The Shadowmancer (gloomstalker ranger 6/ way of shadow monk 9/ scout rogue 5) Stats: (8 | 15 | 13 | 10 | 14 | 12) Species: Dark Elf Background: Urban Bounty Hunter
A light goes out. Shadow comes in, With it, the shadowmancer,
A wave of opaque darkness, Obscuring all, Nothing there, Or so it seems,
The shadowmancer drops, from the ceiling, A light flickers on, A dim star, as the darkness is dispersed,
You are caught.
First-Level Stats and Commentary
Our free feat is going to be skulker, but if we could, I would swap it out for eldritch adapt at level 2. Skulker allows us to see better in the dark, and sneak a little better, but getting devil's sight is way more useful, because it lets us see through our darkness spell, and lets us see fully in true darkness almost as well. If we wanted, we could go half elf instead, using devil's sight to get almost the same darkvision, but doesn't fit the flavor. Our +1 will be to wisdom, and our +2 will be to dexterity. Instead of the weapons, we will take proficiency in poisoner's kit, cook's utensils, and herbalism kit. Knowing how to cook is a good idea, and poison is important in drow culture. Fifth-Level Stats and Commentary
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
(Lv. 8 Sorcerer | Aberrant Mind; Lv. 11 Ranger | Fae Wanderer; Lv. 1 Rogue) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20) Eladrin Urchin
Level One: Cadw Shack (Lv. 1 Sorcerer | Aberrant Mind) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 17 | Cha 17) Note: achieved using point buy + Custom Origin ASI as per Tasha's. Summer Eladrin Feat: Observant Equipment: Quarterstaff (Fae putter); Sling (golf balls) HP: 7 AC: 11 Proficiencies: Persuasion, Insight, Perception, Sleight of Hand, Stealth, Disguise Kit, Thieves' Tools Cantrips: Friends; Gust; Message; Mind Sliver; Minor Illusion Spells: Arms of Hadar; Dissonant Whispers; Shield; Sleep Languages: Common; Elvish Features: Telepathic Speech
Being indentured to the Faerie Queene Titania wasn't all it was cracked up to be, as Ciara found herself spending countless summertime hours caddying the Queen's extremely mediocre golf games (and fudging the results with her magic enough to ensure the Queen never lost). But one day, all that changed; hunting down a lost ball, hacking her way through a particularly nasty bit of rough with a putter, she found herself falling... falling... falling...
Ciara begins her career as so many of us do: in a dead-end job that vastly under-appreciates her talents. At this point, she is more a hunter of things than of people. But there is potential there; a passive perception of 20 at Lv. 1 is none too shabby, and she's got a great collection of skill proficiencies. She also has a decent collection of spells that offer a good mix of utility and combat (Dissonant Whispers and Mind Sliver for free from Aberrant Mind are clutch). But she's about to really come into her own...
Level Five: Out of Bounds (Lv. 1 Sorcerer | Aberrant Mind; Lv. 4 Ranger | Fae Wanderer) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 18 | Cha 18) Autumn Eladrin Feat: Observant Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Scale Armor HP: 35 AC: 15 Proficiencies: Deception, Persuasion, Insight, Perception, Persuasion, Sleight of Hand, Stealth, Survival (Expertise), Disguise Kit, Thieves' Tools Cantrips: Friends; Gust; Message; Mind Sliver; Minor Illusion; Shillelagh; Magic Stone Spells: Arms of Hadar; Dissonant Whispers; Shield; Sleep; Hunter's Mark; Snare; Speak with Animals; Charm Person Languages: Abyssal; Celestial; Common; Elvish; Sylvan; Features: Deft Explorer; Telepathic Speech; Favored Enemy (Fey); Fighting Style (Druidic Warrior); Primeval Awareness; Dreadful Strikes; Otherwordly Glamour Feywild Gifts: Ciara smells of freshly cut grass ASI: +1 Cha, +1 Wis
Falling into a gopher-hole that led to the mortal realm was, no doubt, bad luck. But falling into a camp of rangers turned out to be the best thing that could have happened to her. And the fact that she could convince them not just that she was actually a wood elf, but their decades-missing apprentice, was a masterstroke. But the fae came after her. At first, they were simply looking to recover their lost caddy. But soon, it became clear they had other uses for a stable portal to the mortal realm. At first, it was nothing the rangers could not handle, and Ciara gleefully joined in the hunt for her erstwhile employers. But as autumn soldiered on, even these hardened warriors fell back in the face of a full-scale invasion from another world.
Now we're getting somewhere! Ciara is becoming a gishy, skill monkeyesque hunter. Her favored foe and hunting speciality is, of course, fae-- which we will explore even more later in the build. As a tracker, she's got expertise and a +10 to Survival (with advantage to Fey), as well as Primeval Awareness (which lets her know if they are present within a mile -- or 6, depending on how the DM rules), a perception of +7 and passive perception of 22, and speak with animals (since they are, pardon the pun, more than happy to rat out where someone has gone-- especially with a persuasion and deception at +11.
In combat, she has some tricks up her sleeve: At range, dissonant whispers remains solid (especially if you can use it to make them run into a snare), and magic stone is there for the image of slinging magic golf balls at enemies. In close combat, she now has shillelagh that turns her putter into a d8+4, plus hunter's mark for another d6, plus dreadful strikes for another d4. Her AC is now 15, and if in a real bind, she has either shield or fey step to keep her safe.
