Welcome, possible contestants, to the third monthly Throwdown (Backup Band Edition)!
You may also notice that I am neither DorkForge, Yurei453nor Third_sundering However, DorkForge is still taking some time off, and with noone else wanting to take over this round, I decided as one of the tied victors of the last round to take it upon myself to create the next contest (modeled after both DF's and Yurei's versions of the contest). I will also be using Yurei's previous version of voting, as I thought it worked quite well last round.
As other than Yurei and Third, I'll be the bad man and start using a new theme this time - because I want to!
Concept
The Villain - create me an evil character. Any evil character.
The monstrous beast tearing an innocent bystander to shreds, while the guards are trying in horror to stop the carnage it leaves in the city, roaring out his anger and hatred for all humankind. The necromant raising the newly drained corpses of the fallen to use them again for his evil shemes, marching them back against their friends, having a forced grin on their faces. The darkly dressed duck, trying to cast a spell to steal the first dollar Scrooge McDuck earned again. These are known as baddies, evildoers, ne'er do wells but mostly - villains. Villans do bad things.
A reminder for people entering builds:
Villains must be villains. They can be cartoony, they can be dumb - they could be evil maniacs that want to kill off half the universe - but they must be evil. Shouldn't be too hard. Also tell us which evil schemes your charakter is planning!
The Rules
- No UA or homebrew rules, only published material. Critical Role content (Gunslingers, Cobalt Soul/Oath of the Open Sea, Blood Hunters) is permitted.
- Stats must be included at each point of the build. Stat arrays can utilize either standard array or point buy, as the builder desires.
- Demonstrate how your build grows, with a description of how it performs at levels 1, 5, 11, 17, and 20 IF YOU DO NOT INCLUDE BREAKDOWNS AT THESE LEVELS, YOUR BUILD WILL BE DISQUALIFIED. If you provide breakdowns at every level, make sure that the ones at these levels are more in-depth than those of any other level. How your character grows, both mechanically and thematically, needs to be clearly spelled out at these levels. Keep us engaged with both, as they are both important.
- Multiclassing is in play; multiclass prerequisites are as per the book(s). Feats are also in play.
- Start your build with a supernatural gift (chosen from the Hollow One or those listed in Mythic Odysseys of Theros) or feat of your choice.
- Any legal species, subspecies, or variant species is valid.
- Magic items are not allowed, unless you’re an artificer using Infusions or otherwise have a way to get magic items from your features (Pact of the Blade, Forge Warlock, etc). EXCEPTION: Characters can use common items with no significant in-game effects, such as prosthetic limbs, ersatz eyes, capes of billowing, or other ‘fluff’ items to help sell their aesthetic/character.
- Your character can use any weapon from first level outward. Expensive armor (anything above a hundred gold) is assumed to be obtained after level 5. FIREARMS ARE ALLOWED AFTER LEVEL 5 (both Exandria and Renaissance versions, no Futuristic or Modern). You are only proficient in them if you are an Artificer, Gunslinger, or have the Gunner feat. If your build uses guns, you must still follow the theme of the build (being "indestructible" and able to take multiple hits). Repeating Shot will be allowed to work with firearms with the Reload (4-6) or Loading properties.
- Catchy names and engaging stories are MANDATORY. Entertain us! Demonstrate your ability to weave words, craft engaging stories, and charm people with your characters as well as your build's numbers! Build a character, not just abuild. Characters have personality, are relatable, and should be people we care about. If you need some examples, here they are: 1, 2, 3
- You can edit your post to fix mistakes or make changes to your build entry(s) at any time before submissions are closed and voting begins. Edits caught after that period will disqualify your build. Catch your typos before the deadline, folks!
Suggested Format
Name (level 20 class/classes) Stats: (Str | Dex | Con | Int | Wis | Cha) Species Background
First-Level Stats and Commentary
Fifth-Level Stats and Commentary
Eleventh-Level Stats and Commentary
Seventeenth-Level Stats and Commentary
Twentieth-Level Stats and Commentary
ART
You must provide at least one piece of art that fits your character. This can be through the excellent resource of HeroForge to create 3D, fully colored characters of a vast variety of races, or any other piece of art you can find that fits your character (if you use someone else's art, credit them). We need to not only be able to relate to your character, but we also need to see them. (Yes, I'm changing things up a bit. This is an experiment.) The more art, the better!
VOTING
In this contest, each person who votes gets five points they can distribute as they please amongst any/all builds in the Throwdown. Love one build to death? Give it all five points! Can’t quite pick between two great builds? Give one three points and one two! Wanna spread the love? Give five different builds a point each (if you have to, anyways). The winner of the Throwdown will be the build that accumulates the most points once voting is tallied.
Some additional rules: >Each poster only gets one voting post. You’re more than welcome to vote even if you didn’t enter. >If you enter a build, you must submit a vote as well for your build to qualify to win. >Clearly Label your voting post. Examples of acceptable voting posts are in this thread. >You cannot assign points to your own build(s). >You can enter more than one build, so long as they respect the forum’s rules against double posting. >Votes must be cast AFTER the end of submissionand the opening of voting. Any votes cast or points assigned prior to that date will be ignored. Everybody gets a chance to enter. >To encourage feedback: anyone who writes feedback on everyone else’s build in the Throwdown (even just a line or two) gets a bonus point added to their own entry. If they have more than one build, the point will be added to their highest-scoring entry.
This experiment will run until March 24th (or thereabouts), when I will close submissions and open voting. Until I post and say submissions are closed, feel free to enter abuild (or multiple builds). After that, voting will run for roughly a week before I announce an end to the voting stage and start tabulating up a winner.
The only prizes I can offer are the satisfaction of winning, a place in the Hall of Victory in future Throwdowns, and a digital trophy (in the form of this emoji; 🏆).
DorkForge, the originator of these Throwdown contests here in DDB, has a Youtube channel discussing D&D 5e mechanics, character builds, and newly released character options. Recently, DF’s been plugging through the big mess of nonsense that came from Tasha’s Cauldron. Give it a look-see if you enjoy that sort of content.
With the unseen by Nerdhammers, Ghosts and Gnomes, the bloddy smiley has taken the reins of this event! Let's see how this interplanar-crossover competition works with its bloody ringmaster! May the nerd with the best character and build win!
Jandis slunk down the cracked stone street, unseen by all. He'd pulled off this particular scam many times, but this one was personal. He had just robbed a member of the Blood Hawks, the gang that had killed his parents when he was only 10. It had been three years since then, and Jandis still hadn't been able to avenge them. But he would, eventually. Jandis was small and skinny, but he was also clever, and he had a tongue of silver. He would destroy the Blood Hawks from the inside out.
At first level, Jandis is already a manipulator, pulling off his cons flawlessly. With +8 persuasion and advantage from charm person, he can convince people to comply with his scams almost willingly. By the time they realize what he did, Jandis is long gone. And if things end up going the wrong way, Jandis can take out his foes with sleep before making his escape. While he doesn't pickpocket people for money, his tactics are just as effective, and with disguise self, he can adopt a different persona every time.
Level Five: Deceiver Variant Human Eloquence Bard 5 Ability Scores: 8 | 16 | 12 | 10 | 10 | 20 HP: 33 AC: 15 (Studded Leather Armor) Skills: Deception (Ex), Insight (Ex), Investigation, Perception, Performance, Persuasion (Ex), Survival Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools New Spells: Minor Illusion, Detect Thoughts, Hold Person, Suggestion, Major Image
Jandis sat down on the weathered wooden chair and smiled faintly behind his mask. Finally, his work had begun. Convincing these fools to accept him into their gang had been almost trivial. Now he would have to persuade them to let him lead them. It should be easy enough. His old plans for revenge were long gone. Jandis would not destroy the Blood Hawks. He would rule them.
