Rather than looking at the static details of the character sheets, I'd look at the actual in game results.
So don't ask "Who has the fewest HP?" or "Who gets hit the most?", but instead ask "Who gets knocked unconscious at bad times most often?".
Don't ask "Who is most likely to fail a concentration check?" and just ...
You can't, and it's not that bad.
As you've noted, you aren't playing to optimize while others are. But in the end, that difference is going to be minimal. They will start with a higher modifier by about 1 - which really isn't much of a difference. Your die rolls will much more heavily influence the outcome, minimizing that mechanical issue.
We roll stats at ...
It already is
First-level characters are squishy, and a Rogue with Surprise could single-handedly gank a caster on its first attack if it rolls well; 1d6 (eg, shortbow) + 1d6 Sneak Attack + Dex Mod (eg, 2) often sums to more health than a Sorceror possesses. The Fighter's burst damage depends on the exact build, but it's unlikely to do less damage than a ...
Those tomes and books are special because they increase your maximum as well as current scores. So while you could look at it in terms of immediate benefits, I think it's best to think about the long term. You should consider:
Which player might reach 20 CON and want to go over?
Does a player have abilities that rely on CON for DCs?
As for the HP and ...
Some of the best cleric spells don't require an attack roll or saving throw. I played a Tempest cleric from level 1-20 with an "optimal" progression (20 Wis by level 8) and still used most of these.
I'll divide the spells into proactive and reactive. Proactive spells are what you cast when no one's injured or debilitated. Reactive ...
Focus on what you DO have.
Using standard array and without Tasha's reassignment rules (or a house-rule equivalent), there's not an easy way to "stay competitive" with other characters who are built to maximize the utility of their ability score bonuses...so let's maximize the utility of the bonuses you do have. You could lean into the advantage ...
You're already competitive.
One of the things 5e introduced to D&D was the concept of "bounded accuracy", meaning it's just not really possible for a player to min-max their way into being vastly better than anyone else. You could of course badly nerf yourself (say, if you put 8 in your Dexterity and then insist on playing an archer), but with ...
Play a half-drow cleric instead.
While a drow cleric is (and always will be) suboptimal without using the rules in Tasha's Cauldron of Everything to move a stat bonus into Wisdom, there is a potential solution that would allow you to play a male cleric of a drow god: play a half-elf with a drow parent. (Sword Coast Adventurers Guide).
Half-elves, after all, ...
Mechanically, the choice of the drow race for this cleric will always be purely a downside. There is nothing prior to Tasha’s that makes it anything else. And that is why Tasha’s was written in the first place, so that you could play a drow cleric without it being a strict negative for you, mechanically.
Of course, no one needed Tasha’s to fix ...
At this time there is no method
Unfortunately, there isn't a way to do this. The spell components are simply the spell components and there currently no way to add a component that isn't listed.
I had a similar issue with the Bardic Instruments and their ability to only work on spells that Charm to force disadvantage. There just weren't/aren't a lot that ...
Oracles with Ancestors Mystery also gain an additional ancestry feat at 1st level and another additional ancestry feat at 11th level. These feats can't be ones that grant physiological effects, such as additional senses or unarmed attacks.
From the Shadows I Strike at Thee!
Since this is the same PC you refer to here and here I will build my answer around you playing a Light Domain cleric of Vhaeraun. As other answers have said, this is already a sub-optimal choice. You are committed to playing a drow, and in my opinion your most powerful racial ability is your superior darkvision, so let's ...
Foreword: Check with your GM!
Dazing Spell reads:
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow ...
I have used dazing Bursts of radiance and it is great!
lvl 2 spell
10-ft.-radius burst area of effect
deals untyped damage
only 10-ft radius
allows spell resistance
doesn't work against non-evil foes
I was playing an oracle and it was a "good vs evil" campaign where the need to be evil to take ...
The section on Spell Repertoire is pretty clear that your Bloodline spells are untouchable.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the ...
There are a few items which could help with raising your Wisdom score, though they are very rare and one is an artifact, so they might be tricky to acquire in the campaign and you DM needs to be on board.
The following items could help:
+2 Wis Tome of Understanding (very rare) DMG p.209
+2 Wis and +60' darkvision Orb of the Veil (very rare) EGW p.268
+2 Wis ...
This is the most obvious benefit, but actually splits into 3:
Who currently has the lowest HP (i.e. who is currently squishiest?)
Who is currently taking most damage (i.e. who will become a more effective tank?)
Does anyone get a disproportionate benefit from those HPs (e.g. Barbarians effectively double the benefit, due to those HPs last "...
Biggest consideration: what are the players who don't get this going to get, and when?
These books, especially to players like me, are priceless. If dnd had microtransactions I would probably pay for one!
So if I was going to be happy with another player getting something like this I would want something just as good, and I would want it soon, and I would ...
It sounds like you're looking for the spike growth spell. This is a second-level ranger spell (available at level five) which says:
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 ...
Wouldn't the pact of the chain be good in combat as long as you took Investment in Chain Master (which I can't imagine why you wouldn't)? Your familiar now attack as a bonus action, so you get to e-blast on your action and attack again. Yes, it will conflict some with hex, but you don't always need to move your hex (or you can even save your spell slot and ...