Level Eleven: Moving into Contention (Lv. 7 Sorcerer | Aberrant Mind; Lv. 4 Ranger | Fae Wanderer) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 18 | Cha 20) Winter Eladrin Feat: Observant Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Half Plate Armor HP: 65 AC: 16 Proficiencies: Same as above Cantrips: Same as above +Booming Blade Spells: Same as above + Calm emotions; Detect thoughts; Mind Spike; See Invisibility; Tasha's Mind Whip; Clairvoyance; Counterspell; Hunger of Hadar; Sending; Banishment; Evard's Black Tentacles; Summon Aberration Languages: Same as above Features: Same as above + Magical Guidance; Psionic Sorcery; Psychic Defenses Feywild Gifts: Ciara smells of a campfire Metamagic: Distant Spell; Heightened Spell Damage Resistances: Psychic Status Resistances: Advantage against being charmed or frightened ASI: +2 Cha
The mortals weren't ready for the onslaught. How could they be? The Feywild produces creatures of dream and nightmare, with the power to enslave lesser minds and be thanked in return. The rangers were the first to fall. Their masters in the surrounding kingdom, the second. A coalition of kingdoms and principalities, led by a group who became known as the "Guardians of the Gate," slowly began to push the nightmare creatures back. Ciara joined the Guardians and was an invaluable asset, somehow knowing more about the enemy than they even knew about themselves.
As she fought, Ciara could feel the power that she had pushed to the side coming back into focus. It protected her from the magics of these invaders, and gave her the power to banish them, screaming, back whence they came.
Back over to sorcerer now; Ciara is excellent not just at finding the little buggers, but has an increasingly powerful psychic toolkit for dealing with them. She is resistant to charm (essential when fighting fey), and with her metamagic, from 120 feet can implant a Mind Spike that lets her unerringly track a creature for an hour. She can see invisibility, set traps with clairvoyance, and counterspell anything they have to throw at her. Oh, and banishment, with heightened spell to make sure it sticks.
Level Seventeen: Outside Agents (Lv. 8 Sorcerer | Aberrant Mind; Lv. 8 Ranger | Fae Wanderer; Lv. 1 Rogue) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20) Spring Eladrin Feat: Observant; Mage Slayer Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Studded leather HP: 104 AC: 13 Proficiencies: Same as above + Investigation, Perception (Expertise), Persuasion (Expertise) Cantrips: Same as above Spells: Same as above + Pass without a trace; Silence Languages: Same as above + Thieves' Cant Features: Same as above + Extra Attack, Beguiling Twist, Land's Stride, Favored enemy: Humanoids (Humans, Changelings), Sneak Attack Feywild Gifts: Ciara smells of nightshade Metamagic: Distant Spell; Heightened Spell Damage Resistances: Psychic Status Resistances: Advantage against being charmed or frightened ASI: + 2 Wis | Feat: Mage Slayer
And then, almost as quick as it began, the war was over. The fey simply... disappeared. The war was over; the people danced in the streets; life went back to normal. At least, it did for those who did not understand how the fey courts work. Underneath the surface, a new, subtler war began. Almost overnight, former allies became enemies. Prominent leaders of the war disappeared, or worse, changed over night, becoming strangely sympathetic to the fey cause.
The hunt changed yet again, this time through city streets, under cover of darkness. The battlegrounds were now ballrooms. Instead of the clash of armies, the war was fought by unmasking dopplegangers, fending off shadow assassins, and rooting out traitors. After faking her own death, Ciara joined the hunt for this new enemy in earnest...
Showing off another side of this build for a pivot to intrigue/espionage style hunting--hunting down traitors, interrogating informants, and unmasking deceivers. The dip into rogue brings a lot to the party-- adding investigation as a proficiency helps compensate for the lackluster INT, and adding expertise in perception and persuasion is huge. Because of otherworldly glamour, all Ciara's charisma based skills are at least +10, with deception at +16, perception and survival at +17, and persuasion at +22. She also has proficiency with disguise kits and thieves tools, and her urchin background means she knows how to navigate cityscapes like a champ. She trades down her armor to lose the disadvantage on stealth when appropriate, but with pass without a trace in her toolkit that is only needed for the stealthiest of scenarios. And since most of her fey foes are spellcasters, picking up mage slayer helps keep them in check when it comes time to take them down. Sneak attack is useful to add to the sling + magic stone + dreadful strikes + hunter's mark combo, and hey, who doesn't want to assassinate Tinkerbell from 120 feet away with a well-placed golf ball?
Level Twenty: The Come-backer (Lv. 8 Sorcerer | Aberrant Mind; Lv. 11 Ranger | Fae Wanderer; Lv. 1 Rogue) Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20) Spring Eladrin Feat: Observant; Mage Slayer Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Half Plate HP: 125 AC: 16 Proficiencies: Same as above Cantrips: Same as above Spells: Same as above + Nondetection; Summon Fey Languages: Same as above Features: Same as above + Hide in Plain Sight, Fey Reinforcements Feywild Gifts: Ciara smells of roses Metamagic: Distant Spell; Heightened Spell Damage Resistances: Psychic Status Resistances: Advantage against being charmed or frightened
They're not going to stop coming, at least while the portal remains open. So, since turnabout is fair play, summoning her own army of Fey creatures to her side, Ciara ventures back to where it all began: a raggedy gopher hole between realities, a putter which has now cracked more than its share of skulls, and a single lost ball. Time to pay a visit to her old employers, and serve her notice.
Thematically it seems appropriate to cap this off with level 11 of Fey Wanderer, which gives you Fey Reinforcements.
Overall, Ciara can hunt down animals or monsters with the best of them, but where she really shines is hunting down more dangerous game: intelligent creatures like fey and other spellcasters. She has huge bonuses to all face skills and all wisdom-based skills, which are essential in hunting down people. She has enough persuasion to convince God to flip on his own grandmother.
She excels in urban environments based on her background, but has the ranger skills to outpace anyone in difficult terrain. In combat, she is gish fighter who specializes in psychic damage from range, and shutting down spellcasters in melee. Distant spell + Mind spike is her bread and butter for enemies who try to run, and Mind sliver + heightened Banishment is enough to send most unwanted outsiders packing. She has fey step to get into melee (and hit them with an extra effect for fun). In melee, her mage slayer + shillelagh + booming blade + dreadful strikes + hunter's mark can keep any spellcaster locked down.