At this level, Jandis' deceptions are almost impossible to see through. With Silver Tongue, Jandis has a floor of 21 on Persuasion and Deception checks, and his opponents have -1d8 to their saves against charm person from Unsettling Words. Jandis doesn't have much of a use for his Bardic Inspiration otherwise, so his opponents will have to beat a DC 16 Wisdom save with a 1d8 penalty.
While Jandis isn't a stereotypical villain, he's still a manipulator from the shadows who can paralyze his foes with a single spoken word, and who can convince his opponents to do as he wishes with a sentence.
Jandis slouched upon his gilded throne. He had learned much in his time as leader of the Blood Hawks. He had personas in the government, in the church, and even in other kingdoms. As the Masquerade, he was powerful. He could start a war with a word. He, a mere boy of fourteen. And no one knew that this was who they served, that this was the phantom that played kings and paupers alike as puppets dancing to his strings. He was the Masquerade now. The world was his. He just had to take it.
At this level, Jandis manipulations aren't bound to his city, or even his kingdom. With a minimum of 23 on Deception and Persuasion checks, even the wisest of kings bend to Jandis' whim. With his two spells from Magical Secrets, Jandis has powerful offensive capabilities, allowing him to annihilate his enemies should his words ever fail. If he needs to flee, dimension door provides an escape route. Dominate person allows Jandis to turn a powerful enemy against their allies, and modify memory is useful if anyone manages to figure out his identity.
The Masquerade walked down the aisle towards the grand throne that sat at the opposite end of the hall. Other dignitaries sat throughout the courtroom, including the former king. As the Masquerade strode up to the throne, an arrow whistled from the opposite end of the room, hitting him squarely in the back. Casually, the Masquerade turned and disintegrated the would-be-assassin. Then he sat down upon the throne and placed the crown atop his head. Nothing could stop him now.
At this level, the Masquerade is almost unstoppable. With disintegrate, he can flashily destroy his foes, while reverse gravity allows his to defeat a large number of enemies at once. Project image allows him to converse with multiple people at once across immense distances, while teleport allows him to actually travel those distances. But the most important spell here is glibness, which the Masquerade will use in social interactions. This gives him a floor of 32 on social checks, plus advantage from any number of his charm spells.
The Masquerade's Bardic Inspiration is also useful to gift his servants as they fight the heroes, if he deems them unworthy of fighting him directly.
The Masquerade, master of all the world, had received notice from one of his advisors that an insurrection was growing in one of the lesser provinces, a group of so-called "heroes" at its head. They claimed him to be a fraud, an illusion. Little did they know he had become the mask long ago. The Masquerade was who he was now.
As the usual clamor of his palace began to fade, the quieter night shift beginning, the Masquerade skimmed through the reports of the rebellion's leaders: A cleric abandoned at birth who grew up in a temple to a god of light; a warrior-in-training who's brother had been killed by the Masquerade's forces; and a naturalist who had protested against the Masquerade's industries destroying her forest.
For the first time in a while, a faint smirk creased the Masquerade's face. This would be fun.
Now with his full powers, the Masquerade is a villain worthy of being feared. With the new spells meteor swarm and feeblemind, he can devastate his opponents and empower his minions allies with his Bardic Inspiration as they fight for him alongside him.
Conclusion Even from level one, Jandis corrupts with his words like a murderer stabbing a gilded knife into his victim's throat. While his physical powers are weak, that doesn't matter to the Masquerade. He controls everything. He doesn't go to war by charging into battle, he manipulates events subtly from the shadows. By level 20, the Masquerade has +17 Deception, Performance, and Persuasion, with a floor of 32 on each. His +12 Insight also allows him to glean the goals of those he speaks to.
While the Masquerade isn't a powerhouse in combat, he's sly, cunning, and cruel- everything that makes a perfect villain. The Masquerade works from the shadows, only emerging to dealing the killing blow to whomever dares to challenge him.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I edited it in, but remember to give your villain an evil scheeme or crime they want to commit! If your villain wants to steal the moon, remember that enlage/reduce only works on creatures!
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
duergar clan name: Underlord- the clans status is in decline, but is still known for its extensive spy network on the surface world. The underlord clan never had the support of other clans because of their willingness to sporadically deal with surface worlders. Because the clans strategy was to stir conflict and rebellion in other societies, they were often spread too thin to increase the clans population. The Underlords never viewed working with others as actual cooperation. they believe other societies to be inferior, and deserving of being fodder for chaos. The Underlords spread sewed discord by being able to arm militias and dissenters with their craftsman’s combined use of skill and arcane knowledge. If the countryside is busy fighting among themselves, then they won’t have time to organize to fight campaigns abroad. By wearing surrounding sovereign nations by promoting infighting, the safety of the clan and other clans is ensured. Weakening the power structures of these nations also weakens the power the illithids have at their disposal when pulling strings from the shadows.
The Warmonger: Kardar Forgegrip
19 levels transmutation wizard, 1 level of artificer.
Background: Faction agent- feature gives network of contacts and support. Proficiency: light armor, medium armor, shields, simple weapons, battle axe, and war hammer. smith tools, thieves tools, tinker tools, masons tools, woodcarvers tools, and leather worker tools. Traded out light hammer and hand axe for the two extra tools equipment: scale mail, 3x light crossbows, 20 bolts, thieves tools, Underlords emblem, set of common clothes, Underlord Clan manual, pouch, 15 gold, a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Kardars beginning: Kardar story begins with becoming an agent of the underlord clan. The process is methodical and grueling. The beginning years of his life was spent in work camps designed to break the spirit with intense manual labor. The years of backbreaking labor are only occasionally broken up by technical training required to support war by the creation of equipment, war machines, and related maintenance. Kardar is at the bottom of the ladder, and relishes every opportunity to enlighten newer recruits to the horrors he has had to endure. After some 50 years of this cycle have passed Kardar begins to notice the patterns and connections the weave has within all things, including the mundane objects he’s been working with his entire life. His power manifests by him forcing the weave to bend to his will via the tools of his trade, by squeezing light from small objects or by drawing out the latent negative energies inherent in all things. His artifice is not of art, but force of will and a twisted practicality.
kardar is armored with scale mail built and maintained himself. The pattern work of scale seems uneven and disheveled, the the angles of each scale are measured and methodically placed to maximize effectiveness while minimizing resource cost. In combat he favors the thornwhip cantrip, which he uses often to redistribute the innumerable lashings he himself received in his life. He often draws out his strikes to increase the anticipation in his victims. His second cantrip is spare the dying, in case he goes too far with his lashings he can resuscitate them back to life. While lashing the unworthy is a priority, loosing a life that could be better put to use in the work camps is an unacceptable loss. He prepares the alarm spell to ensure that captives do not escape. He prepares disguise self to carouse among the workers, routing any organized rebellion before they spark under his watch. Disguise self is also used to travel abroad and gain info on surface dwellers. He prepares feather fall as great heights present a danger that he is always prepared for. Sanctuary is prepared just in caste he gets surrounded by unruly prisoners or adversaries, being cast with a bonus action, taking the dodge action, and sounding the alarm until more help arrives.
Kardar Forgegrip is beginning to unlock the secrets of the material world. After having a run in with a wizard of the transmutation school on the surface world, Kardar has an epiphany while watching the wizard almost effortlessly change material from one composition to another. He eagerly reports back to his leadership about the possibilities of only he is allowed to research the arcane knowledge more directly, but his requests fall upon deaf ears. He is forbidden from bringing these Magic’s into the clan, and afterward receives a beating so harsh looses consciousness. He awakes crumpled on the floor in front of his sleeping matt, but refuses to accept defeat. Body aching, he pulls together his belongings one last time before setting for the surface world in search of the wizard who would deliver him to his destiny. After a few days of travel and rations, he finds the wizard who at first refuses his services completely. Kardar slowly but relentlessly pursues the man, body still ravaged by his clan, doing any and all forms of manual labor to show his dedication to the cause. After weeks of this, the wizard begins to admire his dedication, and also notices Kardar has a connection with the weave by the way he works and forces magic to his will with tooling. This is the beginning of a decade of learning, and Kardar’s unrelenting thirst for knowledge propel him in his learnings.
