The Party

Five souls, one descent. Here is how they fit together — and where each of them could go when the sheets are unsealed at level 3.

Roles

Signature Combos

Faerie Fire → Smite crit-fishingHiram + Doom

Hiram outlines a target: everyone attacking it has advantage. Advantage is how Doom fishes for the crit that doubles his Divine Smite dice. The party's signature opener.

Repelling Blast + Spike GrowthRadek + Hiram

If Radek takes the Repelling Blast invocation, Eldritch Blast shoves an enemy 10 ft — back through Hiram's Spike Growth for 2d4 per 5 ft of forced movement. Pinball.

Hex + focus fireRadek + the martials

Radek hexes the priority target; Grozz and Doom delete it while Hex's disadvantage-on-checks kneecaps any escape — brutal against something Grozz has already grabbed.

Aura of Protection (level 6)Doom + everyone

Down the road, Doom's aura hands the whole cluster +CHA to every saving throw. It rewards fighting close together — which this melee-heavy party already wants to do.

What the Sheets Revealed

Corrections from the unsealed sheets (3 of 5 imported) — the fiction and the math don't always agree.

The Dark Itself

The campaign is named for darkness, and the sheets make it a real tactical problem: Grozz and Radek are human and Hiram is a halfling — none of them can see in the dark. Only the McGloomface brothers can. The party has already armed itself for this — Radek carries a lamp and ten flasks of oil, Grozz ten torches, and Gloomy was born with Dancing Lights — but every flame does two things at once:

Skill Coverage

Computed from the imported sheets — fills in as the rest of the party unseals.

★ expertise. Nobody yet proficient: Acrobatics, Performance, Persuasion — the gaps are where the dice get scary. (Doom and Hiram may yet cover some.)

The Concentration Problem

Four of the five want to concentrate — Hex, Hunter's Mark, Faerie Fire, Spike Growth. Only one spell per caster, so the fix is coordination:

Subclass Paths

Ideas, not instructions — thematic picks for a fey campaign. The choice is always the player's.