And don't even think about trying to charm or frighten her or her companions, as that has bad habit of being counterspelled at best, or being turned back on you at worst.
Alrighty my post on page one is reserved for my Armorer Artificer 18/ Stars Druid 2. This shit is blowing up! I love it. Nevermind I've found way too many little problems with my build. Back to the drawing board.
Just a quick note to everyone, it really helps understand the build progression if you list what your character's ASI's are being used for at each level clearly somewhere in each breakdown. Thauraeln, your build was the one that inspired me to say this, but as I'm scanning some others could use the clarification as well. Being a little bit more detailed about the mechanical side of character progression really helps smooth out the reading process. I know people are still working on their submissions, so just something to keep in mind.
Alrighty my post on page one is reserved for my Armorer Artificer 18/ Stars Druid 2. This shit is blowing up! I love it. Nevermind I've found way too many little problems with my build. Back to the drawing board.
Just a quick note to everyone, it really helps understand the build progression if you list what your character's ASI's are being used for at each level clearly somewhere in each breakdown. Thauraeln, your build was the one that inspired me to say this, but as I'm scanning some others could use the clarification as well. Being a little bit more detailed about the mechanical side of character progression really helps smooth out the reading process. I know people are still working on their submissions, so just something to keep in mind.
I added them, thanks for the suggestion.
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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.
Won't have time to do a heroforge build but here's a really cool picture I found on the interwebs.
EDIT: Also, where can I find the Hollow one thingamajib? EDIT 2. Found it! Thanks TRFCW. :)
Anyway, here's my build.
Lord Greyhound, the Dogged Variant Human Rogue Scout 13/Gloom Stalker 7 Ability Scores: Str 10 | Dex 20 | Con 14 | Int 10 | Wis 14 | Cha 10 HP: 150 AC: 17 Background: Noble Feat: Crossbow Expert Supernatural Gift: Iconoclast
"We all enjoy a good hunt every now and again."
OPENING NOTES
I build this with focus on bounty hunting aspect, that is to say, finding and capturing people by following clues, tracking and interacting with people. This build has an obvious weak spot in that it doesn’t really have any magic attacks. Then again, of the hunters mentioned, all of them pretty much relies on gear or allies to take care of the really supernatural stuff that they can’t solve themselves. If this would have been an actual PC I’m pretty sure they would have picked up at least a silvered weapon by level 20. If not, that’s a fun challenge. Either way I feel I went with the spirit of the challenge. :)
The young lordling was bored. Sitting at home studying distant cultures and languages wasn’t as fun as donning a shoddy cloak and hanging around the alleys and bars of the bad parts of town. Well, there’s always tonight…
Being a young noble who likes to skirt the edges of society can be fun. No-one dares questioning why you appear at certain places and if they would you can always sneak past with Expertise in Stealth. If you need to find something (or someone) you also have Expertise in Perception. Armed with a hand crossbow (you can easily afford it by rolling for money or by selling/exchanging your starting gear which most DMs allow) you can fire two shots per round, one most likely with sneak attack for a total of 3D6+9 damage.
Who knew hunting could be such fun? At least if you hunt two-legged prey. Your knowledge and training did come in handy after all. There are few things that evade you. Some people say that you can smell out where someone is hiding.
Straight after the first level we jump to Ranger to get Athletics. We also get Favored Enemy and for that we pick Humanoid (Orcs) and (Dwarves) for two more languages. If we’re tracking people we need to be able to talk to their friends and families. Picking Deft Explorer allows us to pick Expertise in Investigation. This along with two more levels of Rogue to get better sneak attack and Cunning Action but more importantly, we can pick Scout for our Subclass for Nature and Survival as well as Expertise in those two skills. The fifth level is one more level of Ranger for a fighting style and a couple of spells. Hunter’s Mark is a given as well as Goodberries for some healing and being able to travel without having to stop for food.
After a few years on the road there aren’t many who can avoid you. You know who to talk to, you know how to talk to them and you know if they’re telling the truth. If that doesn’t work you have enough tricks to find your prey anyway. Hiding won’t help, your eyes see everything. Stalking them from afar they never know what hits them before one of your dark-shafted bolts suddenly pierce their heart.
A lot has happened. The sixth character level goes to Ranger for the Gloom Stalker subclass. This gives Lord Greyhound a bonus to Initiative, an extra attack for the first round (for three chances to sneak attack) and the ever-useful Darkvision. After that another level of Ranger gives us more hit points and the Shaprshooter feat. Picking up a Heavy Crossbow means that this hunter can hide 400 feet away (which most likely gives you advantage) and still have a good chance of hitting. After the first shot with Sneak attack you can get off a second shot (in the first round of combat) with a +10 Sharpshooter damage. A few more levels of Rogue gives him the Alert feat, Uncanny Dodge and Expertise in two more skills (Persuasion and Insight). Taking 5 level of Ranger ups the spellcasting and Extra Attack which, in theory, would allow for four attacks with the hand crossbow in the first round of combat. With a +10 to Initiative, Even without Sneak attack, Lord Greyhound can get off 4D6+1D8+52 points of damage in the first round of combat. Disguise self is useful in most situations, Pass without a trace in combination with Expertise in Stealth means no-one can see you and Enhance ability allows you to boost whatever ability you need at the moment.
“Sure. I can find them for you. Dead or alive? I can do both. No, no. Neither will cost you extra. I like a bit of a challenge. When do you want them delivered?”