Kardar learns mending, magehand, create bonfire, and mold earth as cantrips. Mending aids him if he is overzealous in his handiwork, as he can be a bit more reckless with his experiments. Smaller damages can be repaired if the quick estimates of his designs are off. Mage hand makes all manor of work easier, he can’t believe how much easier it is to work with 3 hands. Mold earth can be used for quick excavations in search of ore, the creation of cover, and even impromptu foundries in the earth itself when larger repairs are needed. Create bonfire is the source of heat that can be used for more nefarious purposes, but is also an ever reliable source of ignition when work is needed. first level spells gained are absorb elements, find familiar, grease, magic missile, shield, tensers floating disk, unseen servant, and detect magic. The disk and servant spells really increase kardar work efficiency. These allow for work table, material transport, and basic material preparation while he focuses on more skillful work. 2nd level spells: arcane lock, cloud of daggers, dragons breath, and enhance ability. Arcane lock is used to safeguard tools and equipment, but also to eventually keep victims from escaping. Cloud of daggers is the instant manifestation of weaponry kardar dreams of, and symbolically represents the destiny he means to force the underlord clan down on his return. Dragons breath is the chemical mastery he displays by transmuting the moisture in his breath to other elements upon exhalation. Enhance ability is the result of him forcing the weave thought his body to push him beyond his normal limits. At level 2 of transmutation of school Kardar learns how to temporarily change one substance to another. Doing this allows him to change incredibly hard or difficult to work with materials into substances much easier to work with. His go to is changing iron/copper/silver into softwoods that are easy to carve. The reverse is used to bend hard woods into shape by turning them inside malleable silver and copper. At 5th total level we get our first ASI, which will be the telekinetic feat. It increases our intelligence to 18, increasing all of our DCs, preparation slots between artificer and wizard, and the number of objects we can manipulate with magical tinkering. This feat enhances our magehand distance and makes it invisible. It also gives us a somewhat reliable bonus action to use in combat for position manipulation without needing concentration, going well with cloud of daggers or perhaps moving another creature into the AOE of dragons breath. Kardar smiths a shield and a breastplate along the journey. He finds the breastplate to provide more protection when things go awry during his experimentation with substances both organic and inorganic.
kardars journey toward unleashing revolution and destruction have reached a milestone. Kardar has unlocked the ability to create transmutation stones which give various benefits. He markets them as temporary wonders for sale. He contracts the needs of clientele by catering to the highest bidder this money is wholly dedicated to research and raw material. The raw materials are used to create weaponry and armor of the highest quality in a matter of days. Kardar uses a combination of his tool proficiencies, the minor conjuration feature, the fabricate spell, and the stone shape spell to create high quality individual items of equipment or low quality simple weaponry to arm the masses. With his ability to create mass weaponry, armor, and goods, he makes way to his homeland in the under dark. 10 long years have passed, and he finds himself unwelcome at the gates of his former clans under dark stronghold. After a disrespectful comment about honor is made Kardar waves his hand toward one of the guards who subsequently is flung off a nearby bridge to his death. Kardar is then begrudgingly given admittance to the stronghold he called home once more. He wastes no time and begins his rituals to gather nearby raw materials for the upcoming demonstration. As news of his arrival begin to spread, small crowds of his dissenters begin to gather and some begin to talk aloud of his failings. Just as one particularly burly clansman begins to approach him, kardar unleashes the arcane reservoirs he has within him. While making wild movements with his tooling and focus, he bellows arcane words of power. Sparks of magic rain all around, momentarily illuminating the shocked faces in the gathered crowd. A dull heat radiates from the blocked of iron ingots as they glow and change shape. After a full hour of being the conduit with which he manipulated the weave, his work is done. Sitting before him where the blocks of iron and coal had been are hundreds of steel weapons shape neatly clumped together but still attached slightly to one another by small strands of steel. Glancing around at the bewildered crowd, be begins the process of temporarily turning each weapon block into wood, and then casually snaps each weapon from one another. In amazement, the crowd slowly realizes he just went through their entire iron ore and coal reserve, processing an amount of weaponry in hours what would have taken them months to do themselves. The faces of the crowd begin to one by one understand the implications of what has just occurred, and a more zealous duergar bellows the name “KARDAR FORGEGRIP!!!” continually until the entire crowd joins in.
it’s been 100 years since Kardars triumphant return. Since then he’s grown stronger in the ways of arcane magic. He’s learned to use his tools as an arcane focus for his more intricate wizard spells and takes the artificer initiate spell. His cantrip choice is guidance, for an at will and efficient distillation of his enhance ability spell. His spell choice is faerie fire. He had to come up with a way to root out the more powerful of his new adversaries agents, some of which have taken to sending small teams of invisible infiltrators to try and steal knowledge of his methods. In a relatively short amount of time compared to the longevity of a dwarfs lifespan, Kardar has built up the strength and name of the Underlord clan yet again. Kardar has over the years played the surface dwellers against one another. He does this by arming angry mobs, inciting rebellion, and destabilizing economies by introducing massive influx’s of cheaply made high quality goods that others cannot compete with. This keeps the guilds and the nobility of surface worlders disorganized and disadvantaged, leaving them unable to prioritize proper defenses to repel duergar raiding parties under the guise of invisibility. the reliable source of workers stolen from their lands means raw material is always available to continue the cycle of death and destruction.
Kardar Forgegrip is now nearing the end of his life. He has continued the study of transmutation, sacrificing thousands from his work camps as fodder for his experimentation. The result of this experimentation is the continued mastery of a few of his basic level spells of first and second level, which he can expend almost effortlessly, as though the weave itself has finally subjugated itself to him. In an effort to stave off his impending death he has invested countless souls into his stone, which he uses to maintain his youthful appearance, and to resurrect close allies in his consortium who are occasionally assassinated by rivals or adversaries. He also uses it to fully restore himself when lucky adventurers catch him unaware, thinking they have the upper hand. He learns a great many spells, the last of which was timestop. The closest he ever got to preventing his eventual death was by transmuting time itself momentarily. He spent his last wretched days chasing after unreliable leads and lore regarding miracles and wishes being granted. He eventually ran out of luck when he ran into his old master, who had defected to path of lichdom. His old master was slowly collecting the transmutation stones of every student he ever had for a ritual to empower his own phylactery . Kardar Forgegrip died alone, soul ripped from his body as his former master took note of the hatred that seemed to still burn in the eyes of Kardars now lifeless corpse. Kardars face was frozen in rage as he realized in his last moments that his destiny was snatched from him, and there was nothing he could do about it.
Don't worry, you got enough time, I will let the submissions open until at least 24. and longer if there aren't enough submissions to really "vote". I'm a bit sad that so few are taking part. :(
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I’ve managed to get a general build down. As a preview I’m going with a Protection Aasimar, Fathomless Tomelock 17/Eloquence Bard 3. It’s been pretty fun coming up with fun ideas for how to use the different class and subclass features in creative ways.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Zeth grew up in a small village of humans and a few shifters. He had always wanted to be a warrior, and he often practiced with an axe, but he followed his true calling: a chef, and a good one at that. He was almost ready to open shop when the village was attacked by raiders. His home was burned, his new shop was burned, and he couldn’t do anything. He lashed out, grabbing an axe and awakening his beastial powers. It was too late for his his village, but he slayed the leader of the raiders and fled with his axe, his chefs tools, and the dying raider. Stuck in the forest, he needed food. Zeth found some berries, but he needed a main course. So like any good chef, he improvised. Still filled with bestial anger, he grabbed the first thing there: the dead raider. He got out of the forest, and needing money, he joined a criminal guild, using his newfound power to become an assassin. With each mission he became stronger, and each victim became a main course.
