damage to that quarry when you hit them, and that damage increases every 10 levels or so (ours will be at +1d6 for now).
At level 1, I need to select 2 At-Will Powers, 1 Encounter Power (useable once per fight), and 1 Daily Power, plus my Racial Power. Level 2 I get a Utility Power, Level 3 another Encounter Power, and Level 4...an ability score increase. Also, at Levels 1, 2, and 4, I select a Feat.
At-Wills are pretty obvious here:
1) Twin Strike - effective double attack.
2) Hit and Run - run past, slice through, keep running and no Attack of Opportunity.
Racial) Dragon's Breath - we'll go with lightning, I think. :)
1st Level) Evasive Strike - I can shift around the board 2 squares before or after the attack, and I deal double weapon damage + my Strength modifier.
3rd Level) Thundertusk Boar Strike - another double attack with a push; if both attacks hit, I push 'em a number of squares equal to my Wisdom Modifier (which I want to increase!).
1) Hunter's Bear Trap - Double weapon damage + Strength + slowed target + 5 ongoing damage if they can't save to stop it. Ha.
Utility - Encounter
2nd Level) Yield Ground - triggered by being hit, I can move away and gain a +2 bonus to all of my defenses. Gotta watch myself!
1) Dragonborn Senses - gain Low-Light Vision, and +1 to Perception
2) Enlarged Dragon Breath - increases the size of my Dragon Breath. Booyah.
4) Dragonborn Frenzy - +2 damage when I'm bloodied. Because often the best protection is to eliminate threats faster, and that's damage.
4) Gear, Skills, and Proficiency
+ Weapons are a little more vast, with Simple and Military grade melee and ranged. Let's snag two Longswords to lay down the law with a little higher accuracy, and a Longbow for good measure.
+ Defense Bonuses: +1 Fortitude, +1 Reflex
+ Hit Points at first level end up being only 13 (12+Con modifier), with increases of 5 per level, so add another 15 on for only 28 HP at level 4. Even with Toughness, that only raises it to 33 HP. Argh. We'll see if we can do something about that.
+ Healing Surges = 7 per day, at 8 HP per surge (thanks Dragonborn).
+ Trained Skills (+5 training bonus): Dungeoneering or Nature (I pick NATURE), plus four others from a decent list - let's go with Acrobatics, Athletics, Perception, and Stealth.
5) Overview and Future Choices
Basic Ranged = Longbow; +7 to hit, 1d10+3 damage
At-Will Powers: Twin Strike, Hit and Run
Encounter Powers: Dragon's Breath, Evasive Strike, Thundertusk Boar Strike, Yield Ground (Utility)
Daily Powers: Hunter's Bear Trap
AC: 18 --- (10+1/2 level +Dexterity Mod +Armor Bonus 
Yeah. That's about right. Welcome back, Helaku Stormwind. Let's play.
See you at the table.
Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.
In short, I'M A BIG NERD.
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