The Greyhound is already (in)famous in bounty hunting circles. His smile is almost as sharp as his blade, they say. He once took down an orc warlord with a single bolt, they say. He is standing right behind you, they say… Stacking on the Rogue levels means that The Dogged gets Evasion, more Sneak Attack damage and he moves just a little bit faster for being a scout. He can outpace most foes or just pursue them for days at an end. The Skulker feat allows him to snipe enemies from a distance and the extra ASI from Rogue allows him to max out Dexterity. Reliable Talent means that he can’t roll lower than a 10 for more than half of the skills available. Add Expertise and Enhance Ability to that and he can probably find pretty much anything or anyone.
Level 20: I am the Shadow Rogue Scout 13/Ranger Gloom Stalker 7 Ability Scores: Str 10 | Dex 20 | Con 14 | Int 10 | Wis 14 | Cha 10 HP: 150 AC: 17 (Studded leather) Skills: History (min roll 10), Persuasion (E) +12, Perception(E) +16, Acrobatics +5, Insight(E) +16, Investigation(E) +12, Stealth(E) +17, Athletics (min roll 10), Nature(E)+12, Survival(E) +16 Tools: Backgammon, Thieves’ tools
“’He will get you’” they say. “He gets everyone sooner or later. Some say that he can see in the dark and that he can kill you from a hundred paces just by looking at you! He is faster than the Devil and more charming too. I’ve seen it with me own eyes!”
Rounding of this well-rounded character with a 13 level of Rogue/Scout with advantage on Initiative rolls and one more die for Sneak Attack damage. Two more levels of Ranger gives us quite a lot, starting with two more humanoid Favored Enemies (which means two more languages), Proficiency in Wisdom saves from Iron Mind and 5 more feet of Movement from Deft Explorer: Roving. With a base speed of 45, 55 on the first turn of combat, The Greyhound lives up to his name. He might not have a huge amount of HP but Evasion and Uncanny Dodge more than enough makes up for that. Besides, if he starts shooting at his enemy from maximum range with his heavy crossbow he’ll have, on average, six or seven turns before most humanoids get close enough to attack him in close combat. Besides his TEN skill proficiencies he can also speak ten languages (who needs a protocol droid, am I right?) and has enough buffs and self-buffs to keep him going for days. His noble background allows him access and help from the whole of society. It’s almost impossible to lie to him. As a Bounty hunter he is one of the best.
EXTRA NOTES:
I felt that allowing Supernatural gifts and the Hollow one felt kind of weird for this challenge. Especially since the gifts from Theros are so setting specific. How would we deal with those Gifts that require Piety, for example? If I take “Lifelong Companion” can I choose someone else’s character to help me along? In any case, I picked Iconoclast since it’s probably one of the best (haven’t played Theros) and it fills one of the few gaps that this character has. If we can assume enough Piety, then Oracle would obviously be the best pick for this kind of build. Since we can't assume that, I went with the second best. :)
Placeholder. Need to get back into Heroforge and see what I can build. :)
EDIT: Also, where can I find the Hollow one thingamajib?
i think its in explorers guide to wildemount
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
Just going to mention that you haven't got the Dex to multiclass from Ranger, nor the Charisma to multiclass to Paladin.
true
Danggit. I'm going to have to rethink my build.
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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.
Just going to mention that you haven't got the Dex to multiclass from Ranger, nor the Charisma to multiclass to Paladin.
true
Danggit. I'm going to have to rethink my build.
yes, or you can just try to get that rule removed.
Good point. Insight, TRFCW (try saying that three times fast)?
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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.
Just going to mention that you haven't got the Dex to multiclass from Ranger, nor the Charisma to multiclass to Paladin.
true
Danggit. I'm going to have to rethink my build.
yes, or you can just try to get that rule removed.
Good point. Insight, TRFCW (try saying that three times fast)?
?
he was abbreviating my username, though i normally just go by chris, but back on topic, we kinda have to follow basic game rules otherwise there's no real challenge to making good builds
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
Just going to mention that you haven't got the Dex to multiclass from Ranger, nor the Charisma to multiclass to Paladin.
true
Danggit. I'm going to have to rethink my build.
yes, or you can just try to get that rule removed.
Good point. Insight, TRFCW (try saying that three times fast)?
?
he was abbreviating my username, though i normally just go by chris, but back on topic, we kinda have to follow basic game rules otherwise there's no real challenge to making good builds
ok, fair.
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Currently unfinished.
The Shadowmancer (gloomstalker ranger 6/ way of shadow monk 9/ scout rogue 5)
Stats: (8 | 15 | 13 | 10 | 14 | 12)
Species: Dark Elf
Background: Urban Bounty Hunter
A light goes out.
Shadow comes in,
With it, the shadowmancer,
A wave of opaque darkness,
Obscuring all,
Nothing there,
Or so it seems,
The shadowmancer drops,
from the ceiling,
A light flickers on,
A dim star, as the darkness is dispersed,
You are caught.
First-Level Stats and Commentary
Our free feat is going to be skulker, but if we could, I would swap it out for eldritch adapt at level 2. Skulker allows us to see better in the dark, and sneak a little better, but getting devil's sight is way more useful, because it lets us see through our darkness spell, and lets us see fully in true darkness almost as well. If we wanted, we could go half elf instead, using devil's sight to get almost the same darkvision, but doesn't fit the flavor. Our +1 will be to wisdom, and our +2 will be to dexterity. Instead of the weapons, we will take proficiency in poisoner's kit, cook's utensils, and herbalism kit. Knowing how to cook is a good idea, and poison is important in drow culture.
Fifth-Level Stats and Commentary
Eleventh-Level Stats and Commentary
Seventeenth-Level Stats and Commentary
Twentieth-Level Stats and Commentary
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
Ciara Greenwalker
(Lv. 8 Sorcerer | Aberrant Mind; Lv. 11 Ranger | Fae Wanderer; Lv. 1 Rogue)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20)
Eladrin
Urchin
Level One: Cadw Shack
(Lv. 1 Sorcerer | Aberrant Mind)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 17 | Cha 17) Note: achieved using point buy + Custom Origin ASI as per Tasha's.