At level one, we’re grabbing the chef feat for his grisly goodies. He’s already a tank, with his shifting and his high con. He’s go to weapon is his greataxe but that will change soon. This is just the start, not a lot of abilities yet.
Zeth has been working for a while. Practicing his deadly fighting, practicing his macabre cooking, unlocking more of his primal rage every day. Now he’s ready. He’s dropped the axe for better armor, and he’s got a new weapon now: his maw. He bits into his victim, letting himself savory the victory as he let’s go of his rage and his teeth shrink back to his normal appearance. Tangy, but sweet. He’s a bit hurt, but he can take it. Zeth starts a fire, getting ready to cook his dinner and heal his wounds before he hunts down his next mark.
Now Zeth is getting to be a full fledged villain. We bumped his Con for extra durability, and traded in his greataxe for a shield and a long sword. We als9 got his subclass. He’s going path of the beast, using his bite to chomp his enemies and get some more healing. By now he’s a great tank, with his barbarian rage and his many healing methods. We also get a new proficiency.
The thieves guild was gone. Adventures did it. He tried to lay low, start the bakery he’d wanted to run. He’s leave his anger, his evil behind. Well, maybe a few annoying guests might disappear sometimes. And maybe there would be a new special next morning. But one day, he was found out. The same adventures who had exposed his assassin guild. He ran again, rekindling his mad power. Training. Then, one day he took them down. Arrows bounced off his skin, as he finally bit down on the adventures. He was a beast. His bite spread madness and rage. He would eat well tonight.
Zeth’s descent into madness is done. We’ve evened out his Str and Con, and he has some cool new abilities, like relentless rage and infectious fury. No one can make him stay down now.
Stats: Str 18, Dex 12, Con 20, Int 8, Wis 13, Char 12
HP: 209
AC: 18 (19 while shifted)
Skills: Same
Feats: Chef, Magic Initiate (Bard)
Spells: Prestidigitation, Mage Hand, Longstrider
He tries to sate his craving. His power is unrivaled. Zeth is unstoppable, a madman bent on destruction... and new recipes? Stories have spread about him. He doesn’t care. His strength is massive. Always training the beast inside. He dapples in magic, chases down his prey. Only the toughest survive. And no one is tougher then Zeth.
We picked up a new feat. I was going to go druid, but Zeth needs Prestidigitation for his cooking, so bard‘s the next best thing. Longstrider is the 1st lvl spell, it doesn’t require concentration, and he can go pretty fast with fast movement and instinctive pounce on top of it. Other than that, not a ton more, call to the hunt is good, but he mostly works alone, and persistent rage is great.
Stats: Str 24, Dex 12, Con 24, Int 8, Wis 13, Char 12
HP: 285
AC: 20 (21 while shifted)
Skills: Same
Feats: Same
Zeth is a living legend now. He is wild, a cannibal, a madman who lurks. But he will never be satisfied. Zeth is buried somewhere, but his rage never ends. Nobody knows who he was. Everyone knows who he’s become.
We’re here! Zeth now has +7 Str and Con, infinite rages, and almost 300 hit points. This build was a pretty simple tank, and this is my first time, but I hope you like it.
I'm making a build. Samso1, can I use Zag as inspiration for him?
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Just a reminder for everyone still working on their builds :) Also everybody not yet working on a build, if you want to join in, just say it, I'll extend the time if you need :)
Anyone else planning to make a build? We can't vote with only two people.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Welcome, possible contestants, to the third monthly Throwdown (Backup Band Edition)!
You may also notice that I am neither DorkForge, Yurei453 nor Third_sundering However, DorkForge is still taking some time off, and with noone else wanting to take over this round, I decided as one of the tied victors of the last round to take it upon myself to create the next contest (modeled after both DF's and Yurei's versions of the contest). I will also be using Yurei's previous version of voting, as I thought it worked quite well last round.
As other than Yurei and Third, I'll be the bad man and start using a new theme this time - because I want to!
Concept
The Villain - create me an evil character. Any evil character.
The monstrous beast tearing an innocent bystander to shreds, while the guards are trying in horror to stop the carnage it leaves in the city, roaring out his anger and hatred for all humankind. The necromant raising the newly drained corpses of the fallen to use them again for his evil shemes, marching them back against their friends, having a forced grin on their faces. The darkly dressed duck, trying to cast a spell to steal the first dollar Scrooge McDuck earned again. These are known as baddies, evildoers, ne'er do wells but mostly - villains. Villans do bad things.
A reminder for people entering builds:
Villains must be villains. They can be cartoony, they can be dumb - they could be evil maniacs that want to kill off half the universe - but they must be evil. Shouldn't be too hard. Also tell us which evil schemes your charakter is planning!
The Rules
- No UA or homebrew rules, only published material. Critical Role content (Gunslingers, Cobalt Soul/Oath of the Open Sea, Blood Hunters) is permitted.
- Stats must be included at each point of the build. Stat arrays can utilize either standard array or point buy, as the builder desires.
- Demonstrate how your build grows, with a description of how it performs at levels 1, 5, 11, 17, and 20 IF YOU DO NOT INCLUDE BREAKDOWNS AT THESE LEVELS, YOUR BUILD WILL BE DISQUALIFIED. If you provide breakdowns at every level, make sure that the ones at these levels are more in-depth than those of any other level. How your character grows, both mechanically and thematically, needs to be clearly spelled out at these levels. Keep us engaged with both, as they are both important.
- Multiclassing is in play; multiclass prerequisites are as per the book(s). Feats are also in play.
- Start your build with a supernatural gift (chosen from the Hollow One or those listed in Mythic Odysseys of Theros) or feat of your choice.
- Any legal species, subspecies, or variant species is valid.
- Magic items are not allowed, unless you’re an artificer using Infusions or otherwise have a way to get magic items from your features (Pact of the Blade, Forge Warlock, etc). EXCEPTION: Characters can use common items with no significant in-game effects, such as prosthetic limbs, ersatz eyes, capes of billowing, or other ‘fluff’ items to help sell their aesthetic/character.
- Your character can use any weapon from first level outward. Expensive armor (anything above a hundred gold) is assumed to be obtained after level 5. FIREARMS ARE ALLOWED AFTER LEVEL 5 (both Exandria and Renaissance versions, no Futuristic or Modern). You are only proficient in them if you are an Artificer, Gunslinger, or have the Gunner feat. If your build uses guns, you must still follow the theme of the build (being "indestructible" and able to take multiple hits). Repeating Shot will be allowed to work with firearms with the Reload (4-6) or Loading properties.
- Catchy names and engaging stories are MANDATORY. Entertain us! Demonstrate your ability to weave words, craft engaging stories, and charm people with your characters as well as your build's numbers! Build a character, not just abuild. Characters have personality, are relatable, and should be people we care about. If you need some examples, here they are: 1, 2, 3
- You can edit your post to fix mistakes or make changes to your build entry(s) at any time before submissions are closed and voting begins. Edits caught after that period will disqualify your build. Catch your typos before the deadline, folks!
