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.
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.
Well, the point is to be creative within the set limits (which are already very generous considering the free feat/gift). Making a powerful character is, of course, a lot easier if you don't have to care about the rules or restrictions (I rolled 18 for all stats, I promise! ;) ). But hey, maybe you can helm the next throwdown and do it without restrictions? We've already had one powergamer throwdown so it wouldn't be out of place. :)
My last build idea got slapped back to the drawing board but I know this much: I'm using 14 levels of Armorer Artificer as my base and making heavy use of the cloak of the manta ray, winged boots, helm of telepathy and dimensional shackles. Reserved post reflects as much.
Name: Broop Blackarrow Class: Ranger Gloomstalker 16 / Fighter Battlemaster 4 Species: Goblin Special traits: Nimble Escape, Fury of the Small Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 20 | Cha 8 Speed: 35 ft. (walking, climbing, swimming) Initiative: +10 HP: 184 AC: 17 (Studded Leather) Saving Throws: DEX +11, CON +9, WIS +11 Background: Urchin Skills: Acrobatics +11, Insight +11, Perception +17 (*), Sleight of Hand +11, Stealth +17 (*), Survival +11 Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool Equipment: Dart, Net, Shortbow, Rapier, Studded Leather Fighting Styles: Archery (Ranger), Superior Technique (Fighter) Spells:(1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon, Nondetection; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra) Magic items wishlist: Shortbow +1/+2/+3, Bracers of Archery, Cloak of Elvenkind, Stone of Good Luck, Ring of Protection, Studded Leather +1/+2/+3
Level 1 [Ranger 1]: Nimble Fugitive
Broop begins his career as a former slave who managed to escape from his drow master and made his way out surviving as a minor burglar in the streets of Menzoberranzan. He always had a knack for battle and before his entire tribe got killed or forced into slavery by the drows, he used to be the main protector of his village, showing an uncommon courage for a goblin.
Stats: Str 8 | Dex 17 (15+2) | Con 16 (15+1) | Int 8 | Wis 16 (15+1) | Cha 8 Speed: 30 ft. Initiative: +3 HP: 13 AC: 14 (Leather) Saving Throws: DEX +5, CON +5, WIS +3 Skills: Acrobatics +5, Perception +5, Sleight of Hand +5, Stealth +7 (*), Survival +5 Tools: Disguise Kit, Thieves’ Tool Equipment: Light Crossbow, Rapier, Leather Bonus starting feat: Resilient (Constitution)
We are making full usage of TCoE variant rules. First by customizing Goblin ability scores as +2 DEX and +1 WIS (instead of CON).
By doing this, we are able to start with 16 WIS and round up our CON to 16 as well by taking the Resilient feat. This is crucial to mitigate one of the major weakness of Rangers: Constitution savings throws -- Concentration checks will not be a huge pain anymore.
As a Goblin Urchin, we can work like a mini-Rogue; picking locks, disabling traps and stealing some coins here or there.
We are replacing Favored Enemy for Favored Foe -- and this is an amazing additional damage bonus at lower levels.
Through Deft Explorer (Canny) in the place of Natural Explorer, we are leveraging Stealth expertise to setup the foundations of our main combat strategy: attack and then hide as a bonus action (thanks to Goblin’s Nimble Escape). Rinse (attacking at advantage) and repeat.
Nimble Escape also enables kiting as a viable tactic as well, and despite our small size, we have a lovely 30 ft. speed (that will increase 5 ft at level 6!).
Speaking of being small, Fury of the Small provides a nice damage bonus every short-rest that exponentially improves as we evolve.
Our weapon of choice during low levels will be a Light Crossbow.
Level 5 [Ranger Gloomstalker 5]: Swift Hunter
After some fatidic events promoted by his former slave master, Broop decided to flee from the City of Spiders, starting his personal journey trying to get back to the surface. Not many creatures would dare to face the Underdark without proper preparation, but our brave goblin hero didn't have time to lose. Carrying some provisions and armed with nothing but a couple arrows, a shortbow and his guts, Broop cut his teeth and managed to overcome this deadly challenge, emerging out of the Abyss as a seasoned hunter who have endured nightmares that few would survive. Thanks to his cunning and a bit of luck, the goblin slave who was once a prey became a vicious predator in the darkness. Following his arrival, Broop begun working as an elite mercenary for his goblinoid brethren.