Summer Eladrin
Feat: Observant
Equipment: Quarterstaff (Fae putter); Sling (golf balls)
HP: 7
AC: 11
Proficiencies: Persuasion, Insight, Perception, Sleight of Hand, Stealth, Disguise Kit, Thieves' Tools
Cantrips: Friends; Gust; Message; Mind Sliver; Minor Illusion
Spells: Arms of Hadar; Dissonant Whispers; Shield; Sleep
Languages: Common; Elvish
Features: Telepathic Speech
Being indentured to the Faerie Queene Titania wasn't all it was cracked up to be, as Ciara found herself spending countless summertime hours caddying the Queen's extremely mediocre golf games (and fudging the results with her magic enough to ensure the Queen never lost). But one day, all that changed; hunting down a lost ball, hacking her way through a particularly nasty bit of rough with a putter, she found herself falling... falling... falling...
https://www.heroforge.com/load_config=18141224/
Ciara begins her career as so many of us do: in a dead-end job that vastly under-appreciates her talents. At this point, she is more a hunter of things than of people. But there is potential there; a passive perception of 20 at Lv. 1 is none too shabby, and she's got a great collection of skill proficiencies. She also has a decent collection of spells that offer a good mix of utility and combat (Dissonant Whispers and Mind Sliver for free from Aberrant Mind are clutch). But she's about to really come into her own...
Level Five: Out of Bounds
(Lv. 1 Sorcerer | Aberrant Mind; Lv. 4 Ranger | Fae Wanderer)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 18 | Cha 18)
Autumn Eladrin
Feat: Observant
Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Scale Armor
HP: 35
AC: 15
Proficiencies: Deception, Persuasion, Insight, Perception, Persuasion, Sleight of Hand, Stealth, Survival (Expertise), Disguise Kit, Thieves' Tools
Cantrips: Friends; Gust; Message; Mind Sliver; Minor Illusion; Shillelagh; Magic Stone
Spells: Arms of Hadar; Dissonant Whispers; Shield; Sleep; Hunter's Mark; Snare; Speak with Animals; Charm Person
Languages: Abyssal; Celestial; Common; Elvish; Sylvan;
Features: Deft Explorer; Telepathic Speech; Favored Enemy (Fey); Fighting Style (Druidic Warrior); Primeval Awareness; Dreadful Strikes; Otherwordly Glamour
Feywild Gifts: Ciara smells of freshly cut grass
ASI: +1 Cha, +1 Wis
Falling into a gopher-hole that led to the mortal realm was, no doubt, bad luck. But falling into a camp of rangers turned out to be the best thing that could have happened to her. And the fact that she could convince them not just that she was actually a wood elf, but their decades-missing apprentice, was a masterstroke. But the fae came after her. At first, they were simply looking to recover their lost caddy. But soon, it became clear they had other uses for a stable portal to the mortal realm. At first, it was nothing the rangers could not handle, and Ciara gleefully joined in the hunt for her erstwhile employers. But as autumn soldiered on, even these hardened warriors fell back in the face of a full-scale invasion from another world.
https://www.heroforge.com/load_config=18131489/
Now we're getting somewhere! Ciara is becoming a gishy, skill monkeyesque hunter. Her favored foe and hunting speciality is, of course, fae-- which we will explore even more later in the build. As a tracker, she's got expertise and a +10 to Survival (with advantage to Fey), as well as Primeval Awareness (which lets her know if they are present within a mile -- or 6, depending on how the DM rules), a perception of +7 and passive perception of 22, and speak with animals (since they are, pardon the pun, more than happy to rat out where someone has gone-- especially with a persuasion and deception at +11.
In combat, she has some tricks up her sleeve: At range, dissonant whispers remains solid (especially if you can use it to make them run into a snare), and magic stone is there for the image of slinging magic golf balls at enemies. In close combat, she now has shillelagh that turns her putter into a d8+4, plus hunter's mark for another d6, plus dreadful strikes for another d4. Her AC is now 15, and if in a real bind, she has either shield or fey step to keep her safe.
Level Eleven: Moving into Contention
(Lv. 7 Sorcerer | Aberrant Mind; Lv. 4 Ranger | Fae Wanderer)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 18 | Cha 20)
Winter Eladrin
Feat: Observant
Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Half Plate Armor
HP: 65
AC: 16
Proficiencies: Same as above
Cantrips: Same as above +Booming Blade
Spells: Same as above + Calm emotions; Detect thoughts; Mind Spike; See Invisibility; Tasha's Mind Whip; Clairvoyance; Counterspell; Hunger of Hadar; Sending; Banishment; Evard's Black Tentacles; Summon Aberration
Languages: Same as above
Features: Same as above + Magical Guidance; Psionic Sorcery; Psychic Defenses
Feywild Gifts: Ciara smells of a campfire
Metamagic: Distant Spell; Heightened Spell
Damage Resistances: Psychic
Status Resistances: Advantage against being charmed or frightened
ASI: +2 Cha
The mortals weren't ready for the onslaught. How could they be? The Feywild produces creatures of dream and nightmare, with the power to enslave lesser minds and be thanked in return. The rangers were the first to fall. Their masters in the surrounding kingdom, the second. A coalition of kingdoms and principalities, led by a group who became known as the "Guardians of the Gate," slowly began to push the nightmare creatures back. Ciara joined the Guardians and was an invaluable asset, somehow knowing more about the enemy than they even knew about themselves.