Suggested Format
Name (level 20 class/classes)
Stats: (Str | Dex | Con | Int | Wis | Cha)
Species
Background
First-Level Stats and Commentary
Fifth-Level Stats and Commentary
Eleventh-Level Stats and Commentary
Seventeenth-Level Stats and Commentary
Twentieth-Level Stats and Commentary
ART
You must provide at least one piece of art that fits your character. This can be through the excellent resource of HeroForge to create 3D, fully colored characters of a vast variety of races, or any other piece of art you can find that fits your character (if you use someone else's art, credit them). We need to not only be able to relate to your character, but we also need to see them. (Yes, I'm changing things up a bit. This is an experiment.) The more art, the better!
VOTING
In this contest, each person who votes gets five points they can distribute as they please amongst any/all builds in the Throwdown. Love one build to death? Give it all five points! Can’t quite pick between two great builds? Give one three points and one two! Wanna spread the love? Give five different builds a point each (if you have to, anyways). The winner of the Throwdown will be the build that accumulates the most points once voting is tallied.
Some additional rules:
>Each poster only gets one voting post. You’re more than welcome to vote even if you didn’t enter.
>If you enter a build, you must submit a vote as well for your build to qualify to win.
>Clearly Label your voting post. Examples of acceptable voting posts are in this thread.
>You cannot assign points to your own build(s).
>You can enter more than one build, so long as they respect the forum’s rules against double posting.
>Votes must be cast AFTER the end of submissionand the opening of voting. Any votes cast or points assigned prior to that date will be ignored. Everybody gets a chance to enter.
>To encourage feedback: anyone who writes feedback on everyone else’s build in the Throwdown (even just a line or two) gets a bonus point added to their own entry. If they have more than one build, the point will be added to their highest-scoring entry.
This experiment will run until March 24th (or thereabouts), when I will close submissions and open voting. Until I post and say submissions are closed, feel free to enter abuild (or multiple builds). After that, voting will run for roughly a week before I announce an end to the voting stage and start tabulating up a winner.
The only prizes I can offer are the satisfaction of winning, a place in the Hall of Victory in future Throwdowns, and a digital trophy (in the form of this emoji; 🏆).
ENTRANTS
Thauraeln_The_Bold's Jandis, the Masquerade
Bobbybaker's The Warmonger: Kardar Forgegrip
Samso1'S Zeth the Chef
TabaxiRogueFighterClericWarlock's Kauss Nielots
DorkForge, the originator of these Throwdown contests here in DDB, has a Youtube channel discussing D&D 5e mechanics, character builds, and newly released character options. Recently, DF’s been plugging through the big mess of nonsense that came from Tasha’s Cauldron. Give it a look-see if you enjoy that sort of content.
HALL OF VICTORY
Throwdown #1: The Gish – Yurei’s “Aine, Avandra’s Blade”
Throwdown #2: The Terminator – Yurei’s “AS7 ATLAS”
Throwdown #3: The Solo Tour – GoodBovine’s “The Dark Angel”
Throwdown #4: Powergamer’s Potluck – Yurei’s “Yferna, the Feywarden”
Throwdown #5: Spooky Circumstances – Archeolexi’s “Arissa, the Dark Princess”
Throwdown #6: Magus Maximums – Third_Sundering’s “Impending Doom”
Throwdown #7: Dash Action Through the Difficult Terrain - Yurei453's "Santa's Little Helper"
Throwdown Backup Band #1: The Gish 2: Booming Boogaloo - Third_Sundering's "Urik Zorhav the Steelwarden"
Throwdown Backup Band #2: The Terminator 2.0: Judgement Day Will Come - HeironymusZot's "Inoshishi, the demon of Rinkoku" tied with Sutlo's "Little Jacky Oaths - the Iron Rider"
With the unseen by Nerdhammers, Ghosts and Gnomes, the bloddy smiley has taken the reins of this event! Let's see how this interplanar-crossover competition works with its bloody ringmaster! May the nerd with the best character and build win!
A villain build. I'm not particular good at making evil characters (too much of a goodie two shoes), but I think I have an idea.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Placeholder. Anyone who makes an artillerist artificer is copying me.
I have a weird sense of humor.
I also make maps.(That's a link)
Picture (in his disguise): https://www.heroforge.com/load_config=16213348/
Jandis, the Masquerade
Variant Human Eloquence Bard 20
Ability Scores: 8 | 20 | 16 | 10 | 10 | 20
HP: 163
AC: 17
Background: Urchin
Feats: Shadow Touched, Skill Expert (Variant Human)
Level One: Con Artist
Variant Human Bard 1
Ability Scores: 8 | 16 | 12 | 10 | 10 | 18
HP: 9
AC: 14 (Leather Armor)
Skills: Deception, Insight, Investigation, Perception, Performance, Persuasion (Ex), Survival
Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools
Spells: Message, Vicious Mockery, Charm Person, Disguise Self (Shadow Touched), Illusory Script, Sleep, Thunderwave, Invisibility (Shadow Touched)
Jandis slunk down the cracked stone street, unseen by all. He'd pulled off this particular scam many times, but this one was personal. He had just robbed a member of the Blood Hawks, the gang that had killed his parents when he was only 10. It had been three years since then, and Jandis still hadn't been able to avenge them. But he would, eventually. Jandis was small and skinny, but he was also clever, and he had a tongue of silver. He would destroy the Blood Hawks from the inside out.
At first level, Jandis is already a manipulator, pulling off his cons flawlessly. With +8 persuasion and advantage from charm person, he can convince people to comply with his scams almost willingly. By the time they realize what he did, Jandis is long gone. And if things end up going the wrong way, Jandis can take out his foes with sleep before making his escape. While he doesn't pickpocket people for money, his tactics are just as effective, and with disguise self, he can adopt a different persona every time.
Level Five: Deceiver
Variant Human Eloquence Bard 5
Ability Scores: 8 | 16 | 12 | 10 | 10 | 20
HP: 33
AC: 15 (Studded Leather Armor)
Skills: Deception (Ex), Insight (Ex), Investigation, Perception, Performance, Persuasion (Ex), Survival
Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools
New Spells: Minor Illusion, Detect Thoughts, Hold Person, Suggestion, Major Image
Jandis sat down on the weathered wooden chair and smiled faintly behind his mask. Finally, his work had begun. Convincing these fools to accept him into their gang had been almost trivial. Now he would have to persuade them to let him lead them. It should be easy enough. His old plans for revenge were long gone. Jandis would not destroy the Blood Hawks. He would rule them.
At this level, Jandis' deceptions are almost impossible to see through. With Silver Tongue, Jandis has a floor of 21 on Persuasion and Deception checks, and his opponents have -1d8 to their saves against charm person from Unsettling Words. Jandis doesn't have much of a use for his Bardic Inspiration otherwise, so his opponents will have to beat a DC 16 Wisdom save with a 1d8 penalty.
While Jandis isn't a stereotypical villain, he's still a manipulator from the shadows who can paralyze his foes with a single spoken word, and who can convince his opponents to do as he wishes with a sentence.
Level Eleven: Masquerade
Variant Human Eloquence Bard 11
Ability Scores: 8 | 18 | 12 | 10 | 10 | 20
HP: 69
AC: 16 (Studded Leather Armor)
Skills: Deception (Ex), Insight (Ex), Investigation, Perception (Ex), Performance (Ex), Persuasion (Ex), Survival
Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools
New Spells: Light, Fireball (Magical Secrets), Spirit Guardians (Magical Secrets), Dimension Door, Hallucinatory Terrain, Dominate Person, Modify Memory, Mass Suggestion
Jandis slouched upon his gilded throne. He had learned much in his time as leader of the Blood Hawks. He had personas in the government, in the church, and even in other kingdoms. As the Masquerade, he was powerful. He could start a war with a word. He, a mere boy of fourteen. And no one knew that this was who they served, that this was the phantom that played kings and paupers alike as puppets dancing to his strings. He was the Masquerade now. The world was his. He just had to take it.