There is no secret here and we are following the best practices to build a reliable Gloom Stalker: Archery fighting style, Hunter's Mark and our trustworthy shortbow replacing our old crossbow.
Primal Awareness and Gloom Stalker Magic give us nice to have spells to complement our repertoire built around protection, healing and utility. Absorb Elements, Goodberry and Rope Trick are our table stakes.
At level 4 we arenot selecting Sharpshooter. Our first job is stealthy skirmishing and we are prioritizing survivability instead of pure raw damage as of now. We got our DPR well covered with Dread Ambusher, so we have chosen Skill Expert to round up our DEX and get expertise in Perception to make us the best scout in the world.
Now we are notonly super sneaky (and actually invisible in the dark because of Umbral Sight), but we can also locate our targets much better thanks to an amazing +9 Perception and 90 ft Darkvision. Our Survival checks are nothing to scoff at as well.
Our combat strategy didn't change so much. On easy to medium encounters, we are leveraging Favored Foe and abusing Nimble Escape to hide or kite as always. Reliability is the name of the game.
We will save Hunter's Mark for hard encounters, usually as an opener to take advantage of the three attacks we get from Dread Ambusher.
Ensnaring Strike is a great spell to disable quick and not beefy enemies as well. Consistency and versatility.
I don't see the bonus action clog as a problem, I like having good options for different situation. Sometimes it's just better to hide and analyze the scenario first. Sometimes just cast your good ol' Hunter's Mark and shoot the hell out of your enemy.
Level 11 [Ranger Gloomstalker 8 / Fighter Battlemaster 3]: Swift Hunter from Abyss
Broop consolidated himself as one of the most talented warriors of his folk, distilling fear and respect among Hobgoblins, Bugbears and Goblins. He was chosen to join a special battle squad composed by the fiercest goblinoids alive, being appointed as the lead skirmisher to the group, whose main mission was to explore and expand their territory in the Underdark. Broop’s name and deeds speak by themselves: some people say that his steel nerves were given to him by a Illithid and that his archery skills could match the greatest elven masters of the realm.
At level 6 we gain a lovely walking speed increase of 5 ft alongside both climbing & swimming because of Deft Explorer (Roving); this is not the mightiest ability in the world but it is super flavorful, and it also helps a little whenever we want to kite.
At level 7 we finally get Iron Mind and now we have proficiency in the three major saving throws -- this is a huge milestone for us!
We also add Magic Weapon temporarily to our spell list since magic items are out and we need a reliable way to overcome resistance. Otherwise we would get Pass Without a Trace, which is an amazing spell.
At level 8 we maximize our Dexterity and once again we postpone Sharpshooter selection, mainly because at level 9 we will start multiclassing into Fighter and this will greatly improve our attacking capabilities.
2 levels of Fighter grants us Action Surge, which paired with Dread Ambusher enables 6 attacks at the first round of combat. This is an insane spike damage.
Fighter Battle Master 3 alongside Superior Technique fighting style give us four battle maneuvers and five Superiority Dices.
Goading Attack is a nice option to protect our allies and it can be used at range. Parry offers nice damage mitigation, acting as a great panic button Reaction at some circumstances.
Precision Attack is like the parmesanocheese of our spaghetti DPR, specially after we cook some Sharpshooter meatballs by level 12.
Quick Toss is an unusual secret move in our utility belt and give us more options for our bonus action. We can throw a Dart to increase our damage output or we can use a Net against our enemies giving them Restrain without impunity. It is not that hard to circumvent Net strange disadvantage, and once we get Sharpshooter at level 12, as long as we attack at 15 ft range, this won’t be a problem anymore.
The legend of the goblin who have conquered the Underdark became a major tale among the bards, making Broop a well known figure not only by his folk, but also by humans, dwarves and elves, especially the dark ones. Rumors had been around that the drows sent a diplomatic mission to the goblinoid marches to negotiate a truce, but some wounds from the past were never healed and a large number of goblins hold a grudge against years of slavery perpetrated by the dark elves. The current War Chief in person requested Broop to unite all the tribes under one banner and ultimately rush into Mezobenrazzan to strike directly in the Spider-Queen’s heart. No one would imagine that a former goblin slave who escaped from the drow city is the mastermind behind this assault.
Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 18 (+2 ASI) | Cha 8 Speed: 35 ft. (walking, climbing, swimming) Initiative: +9 HP: 157 AC: 17 (Studded Leather) Saving Throws: DEX +11, CON +9, WIS +10 Skills: Acrobatics +11, Insight +10, Perception +16 (*), Sleight of Hand +11, Stealth +17 (*), Survival +10 Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool Equipment: Dart, Net, Shortbow, Rapier, Studded Leather Fighting Styles: Archery (Ranger), Superior Technique (Fighter) Level 12 [Fighter 4] feat: Sharpshooter Level 16 [Ranger 12] ASI: +2 Wisdom Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
It took a while, but we finally get Sharpshooter at level 12 with the fourth level ASI from Fighter. Now we have one of the best DPR in the game properly supported by several amazing features from our classes and species. Nimble Escape, Archery fighting style, Dread Ambusher, Umbral Sight, Action Surge and Precision Attack are all tremendous force multipliers alongside this feat.
We have also developed a pretty versatile spell list between Gloom Stalker Magic, Primal Awareness and our own choices. I would like to highlight Aid which gives extra HP not only for us but also for our allies, Locate Creature which make us best in class stalkers, Fear who offers outstanding crowd control, Freedom of Movement to counter debilitating impediment effects and last but not least Greater Invisibility, a top-tier spell.
At this stage we finally pick Pass Without a Trace since we are replacing Magic Weapon for Elemental Weapon to beat resistance.
Land's Stride and Hide in Plain Sight are cool features that are occasionally useful; Nature's Veil is strictly worse than Goblin's Nimble Escape, so this is the only Tasha’s variant feature we are not selecting.
Deft Explorer: Tireless give us some small THP and also eliminates Exhaustion in short-rests. This is a nice survivability option, which we have been prioritizing so far. Berserkers Barbarians will envy us forever.
Another great ability who also synergizes amazingly well with Sharpshooter and Precision Attack is Stalker's Flurry, that could be considered more or less like a third attack.
At level 16 (Ranger 12), we increase our Wisdom to 18 with our last but one ASI. This improves our Initiative, Wisdom saves, Perception checks, THP bonus, spell attack and save DCs. Ensnaring Strike and Fear are more reliable now.
We might consider take some Tasha’s summon spell perhaps, but Elemental Weapon/Hunter's Mark for regular encounters and Greater Invisibility for the deadly ones we can’t leverage Umbral Sight are still the major choices for our Concentration.
Level 20 [Ranger Gloomstalker 16 / Fighter Battlemaster 4]: The God Slayer
Goblinoids were all individually feared by adventurers, but they were never a force to be reckoned as tactically organized group. Not even the hobgoblins were capable to put them in order as an army, betrayals were an integral part of their culture and it was not uncommon to see them fighting against each other. But everything has changed since Broop ascended to the position of Maglubiyet’s Champion. It is hard to imagine a modest goblin on top of stronger and smarter creatures like bugbears and hobgoblins, but Broop earned his respect leading by example. He relentlessly worked to give a sense of common purpose to all tribes and war bands engaged in the invasion of Mezobenrazzan, and the black arrow who put an end to Lolth's High-Priestess life was shot by his bow. The drow paid a very expensive price for their overindulgence, they lost their dominance and the Underdark saw another empire arise. The goblinoid stronghold called Kazanmak (#) was founded, giving birth to a new era in the shadows of the world.
(#) Kazanmak means "Win" in Turkish. Maglubiyet, the name of the major God of the goblinoid pantheon, is also a turkish word that strangely means "Defeat" .
Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 20 (+2 ASI) | Cha 8 Speed: 35 ft. (walking, climbing, swimming) Initiative: +10 HP: 184 AC: 17 (Studded Leather) Saving Throws: DEX +11, CON +9, WIS +11 Background: Urchin Skills: Acrobatics +11, Insight +11, Perception +17 (*), Sleight of Hand +11, Stealth +17 (*), Survival +11 Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool Equipment: Net, Shortbow, Rapier, Studded Leather Fighting Styles: Archery (Ranger), Superior Technique (Fighter) Level 20 [Ranger 16] ASI: +2 Wisdom Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon, Nondetection; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
Our last ASI will go to Wisdom. This Throwdown is all about hunting / tracking and I believe nothing represents this better as a maximized Wisdom with god-tier Perception checks.
There are no major changes from levels 17 to 20. But I’ll summarize the main highlights of the build here:
We have one of the most powerful DPR combinations in the game led by Sharpshooter in conjunction with our spells and class features.