As she fought, Ciara could feel the power that she had pushed to the side coming back into focus. It protected her from the magics of these invaders, and gave her the power to banish them, screaming, back whence they came.
https://www.heroforge.com/load_config=18141842/
Back over to sorcerer now; Ciara is excellent not just at finding the little buggers, but has an increasingly powerful psychic toolkit for dealing with them. She is resistant to charm (essential when fighting fey), and with her metamagic, from 120 feet can implant a Mind Spike that lets her unerringly track a creature for an hour. She can see invisibility, set traps with clairvoyance, and counterspell anything they have to throw at her. Oh, and banishment, with heightened spell to make sure it sticks.
Level Seventeen: Outside Agents
(Lv. 8 Sorcerer | Aberrant Mind; Lv. 8 Ranger | Fae Wanderer; Lv. 1 Rogue)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20)
Spring Eladrin
Feat: Observant; Mage Slayer
Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Studded leather
HP: 104
AC: 13
Proficiencies: Same as above + Investigation, Perception (Expertise), Persuasion (Expertise)
Cantrips: Same as above
Spells: Same as above + Pass without a trace; Silence
Languages: Same as above + Thieves' Cant
Features: Same as above + Extra Attack, Beguiling Twist, Land's Stride, Favored enemy: Humanoids (Humans, Changelings), Sneak Attack
Feywild Gifts: Ciara smells of nightshade
Metamagic: Distant Spell; Heightened Spell
Damage Resistances: Psychic
Status Resistances: Advantage against being charmed or frightened
ASI: + 2 Wis | Feat: Mage Slayer
And then, almost as quick as it began, the war was over. The fey simply... disappeared. The war was over; the people danced in the streets; life went back to normal. At least, it did for those who did not understand how the fey courts work. Underneath the surface, a new, subtler war began. Almost overnight, former allies became enemies. Prominent leaders of the war disappeared, or worse, changed over night, becoming strangely sympathetic to the fey cause.
The hunt changed yet again, this time through city streets, under cover of darkness. The battlegrounds were now ballrooms. Instead of the clash of armies, the war was fought by unmasking dopplegangers, fending off shadow assassins, and rooting out traitors. After faking her own death, Ciara joined the hunt for this new enemy in earnest...
https://www.heroforge.com/load_config=18141879/
Showing off another side of this build for a pivot to intrigue/espionage style hunting--hunting down traitors, interrogating informants, and unmasking deceivers. The dip into rogue brings a lot to the party-- adding investigation as a proficiency helps compensate for the lackluster INT, and adding expertise in perception and persuasion is huge. Because of otherworldly glamour, all Ciara's charisma based skills are at least +10, with deception at +16, perception and survival at +17, and persuasion at +22. She also has proficiency with disguise kits and thieves tools, and her urchin background means she knows how to navigate cityscapes like a champ. She trades down her armor to lose the disadvantage on stealth when appropriate, but with pass without a trace in her toolkit that is only needed for the stealthiest of scenarios. And since most of her fey foes are spellcasters, picking up mage slayer helps keep them in check when it comes time to take them down. Sneak attack is useful to add to the sling + magic stone + dreadful strikes + hunter's mark combo, and hey, who doesn't want to assassinate Tinkerbell from 120 feet away with a well-placed golf ball?
Level Twenty: The Come-backer
(Lv. 8 Sorcerer | Aberrant Mind; Lv. 11 Ranger | Fae Wanderer; Lv. 1 Rogue)
Stats: (Str 8 | Dex 13 | Con 12 | Int 8 | Wis 20 | Cha 20)
Spring Eladrin
Feat: Observant; Mage Slayer
Equipment: Quarterstaff (Fae putter); Sling (Golf Balls); Half Plate
HP: 125
AC: 16
Proficiencies: Same as above
Cantrips: Same as above
Spells: Same as above + Nondetection; Summon Fey
Languages: Same as above
Features: Same as above + Hide in Plain Sight, Fey Reinforcements
Feywild Gifts: Ciara smells of roses
Metamagic: Distant Spell; Heightened Spell
Damage Resistances: Psychic
Status Resistances: Advantage against being charmed or frightened
They're not going to stop coming, at least while the portal remains open. So, since turnabout is fair play, summoning her own army of Fey creatures to her side, Ciara ventures back to where it all began: a raggedy gopher hole between realities, a putter which has now cracked more than its share of skulls, and a single lost ball. Time to pay a visit to her old employers, and serve her notice.
https://www.heroforge.com/load_config=18142426/
Thematically it seems appropriate to cap this off with level 11 of Fey Wanderer, which gives you Fey Reinforcements.
Overall, Ciara can hunt down animals or monsters with the best of them, but where she really shines is hunting down more dangerous game: intelligent creatures like fey and other spellcasters. She has huge bonuses to all face skills and all wisdom-based skills, which are essential in hunting down people. She has enough persuasion to convince God to flip on his own grandmother.
She excels in urban environments based on her background, but has the ranger skills to outpace anyone in difficult terrain. In combat, she is gish fighter who specializes in psychic damage from range, and shutting down spellcasters in melee. Distant spell + Mind spike is her bread and butter for enemies who try to run, and Mind sliver + heightened Banishment is enough to send most unwanted outsiders packing. She has fey step to get into melee (and hit them with an extra effect for fun). In melee, her mage slayer + shillelagh + booming blade + dreadful strikes + hunter's mark can keep any spellcaster locked down.
And don't even think about trying to charm or frighten her or her companions, as that has bad habit of being counterspelled at best, or being turned back on you at worst.
Alrighty my post on page one is reserved for my Armorer Artificer 18/ Stars Druid 2.This shit is blowing up! I love it. Nevermind I've found way too many little problems with my build. Back to the drawing board.Just a quick note to everyone, it really helps understand the build progression if you list what your character's ASI's are being used for at each level clearly somewhere in each breakdown. Thauraeln, your build was the one that inspired me to say this, but as I'm scanning some others could use the clarification as well. Being a little bit more detailed about the mechanical side of character progression really helps smooth out the reading process. I know people are still working on their submissions, so just something to keep in mind.