At this level, Jandis manipulations aren't bound to his city, or even his kingdom. With a minimum of 23 on Deception and Persuasion checks, even the wisest of kings bend to Jandis' whim. With his two spells from Magical Secrets, Jandis has powerful offensive capabilities, allowing him to annihilate his enemies should his words ever fail. If he needs to flee, dimension door provides an escape route. Dominate person allows Jandis to turn a powerful enemy against their allies, and modify memory is useful if anyone manages to figure out his identity.
Level Seventeen: Master of Puppets and Empires
Variant Human Eloquence Bard 17
Ability Scores: 8 | 20 | 14 | 10 | 10 | 20
HP: 122
AC: 17 (Studded Leather Armor)
Skills: Deception (Ex), Insight (Ex), Investigation, Perception (Ex), Performance (Ex), Persuasion (Ex), Survival
Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools
New Spells: Disintegrate (Magical Secrets), Project Image, Reverse Gravity (Magical Secrets), Teleport, Glibness
The Masquerade walked down the aisle towards the grand throne that sat at the opposite end of the hall. Other dignitaries sat throughout the courtroom, including the former king. As the Masquerade strode up to the throne, an arrow whistled from the opposite end of the room, hitting him squarely in the back. Casually, the Masquerade turned and disintegrated the would-be-assassin. Then he sat down upon the throne and placed the crown atop his head. Nothing could stop him now.
At this level, the Masquerade is almost unstoppable. With disintegrate, he can flashily destroy his foes, while reverse gravity allows his to defeat a large number of enemies at once. Project image allows him to converse with multiple people at once across immense distances, while teleport allows him to actually travel those distances. But the most important spell here is glibness, which the Masquerade will use in social interactions. This gives him a floor of 32 on social checks, plus advantage from any number of his charm spells.
The Masquerade's Bardic Inspiration is also useful to gift his servants as they fight the heroes, if he deems them unworthy of fighting him directly.
Level Twenty: Emperor of Gilded Words
Variant Human Eloquence Bard 20
Ability Scores: 8 | 20 | 16 | 10 | 10 | 20
HP: 163
AC: 17 (Studded Leather Armor)
Skills: Deception (Ex), Insight (Ex), Investigation, Perception (Ex), Performance (Ex), Persuasion (Ex), Survival
Tools: Bagpipes, Disguise Kit, Flute, Pan Flute, Thieves' Tools
New Spells: Feeblemind (Magical Secrets), Meteor Swarm (Magical Secrets)
The Masquerade, master of all the world, had received notice from one of his advisors that an insurrection was growing in one of the lesser provinces, a group of so-called "heroes" at its head. They claimed him to be a fraud, an illusion. Little did they know he had become the mask long ago. The Masquerade was who he was now.
As the usual clamor of his palace began to fade, the quieter night shift beginning, the Masquerade skimmed through the reports of the rebellion's leaders: A cleric abandoned at birth who grew up in a temple to a god of light; a warrior-in-training who's brother had been killed by the Masquerade's forces; and a naturalist who had protested against the Masquerade's industries destroying her forest.
For the first time in a while, a faint smirk creased the Masquerade's face. This would be fun.
Now with his full powers, the Masquerade is a villain worthy of being feared. With the new spells meteor swarm and feeblemind, he can devastate his opponents and empower his
minionsallies with his Bardic Inspiration as they fightfor himalongside him.Conclusion
Even from level one, Jandis corrupts with his words like a murderer stabbing a gilded knife into his victim's throat. While his physical powers are weak, that doesn't matter to the Masquerade. He controls everything. He doesn't go to war by charging into battle, he manipulates events subtly from the shadows. By level 20, the Masquerade has +17 Deception, Performance, and Persuasion, with a floor of 32 on each. His +12 Insight also allows him to glean the goals of those he speaks to.
While the Masquerade isn't a powerhouse in combat, he's sly, cunning, and cruel- everything that makes a perfect villain. The Masquerade works from the shadows, only emerging to dealing the killing blow to whomever dares to challenge him.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
I edited it in, but remember to give your villain an evil scheeme or crime they want to commit! If your villain wants to steal the moon, remember that enlage/reduce only works on creatures!
Anyone else going to make a build?
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
https://www.heroforge.com/load_config=16867654/
duergar clan name: Underlord- the clans status is in decline, but is still known for its extensive spy network on the surface world. The underlord clan never had the support of other clans because of their willingness to sporadically deal with surface worlders. Because the clans strategy was to stir conflict and rebellion in other societies, they were often spread too thin to increase the clans population. The Underlords never viewed working with others as actual cooperation. they believe other societies to be inferior, and deserving of being fodder for chaos. The Underlords spread sewed discord by being able to arm militias and dissenters with their craftsman’s combined use of skill and arcane knowledge. If the countryside is busy fighting among themselves, then they won’t have time to organize to fight campaigns abroad. By wearing surrounding sovereign nations by promoting infighting, the safety of the clan and other clans is ensured. Weakening the power structures of these nations also weakens the power the illithids have at their disposal when pulling strings from the shadows.
The Warmonger: Kardar Forgegrip
19 levels transmutation wizard, 1 level of artificer.
1st level
class: artificer
race: gray dwarf/duergar
8 strength 14 dexterity 16 constitution 17 intelligence 10 wisdom
8 charisma 11 hitpoints 16 AC
Background: Faction agent- feature gives network of contacts and support.
Proficiency: light armor, medium armor, shields, simple weapons, battle axe, and war hammer.
smith tools, thieves tools, tinker tools, masons tools, woodcarvers tools, and leather worker tools. Traded out light hammer and hand axe for the two extra tools
equipment: scale mail, 3x light crossbows, 20 bolts, thieves tools, Underlords emblem, set of common clothes, Underlord Clan manual, pouch, 15 gold, a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Kardars beginning: Kardar story begins with becoming an agent of the underlord clan. The process is methodical and grueling. The beginning years of his life was spent in work camps designed to break the spirit with intense manual labor. The years of backbreaking labor are only occasionally broken up by technical training required to support war by the creation of equipment, war machines, and related maintenance. Kardar is at the bottom of the ladder, and relishes every opportunity to enlighten newer recruits to the horrors he has had to endure. After some 50 years of this cycle have passed Kardar begins to notice the patterns and connections the weave has within all things, including the mundane objects he’s been working with his entire life. His power manifests by him forcing the weave to bend to his will via the tools of his trade, by squeezing light from small objects or by drawing out the latent negative energies inherent in all things. His artifice is not of art, but force of will and a twisted practicality.
kardar is armored with scale mail built and maintained himself. The pattern work of scale seems uneven and disheveled, the the angles of each scale are measured and methodically placed to maximize effectiveness while minimizing resource cost. In combat he favors the thornwhip cantrip, which he uses often to redistribute the innumerable lashings he himself received in his life. He often draws out his strikes to increase the anticipation in his victims. His second cantrip is spare the dying, in case he goes too far with his lashings he can resuscitate them back to life. While lashing the unworthy is a priority, loosing a life that could be better put to use in the work camps is an unacceptable loss. He prepares the alarm spell to ensure that captives do not escape. He prepares disguise self to carouse among the workers, routing any organized rebellion before they spark under his watch. Disguise self is also used to travel abroad and gain info on surface dwellers. He prepares feather fall as great heights present a danger that he is always prepared for. Sanctuary is prepared just in caste he gets surrounded by unruly prisoners or adversaries, being cast with a bonus action, taking the dodge action, and sounding the alarm until more help arrives.
