OK so I had mentioned this on the Homebrew Threads but I think maybe now's a good time to take this over here & get some real feedback on this. I'm sure there's quite a bit missing so please don't hesitate to inform me of what I could have missed.
So the basic concept is the idea that I have a character who, initially starts out as a fighter with some form of amnesia but over time discovers that he's got some kind of demonic connection which they don't fully understand so it's being misinterpreted by the character as a dormant bloodline ability.
Basically I based the character after the first trailer from the DmC video game which has the main character in a more chaotic mental state, as seen here.
I'm relatively new to D&D, & even more so to Warlocks in general so whatever feedback I get would be really appreciated & would help me learn more about how the class works.
Looks interesting, i'm not sure how you have +5 to hit with Longsword and Handcrossbow. You get proficiency in both (+2) but one is Str+2 the other Dex+1. So I would see that as +4 to Longsword and +3 Hand Crossbow.
You took variant human, Tim Ryder has another skill proficiency of your choice (for a total of 5 skills) and also a feat. Also how have you got nightvision? Perhaps its in lieu of a skill proficiency and feat and a precursor for the Warlock Invocation Devils Sight (the best nightvision and works in magical darkness).
My suggestion, take the Feat Magic Initiate (Warlock), then when you take a level or few in Warlock then you can lose that feat and swap it out with another one of your choice.
The feat Magic Initiate grants you 2 cantrips and one 1st level spell which can be cast once per day without spellslots as a level 1 spell, the cantrips are at will.
If you take that feat, then check out the Sword Coast Adventurers Guide for cool cantrips such as Booming Blade, Green Flame Blade, Lightning Lure etc
NB- Just because you have the cantrips and the spell doesn't mean that you have to manifest them immediately. I personally would take 2 levels in Fighter before taking the Warlock levels as Action Surge is just way cool. For your criminal build, I would have had 14 in Dex, 13 in Str and choose a Finesse weapon like Rapier. But it all depends on how you see Tim Ryder developing.
Yeah, some of those numbers look a little off - is this the 1st level toon as just a Fighter or a 4th level (Ftr1/War3)?
@Spanglemaker371 - Uhhhh, not sure where you get the idea that feats can be changed? Unless you have a house rule? Once a Feat is picked up, you have it.
Looks interesting, i'm not sure how you have +5 to hit with Longsword and Handcrossbow. You get proficiency in both (+2) but one is Str+2 the other Dex+1. So I would see that as +4 to Longsword and +3 Hand Crossbow.
You took variant human, Tim Ryder has another skill proficiency of your choice (for a total of 5 skills) and also a feat. Also how have you got nightvision? Perhaps its in lieu of a skill proficiency and feat and a precursor for the Warlock Invocation Devils Sight (the best nightvision and works in magical darkness).
My suggestion, take the Feat Magic Initiate (Warlock), then when you take a level or few in Warlock then you can lose that feat and swap it out with another one of your choice.
The feat Magic Initiate grants you 2 cantrips and one 1st level spell which can be cast once per day without spellslots as a level 1 spell, the cantrips are at will.
If you take that feat, then check out the Sword Coast Adventurers Guide for cool cantrips such as Booming Blade, Green Flame Blade, Lightning Lure etc
NB- Just because you have the cantrips and the spell doesn't mean that you have to manifest them immediately. I personally would take 2 levels in Fighter before taking the Warlock levels as Action Surge is just way cool. For your criminal build, I would have had 14 in Dex, 13 in Str and choose a Finesse weapon like Rapier. But it all depends on how you see Tim Ryder developing.
Well for the Hand Crossbow I just took the stats from the.. I think it was the book or the compendium? I guess I wrote the wrong stats, I'll fix it now then.
And I basically just need to add 1 more skill proficiency? Eh I'll take it. Does that count for ALL Variant Humans? What official human variants are there anyways?
As for Night Vision I figured cause I wanted it to be like Demonic Infection over just Possession or a simple pact, don't demons have night vision cause... demons...? I just assumed but I guess that was wrong too but I have no problems removing it entirely. I mean now that I think about it, it never really shows up with Donte so might as well if its not working with the theme...
Magic Initiate... maybe? Could I still start as a fighter & get this feat if I were to add Warlock to my classes? Could in theory allow him to do things similar to theeeese...?