I added them, thanks for the suggestion.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
Working on a build. Placeholder post. Nice characters, y’all!
Ooh...this looks fun actually. I haven't competed in a while but I might be able to submit my very favourite build if I tweak it a little.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Won't have time to do a heroforge build but here's a really cool picture I found on the interwebs.

EDIT: Also, where can I find the Hollow one thingamajib? EDIT 2. Found it! Thanks TRFCW. :)
Anyway, here's my build.
Lord Greyhound, the Dogged
Variant Human Rogue Scout 13/Gloom Stalker 7
Ability Scores: Str 10 | Dex 20 | Con 14 | Int 10 | Wis 14 | Cha 10
HP: 150
AC: 17
Background: Noble
Feat: Crossbow Expert
Supernatural Gift: Iconoclast
OPENING NOTES
I build this with focus on bounty hunting aspect, that is to say, finding and capturing people by following clues, tracking and interacting with people. This build has an obvious weak spot in that it doesn’t really have any magic attacks. Then again, of the hunters mentioned, all of them pretty much relies on gear or allies to take care of the really supernatural stuff that they can’t solve themselves. If this would have been an actual PC I’m pretty sure they would have picked up at least a silvered weapon by level 20. If not, that’s a fun challenge. Either way I feel I went with the spirit of the challenge. :)
Level 1: (Not so) Humble beginnings
Variant Human Rogue 1
Ability Scores: Str 10 | Dex 15+1 | Con 14 | Int 10 | Wis 13+1 | Cha 10
HP: 10
AC: 14 (Leather)
Skills: History, Persuasion, Perception(E), Acrobatics, Insight, Investigation, Stealth(E)
Tools: Backgammon, Thieves’ tools
Feat: Crossbow Expert
Supernatural Gift: Iconoclast
Languages: Common, Sylvan, Halfling, Thieves’ Cant
The young lordling was bored. Sitting at home studying distant cultures and languages wasn’t as fun as donning a shoddy cloak and hanging around the alleys and bars of the bad parts of town. Well, there’s always tonight…
Being a young noble who likes to skirt the edges of society can be fun. No-one dares questioning why you appear at certain places and if they would you can always sneak past with Expertise in Stealth. If you need to find something (or someone) you also have Expertise in Perception. Armed with a hand crossbow (you can easily afford it by rolling for money or by selling/exchanging your starting gear which most DMs allow) you can fire two shots per round, one most likely with sneak attack for a total of 3D6+9 damage.
Level 5: In the Shadows
Rogue Scout 3/Ranger 2
Ability Scores: Str 10 | Dex 16 | Con 14 | Int 10 | Wis 14 | Cha 10
HP: 40
AC: 15 (Studded leather)
Skills: History, Persuasion, Perception(E), Acrobatics, Insight, Investigation(E), Stealth(E), Athletics, Nature(E), Survival(E)
Tools: Backgammon, Thieves’ tools
Spells: Goodberries, Hunter’s Mark
Feat: Crossbow Expert
Supernatural Gift: Iconoclast
Languages: Common, Sylvan, Halfling, Thieves’ Cant, Orcish, Dwarven, Infernal, Celestial
Fighting Style: Archery
Who knew hunting could be such fun? At least if you hunt two-legged prey. Your knowledge and training did come in handy after all. There are few things that evade you. Some people say that you can smell out where someone is hiding.
Straight after the first level we jump to Ranger to get Athletics. We also get Favored Enemy and for that we pick Humanoid (Orcs) and (Dwarves) for two more languages. If we’re tracking people we need to be able to talk to their friends and families. Picking Deft Explorer allows us to pick Expertise in Investigation. This along with two more levels of Rogue to get better sneak attack and Cunning Action but more importantly, we can pick Scout for our Subclass for Nature and Survival as well as Expertise in those two skills. The fifth level is one more level of Ranger for a fighting style and a couple of spells. Hunter’s Mark is a given as well as Goodberries for some healing and being able to travel without having to stop for food.
Level 11: Becoming the Shadow
Rogue Scout 6/Ranger Gloom Stalker 5
Ability Scores: Str 10 | Dex 16 | Con 14 | Int 10 | Wis 14 | Cha 10
HP: 85
AC: 15 (Studded leather)
Skills: History, Persuasion (E), Perception(E), Acrobatics, Insight(E), Investigation(E), Stealth(E), Athletics, Nature(E), Survival(E)
Tools: Backgammon, Thieves’ tools
Spells: Goodberries, Hunter’s Mark, Enhance Ability, Pass without a Trace, Disguise Self, Rope Trick
Languages: Common, Sylvan, Halfling, Thieves’ Cant, Orcish, Dwarven, Celestial, Infernal
Fighting Style: Archery
Feats: Crossbow Expert, Sharpshooter, Alert
After a few years on the road there aren’t many who can avoid you. You know who to talk to, you know how to talk to them and you know if they’re telling the truth. If that doesn’t work you have enough tricks to find your prey anyway. Hiding won’t help, your eyes see everything. Stalking them from afar they never know what hits them before one of your dark-shafted bolts suddenly pierce their heart.
A lot has happened. The sixth character level goes to Ranger for the Gloom Stalker subclass. This gives Lord Greyhound a bonus to Initiative, an extra attack for the first round (for three chances to sneak attack) and the ever-useful Darkvision. After that another level of Ranger gives us more hit points and the Shaprshooter feat. Picking up a Heavy Crossbow means that this hunter can hide 400 feet away (which most likely gives you advantage) and still have a good chance of hitting. After the first shot with Sneak attack you can get off a second shot (in the first round of combat) with a +10 Sharpshooter damage. A few more levels of Rogue gives him the Alert feat, Uncanny Dodge and Expertise in two more skills (Persuasion and Insight). Taking 5 level of Ranger ups the spellcasting and Extra Attack which, in theory, would allow for four attacks with the hand crossbow in the first round of combat. With a +10 to Initiative, Even without Sneak attack, Lord Greyhound can get off 4D6+1D8+52 points of damage in the first round of combat.