5th level
1 artificer/4 wizard school of transmutation
8 strength 14 dexterity 16 constitution 18 intelligence 10 wisdom
8 charisma 39 hitpoints 19AC(24 w/shield spell)
Kardar Forgegrip is beginning to unlock the secrets of the material world. After having a run in with a wizard of the transmutation school on the surface world, Kardar has an epiphany while watching the wizard almost effortlessly change material from one composition to another. He eagerly reports back to his leadership about the possibilities of only he is allowed to research the arcane knowledge more directly, but his requests fall upon deaf ears. He is forbidden from bringing these Magic’s into the clan, and afterward receives a beating so harsh looses consciousness. He awakes crumpled on the floor in front of his sleeping matt, but refuses to accept defeat. Body aching, he pulls together his belongings one last time before setting for the surface world in search of the wizard who would deliver him to his destiny. After a few days of travel and rations, he finds the wizard who at first refuses his services completely. Kardar slowly but relentlessly pursues the man, body still ravaged by his clan, doing any and all forms of manual labor to show his dedication to the cause. After weeks of this, the wizard begins to admire his dedication, and also notices Kardar has a connection with the weave by the way he works and forces magic to his will with tooling. This is the beginning of a decade of learning, and Kardar’s unrelenting thirst for knowledge propel him in his learnings.
Kardar learns mending, magehand, create bonfire, and mold earth as cantrips. Mending aids him if he is overzealous in his handiwork, as he can be a bit more reckless with his experiments. Smaller damages can be repaired if the quick estimates of his designs are off. Mage hand makes all manor of work easier, he can’t believe how much easier it is to work with 3 hands. Mold earth can be used for quick excavations in search of ore, the creation of cover, and even impromptu foundries in the earth itself when larger repairs are needed. Create bonfire is the source of heat that can be used for more nefarious purposes, but is also an ever reliable source of ignition when work is needed.
first level spells gained are absorb elements, find familiar, grease, magic missile, shield, tensers floating disk, unseen servant, and detect magic. The disk and servant spells really increase kardar work efficiency. These allow for work table, material transport, and basic material preparation while he focuses on more skillful work.
2nd level spells: arcane lock, cloud of daggers, dragons breath, and enhance ability. Arcane lock is used to safeguard tools and equipment, but also to eventually keep victims from escaping. Cloud of daggers is the instant manifestation of weaponry kardar dreams of, and symbolically represents the destiny he means to force the underlord clan down on his return. Dragons breath is the chemical mastery he displays by transmuting the moisture in his breath to other elements upon exhalation. Enhance ability is the result of him forcing the weave thought his body to push him beyond his normal limits.
At level 2 of transmutation of school Kardar learns how to temporarily change one substance to another. Doing this allows him to change incredibly hard or difficult to work with materials into substances much easier to work with. His go to is changing iron/copper/silver into softwoods that are easy to carve. The reverse is used to bend hard woods into shape by turning them inside malleable silver and copper.
At 5th total level we get our first ASI, which will be the telekinetic feat. It increases our intelligence to 18, increasing all of our DCs, preparation slots between artificer and wizard, and the number of objects we can manipulate with magical tinkering. This feat enhances our magehand distance and makes it invisible. It also gives us a somewhat reliable bonus action to use in combat for position manipulation without needing concentration, going well with cloud of daggers or perhaps moving another creature into the AOE of dragons breath.
Kardar smiths a shield and a breastplate along the journey. He finds the breastplate to provide more protection when things go awry during his experimentation with substances both organic and inorganic.
11th level.
1 artificer/10 wizard school of transmutation.
8 strength 14 dexterity 16 constitution 20 intelligence 10 wisdom
8 charisma 81 hitpoints 19AC(24 w/shield spell)
kardars journey toward unleashing revolution and destruction have reached a milestone. Kardar has unlocked the ability to create transmutation stones which give various benefits. He markets them as temporary wonders for sale. He contracts the needs of clientele by catering to the highest bidder this money is wholly dedicated to research and raw material. The raw materials are used to create weaponry and armor of the highest quality in a matter of days. Kardar uses a combination of his tool proficiencies, the minor conjuration feature, the fabricate spell, and the stone shape spell to create high quality individual items of equipment or low quality simple weaponry to arm the masses. With his ability to create mass weaponry, armor, and goods, he makes way to his homeland in the under dark. 10 long years have passed, and he finds himself unwelcome at the gates of his former clans under dark stronghold. After a disrespectful comment about honor is made Kardar waves his hand toward one of the guards who subsequently is flung off a nearby bridge to his death. Kardar is then begrudgingly given admittance to the stronghold he called home once more. He wastes no time and begins his rituals to gather nearby raw materials for the upcoming demonstration. As news of his arrival begin to spread, small crowds of his dissenters begin to gather and some begin to talk aloud of his failings. Just as one particularly burly clansman begins to approach him, kardar unleashes the arcane reservoirs he has within him. While making wild movements with his tooling and focus, he bellows arcane words of power. Sparks of magic rain all around, momentarily illuminating the shocked faces in the gathered crowd. A dull heat radiates from the blocked of iron ingots as they glow and change shape. After a full hour of being the conduit with which he manipulated the weave, his work is done. Sitting before him where the blocks of iron and coal had been are hundreds of steel weapons shape neatly clumped together but still attached slightly to one another by small strands of steel. Glancing around at the bewildered crowd, be begins the process of temporarily turning each weapon block into wood, and then casually snaps each weapon from one another. In amazement, the crowd slowly realizes he just went through their entire iron ore and coal reserve, processing an amount of weaponry in hours what would have taken them months to do themselves. The faces of the crowd begin to one by one understand the implications of what has just occurred, and a more zealous duergar bellows the name “KARDAR FORGEGRIP!!!” continually until the entire crowd joins in.
17th level.
1 artificer/16 wizard school of transmutation.
8 strength 14 dexterity 18 constitution 20 intelligence 10 wisdom
8 charisma 140 hitpoints 19AC(24 w/shield spell)
it’s been 100 years since Kardars triumphant return. Since then he’s grown stronger in the ways of arcane magic. He’s learned to use his tools as an arcane focus for his more intricate wizard spells and takes the artificer initiate spell. His cantrip choice is guidance, for an at will and efficient distillation of his enhance ability spell. His spell choice is faerie fire. He had to come up with a way to root out the more powerful of his new adversaries agents, some of which have taken to sending small teams of invisible infiltrators to try and steal knowledge of his methods. In a relatively short amount of time compared to the longevity of a dwarfs lifespan, Kardar has built up the strength and name of the Underlord clan yet again. Kardar has over the years played the surface dwellers against one another. He does this by arming angry mobs, inciting rebellion, and destabilizing economies by introducing massive influx’s of cheaply made high quality goods that others cannot compete with. This keeps the guilds and the nobility of surface worlders disorganized and disadvantaged, leaving them unable to prioritize proper defenses to repel duergar raiding parties under the guise of invisibility. the reliable source of workers stolen from their lands means raw material is always available to continue the cycle of death and destruction.
20th level.
1 artificer/19wizard school of transmutation.
8 strength 14 dexterity 20 constitution 20 intelligence 10 wisdom
8 charisma 184 hitpoints 19AC(24 w/shield spell)
Kardar Forgegrip is now nearing the end of his life. He has continued the study of transmutation, sacrificing thousands from his work camps as fodder for his experimentation. The result of this experimentation is the continued mastery of a few of his basic level spells of first and second level, which he can expend almost effortlessly, as though the weave itself has finally subjugated itself to him. In an effort to stave off his impending death he has invested countless souls into his stone, which he uses to maintain his youthful appearance, and to resurrect close allies in his consortium who are occasionally assassinated by rivals or adversaries. He also uses it to fully restore himself when lucky adventurers catch him unaware, thinking they have the upper hand. He learns a great many spells, the last of which was timestop. The closest he ever got to preventing his eventual death was by transmuting time itself momentarily. He spent his last wretched days chasing after unreliable leads and lore regarding miracles and wishes being granted. He eventually ran out of luck when he ran into his old master, who had defected to path of lichdom. His old master was slowly collecting the transmutation stones of every student he ever had for a ritual to empower his own phylactery . Kardar Forgegrip died alone, soul ripped from his body as his former master took note of the hatred that seemed to still burn in the eyes of Kardars now lifeless corpse. Kardars face was frozen in rage as he realized in his last moments that his destiny was snatched from him, and there was nothing he could do about it.