OK here's the core idea on how I want to develop him, since the idea is he's just a criminal who by "some" means has awakened demonic powers so naturally I'd want him to start with just basic fighting skills with a sword, then have him get trippy visions & such as he awakens demonic powers. So having him be familiar with magical arts kinda screws with the core concept of the character. He's not really that smart nor is he really THAT elegant with his attacks I'm almost half tempted to make him a barbarian but I don't want to make him THAT physically strong either since he's not like JACKED, so its kinda like a primal physical magic..? If that makes sense..? I think the gameplay videos give the best idea of what I'd like out of the class so I'm not really sure what else to say about it
Yeah, some of those numbers look a little off - is this the 1st level toon as just a Fighter or a 4th level (Ftr1/War3)?
@Spanglemaker371 - Uhhhh, not sure where you get the idea that feats can be changed? Unless you have a house rule? Once a Feat is picked up, you have it.
The idea is that he's a fighter, and not a really high level one, the class/level section I just put warlock there as a remind of "HEY THIS IS THE DIRECTION YOU'RE GOING TO GO"
I was told that you can't multi-class until level 3 of your base class, so in theory I was going to start as Lvl1 Fighter, get to Lvl3, THEN start a Lvl1 Warlock, get to Lvl3 of THAT class & get the Pactblade or whatever its called do have creepy-weapon-change-y shennanigans. At least that was what I was told. :P
Yeah, some of those numbers look a little off - is this the 1st level toon as just a Fighter or a 4th level (Ftr1/War3)?
@Spanglemaker371 - Uhhhh, not sure where you get the idea that feats can be changed? Unless you have a house rule? Once a Feat is picked up, you have it.
The idea is that he's a fighter, and not a really high level one, the class/level section I just put warlock there as a remind of "HEY THIS IS THE DIRECTION YOU'RE GOING TO GO"
I was told that you can't multi-class until level 3 of your base class, so in theory I was going to start as Lvl1 Fighter, get to Lvl3, THEN start a Lvl1 Warlock, get to Lvl3 of THAT class & get the Pactblade or whatever its called do have creepy-weapon-change-y shennanigans. At least that was what I was told. :P
No written rule to say that needs to wait till 3rd level, should be able to Multi-class from 2nd, but of course, check with DM.
The attack stats with your weapons are a little off then.
Yeah, some of those numbers look a little off - is this the 1st level toon as just a Fighter or a 4th level (Ftr1/War3)?
@Spanglemaker371 - Uhhhh, not sure where you get the idea that feats can be changed? Unless you have a house rule? Once a Feat is picked up, you have it.
The idea is that he's a fighter, and not a really high level one, the class/level section I just put warlock there as a remind of "HEY THIS IS THE DIRECTION YOU'RE GOING TO GO"
I was told that you can't multi-class until level 3 of your base class, so in theory I was going to start as Lvl1 Fighter, get to Lvl3, THEN start a Lvl1 Warlock, get to Lvl3 of THAT class & get the Pactblade or whatever its called do have creepy-weapon-change-y shennanigans. At least that was what I was told. :P
No written rule to say that needs to wait till 3rd level, should be able to Multi-class from 2nd, but of course, check with DM.
The attack stats with your weapons are a little off then.
Well thats strange cause I just copy & pasted the stats from the player's hand book, admittedly not ALL of them are legit weapons like the scythe so I had to tweak them, like I took a sickle & kinda made it 2 handed for that. The grapple claw I took the Whip's stats & just gave it a grapple effect. And the gauntlets are really just a club.
It's the attack mods. You have +5 when as a first level character, your melee weapons and will be +4 (proficiency plus strength mod) and ranged would be +3 (prof plus dex).
The damage bonus is just the str or dex mod, so the hand crossbow would be 1d4+1 damage.
I think he's referencing the AL rule that lets you recraft characters that haven't hit level 5. generally speaking you keep all your gained gold/xp etc.. so you could recraft your character at that point.
Yes, I was referring to the AL rules. Levels 1-4 you are free to modify your character except the name and equipment. You can also make a complete change, once at any level beyond this. Say you started out as Nature Cleric, you dipped into Druid. Then for story reasons and a one time deal, you could change your 10th level Nature Cleric 4th level Druid to 14th level Druid.
Also its something that I would allow any players within a game I was running, if it was right for them, their story and the game as a whole.
Yes, I was referring to the AL rules. Levels 1-4 you are free to modify your character except the name and equipment. You can also make a complete change, once at any level beyond this. Say you started out as Nature Cleric, you dipped into Druid. Then for story reasons and a one time deal, you could change your 10th level Nature Cleric 4th level Druid to 14th level Druid.
Also its something that I would allow any players within a game I was running, if it was right for them, their story and the game as a whole.