Disguise self is useful in most situations, Pass without a trace in combination with Expertise in Stealth means no-one can see you and Enhance ability allows you to boost whatever ability you need at the moment.
Level 17: The Shadow grows
Rogue Scout 12/Ranger Gloom Stalker 5
Ability Scores: Str 10 | Dex 20 | Con 14 | Int 10 | Wis 14 | Cha 10
HP: 127
AC: 17 (Studded leather)
Skills: History, Persuasion (E), Perception(E), Acrobatics, Insight(E), Investigation(E), Stealth(E), Athletics, Nature(E), Survival(E)
Tools: Backgammon, Thieves’ tools
Spells: Goodberries, Hunter’s Mark, Enhance Ability, Pass without a Trace, Disguise Self, Rope Trick
Languages: Common, Sylvan, Halfling, Thieves’ Cant, Orcish, Dwarven. Celestial, Infernal
Fighting Style: Archery
Feats: Crossbow Expert, Sharpshooter, Alert, Skulker
“Sure. I can find them for you. Dead or alive? I can do both. No, no. Neither will cost you extra. I like a bit of a challenge. When do you want them delivered?”
The Greyhound is already (in)famous in bounty hunting circles. His smile is almost as sharp as his blade, they say. He once took down an orc warlord with a single bolt, they say. He is standing right behind you, they say…
Stacking on the Rogue levels means that The Dogged gets Evasion, more Sneak Attack damage and he moves just a little bit faster for being a scout. He can outpace most foes or just pursue them for days at an end. The Skulker feat allows him to snipe enemies from a distance and the extra ASI from Rogue allows him to max out Dexterity. Reliable Talent means that he can’t roll lower than a 10 for more than half of the skills available. Add Expertise and Enhance Ability to that and he can probably find pretty much anything or anyone.
Level 20: I am the Shadow
Rogue Scout 13/Ranger Gloom Stalker 7
Ability Scores: Str 10 | Dex 20 | Con 14 | Int 10 | Wis 14 | Cha 10
HP: 150
AC: 17 (Studded leather)
Skills: History (min roll 10), Persuasion (E) +12, Perception(E) +16, Acrobatics +5, Insight(E) +16, Investigation(E) +12, Stealth(E) +17, Athletics (min roll 10), Nature(E)+12, Survival(E) +16
Tools: Backgammon, Thieves’ tools
Spells: Goodberries, Hunter’s Mark, Enhance Ability, Pass without a Trace, Disguise Self, Rope Trick, Silence (or magic weapon)
Languages: Common, Sylvan, Halfling, Thieves’ Cant, Orcish, Dwarven, Undercommon, Elvish, Infernal, Celestial
Fighting Style: Archery
Feats: Crossbow Expert, Sharpshooter, Alert, Skulker
“’He will get you’” they say. “He gets everyone sooner or later. Some say that he can see in the dark and that he can kill you from a hundred paces just by looking at you! He is faster than the Devil and more charming too. I’ve seen it with me own eyes!”
Rounding of this well-rounded character with a 13 level of Rogue/Scout with advantage on Initiative rolls and one more die for Sneak Attack damage. Two more levels of Ranger gives us quite a lot, starting with two more humanoid Favored Enemies (which means two more languages), Proficiency in Wisdom saves from Iron Mind and 5 more feet of Movement from Deft Explorer: Roving. With a base speed of 45, 55 on the first turn of combat, The Greyhound lives up to his name. He might not have a huge amount of HP but Evasion and Uncanny Dodge more than enough makes up for that. Besides, if he starts shooting at his enemy from maximum range with his heavy crossbow he’ll have, on average, six or seven turns before most humanoids get close enough to attack him in close combat. Besides his TEN skill proficiencies he can also speak ten languages (who needs a protocol droid, am I right?) and has enough buffs and self-buffs to keep him going for days. His noble background allows him access and help from the whole of society. It’s almost impossible to lie to him. As a Bounty hunter he is one of the best.
EXTRA NOTES:
I felt that allowing Supernatural gifts and the Hollow one felt kind of weird for this challenge. Especially since the gifts from Theros are so setting specific. How would we deal with those Gifts that require Piety, for example? If I take “Lifelong Companion” can I choose someone else’s character to help me along? In any case, I picked Iconoclast since it’s probably one of the best (haven’t played Theros) and it fills one of the few gaps that this character has. If we can assume enough Piety, then Oracle would obviously be the best pick for this kind of build. Since we can't assume that, I went with the second best. :)
All in all, a very fun challenge. Cheers! B)
i think its in explorers guide to wildemount
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
Just going to mention that you haven't got the Dex to multiclass from Ranger, nor the Charisma to multiclass to Paladin.
Just google it :) It's from curse of strahd.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Are you confusing it with Haunted one?
true
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Danggit. I'm going to have to rethink my build.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
yes, or you can just try to get that rule removed.
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Good point. Insight, TRFCW (try saying that three times fast)?
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
?
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That seems like it would go against everything this is about. Why even have the challenge if we don't even follow the basic rules of the game?
well, that was sort of a joke, but I mostly said that because I do not personally use the multi classing prerequisites.I feel it limits creativity.
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he was abbreviating my username, though i normally just go by chris, but back on topic, we kinda have to follow basic game rules otherwise there's no real challenge to making good builds
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
ok, fair.
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