Don't worry, you got enough time, I will let the submissions open until at least 24. and longer if there aren't enough submissions to really "vote". I'm a bit sad that so few are taking part. :(
This is my first time, but I think I’ll do something too
RIP Tavern.
All hail King Jovan Fluffycloud Prince
Teleporting elf monk supremacy!, but druids are better
[Cactus]Waffles!”I don’t have any good quotes to put in my sig.” -Me
Yes! :) Go for it, there is nothing to loose ! :)
Just creating your own character and reading everyone else's is really fun! I look forward to seeing your build!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Can we use Tasha’s variants?
RIP Tavern.
All hail King Jovan Fluffycloud Prince
Teleporting elf monk supremacy!, but druids are better
[Cactus]Waffles!”I don’t have any good quotes to put in my sig.” -Me
Claiming this post for my entry.
I’ve managed to get a general build down. As a preview I’m going with a Protection Aasimar, Fathomless Tomelock 17/Eloquence Bard 3. It’s been pretty fun coming up with fun ideas for how to use the different class and subclass features in creative ways.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Zeth the Chef
https://www.heroforge.com/load_config=16913299/
Path of The Beast Barbarian 20
Abilities: Str 24, Dex 12, Con 24, Int 8, Wis 13, Char 12
Besthide Shifter
HP: 285
AC: 20 (21 while shifted)
Criminal
Feats: Chef, Magic Initiate (Bard)
Lvl 1: Amateur
(https://ddb.ac/characters/46619326/mvVWIC)
Str 16, Dex 12, Con 16, Int 8, Wis 13, Char 12
Skills: Athletics, Intimidation, Survival, Deception, Stealth
Feats: Chef
HP: 15
AC: 14 (15 while shifted)
Zeth grew up in a small village of humans and a few shifters. He had always wanted to be a warrior, and he often practiced with an axe, but he followed his true calling: a chef, and a good one at that. He was almost ready to open shop when the village was attacked by raiders. His home was burned, his new shop was burned, and he couldn’t do anything. He lashed out, grabbing an axe and awakening his beastial powers. It was too late for his his village, but he slayed the leader of the raiders and fled with his axe, his chefs tools, and the dying raider. Stuck in the forest, he needed food. Zeth found some berries, but he needed a main course. So like any good chef, he improvised. Still filled with bestial anger, he grabbed the first thing there: the dead raider. He got out of the forest, and needing money, he joined a criminal guild, using his newfound power to become an assassin. With each mission he became stronger, and each victim became a main course.
At level one, we’re grabbing the chef feat for his grisly goodies. He’s already a tank, with his shifting and his high con. He’s go to weapon is his greataxe but that will change soon. This is just the start, not a lot of abilities yet.
Lvl 5: Wild Cannibal
(https://ddb.ac/characters/46623965/Hv4vAm)
Stats: Str 16, Dex 12, Con 18, Int 8, Wis 13, Char 18
HP: 60
AC: 17 (18 while shifting)
Skills: Athletics, Intimidation, Survival, Deception, Stealth, Perception
Feats: Same
Zeth has been working for a while. Practicing his deadly fighting, practicing his macabre cooking, unlocking more of his primal rage every day. Now he’s ready. He’s dropped the axe for better armor, and he’s got a new weapon now: his maw. He bits into his victim, letting himself savory the victory as he let’s go of his rage and his teeth shrink back to his normal appearance. Tangy, but sweet. He’s a bit hurt, but he can take it. Zeth starts a fire, getting ready to cook his dinner and heal his wounds before he hunts down his next mark.
Now Zeth is getting to be a full fledged villain. We bumped his Con for extra durability, and traded in his greataxe for a shield and a long sword. We als9 got his subclass. He’s going path of the beast, using his bite to chomp his enemies and get some more healing. By now he’s a great tank, with his barbarian rage and his many healing methods. We also get a new proficiency.
Level 11: Rabid Warrior
(https://ddb.ac/characters/46624440/gq4eZD)
Stats: Str 18, Dex 12, Con 18, Int 8, Wis 13, Char 12
HP: 126
AC: 17 (18 while shifted)
Skills: Athletics, Intimidation, Survival, Deception, Stealth, Perception, Animal Handling
Feats: Same
The thieves guild was gone. Adventures did it. He tried to lay low, start the bakery he’d wanted to run. He’s leave his anger, his evil behind. Well, maybe a few annoying guests might disappear sometimes. And maybe there would be a new special next morning. But one day, he was found out. The same adventures who had exposed his assassin guild. He ran again, rekindling his mad power. Training. Then, one day he took them down. Arrows bounced off his skin, as he finally bit down on the adventures. He was a beast. His bite spread madness and rage. He would eat well tonight.
Zeth’s descent into madness is done. We’ve evened out his Str and Con, and he has some cool new abilities, like relentless rage and infectious fury. No one can make him stay down now.
Level 17: Iron Chef
(https://ddb.ac/characters/46656104/FnMeuW)
Stats: Str 18, Dex 12, Con 20, Int 8, Wis 13, Char 12
HP: 209
AC: 18 (19 while shifted)
Skills: Same
Feats: Chef, Magic Initiate (Bard)
Spells: Prestidigitation, Mage Hand, Longstrider
He tries to sate his craving. His power is unrivaled. Zeth is unstoppable, a madman bent on destruction... and new recipes? Stories have spread about him. He doesn’t care. His strength is massive. Always training the beast inside. He dapples in magic, chases down his prey. Only the toughest survive. And no one is tougher then Zeth.
We picked up a new feat. I was going to go druid, but Zeth needs Prestidigitation for his cooking, so bard‘s the next best thing. Longstrider is the 1st lvl spell, it doesn’t require concentration, and he can go pretty fast with fast movement and instinctive pounce on top of it. Other than that, not a ton more, call to the hunt is good, but he mostly works alone, and persistent rage is great.
Level 20: Death the Chef
(https://ddb.ac/characters/46656737/zXCygx)
Stats: Str 24, Dex 12, Con 24, Int 8, Wis 13, Char 12
HP: 285
AC: 20 (21 while shifted)
Skills: Same
Feats: Same
Zeth is a living legend now. He is wild, a cannibal, a madman who lurks. But he will never be satisfied. Zeth is buried somewhere, but his rage never ends. Nobody knows who he was. Everyone knows who he’s become.
We’re here! Zeth now has +7 Str and Con, infinite rages, and almost 300 hit points. This build was a pretty simple tank, and this is my first time, but I hope you like it.
RIP Tavern.
All hail King Jovan Fluffycloud Prince
Teleporting elf monk supremacy!, but druids are better
[Cactus]Waffles!”I don’t have any good quotes to put in my sig.” -Me
Yes Tasha's Variants are in play :)
I'm making a build. Samso1, can I use Zag as inspiration for him?
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Sure!
RIP Tavern.
All hail King Jovan Fluffycloud Prince
Teleporting elf monk supremacy!, but druids are better
[Cactus]Waffles!”I don’t have any good quotes to put in my sig.” -Me
Just a reminder for everyone still working on their builds :) Also everybody not yet working on a build, if you want to join in, just say it, I'll extend the time if you need :)
Anyone else planning to make a build? We can't vote with only two people.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
I'll try to get something in this weekend... how long is this planning on going?