Hm, well I think it would really all depend on how it all plays out during the game. Since the core concept is like, as he gets stronger with killing & stuff it starts to kick in the demonic power. Which I might have a source for now, I posted something over at the story & lore forums which I'll link beeeeellllloooooowwww~
Graz'zt seems to fit the bill but I think I'll need a DM to flesh out the finer details, but from what I'm reading here it is possible to have him make that bridge. And even if it caps him at like a 10 fighter + 10 warlock (since the max levels are 20 total) that works perfectly fine for me. I just need to know how to properly put it on paper more than anything else then. :P
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Hektor the Human Fighter
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OK so I had mentioned this on the Homebrew Threads but I think maybe now's a good time to take this over here & get some real feedback on this. I'm sure there's quite a bit missing so please don't hesitate to inform me of what I could have missed.
https://drive.google.com/file/d/0BwYN_oklemgvaWVHb1VEMWhQVTQ/view?usp=sharing
So the basic concept is the idea that I have a character who, initially starts out as a fighter with some form of amnesia but over time discovers that he's got some kind of demonic connection which they don't fully understand so it's being misinterpreted by the character as a dormant bloodline ability.
Basically I based the character after the first trailer from the DmC video game which has the main character in a more chaotic mental state, as seen here.
https://www.youtube.com/watch?v=jzQPZUMqd_0
I'm relatively new to D&D, & even more so to Warlocks in general so whatever feedback I get would be really appreciated & would help me learn more about how the class works.
Hektor the Human Fighter
Looks interesting, i'm not sure how you have +5 to hit with Longsword and Handcrossbow. You get proficiency in both (+2) but one is Str+2 the other Dex+1. So I would see that as +4 to Longsword and +3 Hand Crossbow.
You took variant human, Tim Ryder has another skill proficiency of your choice (for a total of 5 skills) and also a feat. Also how have you got nightvision? Perhaps its in lieu of a skill proficiency and feat and a precursor for the Warlock Invocation Devils Sight (the best nightvision and works in magical darkness).
My suggestion, take the Feat Magic Initiate (Warlock), then when you take a level or few in Warlock then you can lose that feat and swap it out with another one of your choice.
The feat Magic Initiate grants you 2 cantrips and one 1st level spell which can be cast once per day without spellslots as a level 1 spell, the cantrips are at will.
If you take that feat, then check out the Sword Coast Adventurers Guide for cool cantrips such as Booming Blade, Green Flame Blade, Lightning Lure etc
NB- Just because you have the cantrips and the spell doesn't mean that you have to manifest them immediately. I personally would take 2 levels in Fighter before taking the Warlock levels as Action Surge is just way cool. For your criminal build, I would have had 14 in Dex, 13 in Str and choose a Finesse weapon like Rapier. But it all depends on how you see Tim Ryder developing.
Yeah, some of those numbers look a little off - is this the 1st level toon as just a Fighter or a 4th level (Ftr1/War3)?
@Spanglemaker371 - Uhhhh, not sure where you get the idea that feats can be changed? Unless you have a house rule? Once a Feat is picked up, you have it.
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Hektor the Human Fighter
Hektor the Human Fighter
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Hektor the Human Fighter
It's the attack mods. You have +5 when as a first level character, your melee weapons and will be +4 (proficiency plus strength mod) and ranged would be +3 (prof plus dex).
The damage bonus is just the str or dex mod, so the hand crossbow would be 1d4+1 damage.
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If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
OK I think I get what you're saying, how's this?
https://drive.google.com/file/d/0BwYN_oklemgvNktYLWVqN0g1T2c/view?usp=sharing
Hektor the Human Fighter
The Hand Crossbow Damage is still off - it should be +1 (Dex Mod), not +3.
You said you are a human variant, so taken skill and feat at level 1? Or did you go with the +1 to all stats?
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If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
Taken skill & the Dueling feat, the skills being, Acrobatics, Athletics, Deception, Intimidation & Stealth.
But yes I changed it to a 1 now.
Hektor the Human Fighter
I think he's referencing the AL rule that lets you recraft characters that haven't hit level 5. generally speaking you keep all your gained gold/xp etc.. so you could recraft your character at that point.
Yes, I was referring to the AL rules. Levels 1-4 you are free to modify your character except the name and equipment. You can also make a complete change, once at any level beyond this. Say you started out as Nature Cleric, you dipped into Druid. Then for story reasons and a one time deal, you could change your 10th level Nature Cleric 4th level Druid to 14th level Druid.
Also its something that I would allow any players within a game I was running, if it was right for them, their story and the game as a whole.
Hektor the Human Fighter