We also have a reliable source of battlefield control between spells like Ensnaring Strike, Fear and some battle master maneuvers like Goading Attack and Quick Toss with a Net.
I am a defensive-oriented player and our main priority was always to shore up our defenses. We have good AC, HP and Nimble Escape is a marvelous tool to protect ourselves through hide or kite. Spells like Absorb Elements, Goodberry, Rope Trick, Aid, Protection from Poison and Freedom of Movement are all life-savers.
Pass Without a Trace and our newly acquired Nondetection ensure our sneakiness.
Although late in the game, but we finally get another good use for our Reaction through Shadowy Dodge. Now we have other option besides Parry and Absorb Elements for damage mitigation.
Last but not least the aforementioned proficiency in Dexterity, Constitution and Wisdom. We all know at some point these will be our first line of defense over AC or even HP. See a good example of that in the final notes.
Final notes & conclusion:
Broop is my current character in one of the weekly D&D games I play. It started as a regular Out of the Abyss one-shot trial and then it quickly evolved to a homebrew campaign around Underdark dwelling instead of trying to desperately escape from it. We started at level 1 and I carefully planned Broop progression in a way he could be effective and useful since the beginning. And at every level he proved to be the powerhouse of the group. He rarely needed support healing, potions or any kind of consumable resource. He was the formal scout, trap disabler and alertness bot. His defenses and ranged hit-and-hide/run playstyle were so reliable, that he was never neutralized by enemies control abilities and it was hard to getting him down without DM focusing fire big time.
Our campaign style is super deadly, our DM loves gritty realism rules and therefore our party is heavily battle-oriented with some degree of optimization: a War Cleric, a War Wizard and two Fighters -- a Great-Weapon EK and a fellow Champion Archer. We are all at level 8 right now and the DM has been generous with magic items, we have even found a Deck of Many Things in the last session. Broop has a Shortbow +1 and the classic Bracers of Archery. In order to illustrate his impact on our group, let me share a quick story:
We recently fought against an Adult Red Dragon. We were really cautious and we all tried to spread out through the battle field to avoid his terrible fire breath, but it was actually his Frightful Presence who really neutralized our group. Only Broop and our War Cleric made their Wisdom saving throws in the first round. The Wizard and the two Fighters took more than 4 rounds to pass their save (DC 21 is tough) and they pretty much missed most of their attacks during that. If it was not by Broop dishing out reliable damage each round and the War Cleric saving our asses with Spirits Guardian and Mass Healing Word, it would be a certain TPK. It was also truly epic when the Red Dragon decided to fire breath everyone as a last resort move (he caused 79 damage; the War Cleric and one of the Fighters went down after this). With smoke coming out from his little greenish skin, Broop bravely resisted the terrible blaze (reducing it to merely 19 thanks to Absorb Elements) and finally slayed the dragon shooting two deadly arrows in his chest. As an old proverb says: size doesn’t matter.
Well... I've been thinking about doing one of these for a while... I'll toss my hat in the ring.
I'll continue fleshing him out story-wise, but here's a start
Ti Cha'Se' - The Fey Queen's Killer (level 20 - Rogue - Scout (3), Ranger - Gloomstalker (3), Way of Shadow Monk (6), Pact of the Fey Warlock (6) Stats: (Str | Dex | Con | Int | Wis | Cha)
Race: Grung Background : Custom
Feats: Poisoner
First-Level Stats and Commentary
At first level, Ti Chase starts as a humble Rogue, not at all uncommon among his people, although he quickly becomes marked as caste-worthy due to his unusual markings, and the potency of his poison - he is truly of the Poison Dart caste, a rarity among his kin.
Level 1 : Rogue
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung Background : Custom (2 skills, 1 Language, 1 Tool) - Skills: Medicine, Animal Handling) Language: Common (Grungs only speak Grung to start...) Tool: Herbalism Kit
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
OK - slightly revised from above, but here we are. I may add a bit more commentary for the higher levels. He's long on RP, effective (without being really optimized, I know... my only complaint is the lack of ASI's...) and looks like he'd be either a lot of fun to play, or a nasty NPC to throw at a party...
Also - edited to deal with the Mage Armor error... we add Otherworldly Leap to triple his Jump at will - at which point his jump becomes ludicrous.
Ti Cha'Se' - The Fey Queen's Killer Level 20: Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 9 – Way of the Shadow
First-Level Stats and Commentary
Level 1 : Rogue
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung
Use the optional origin rules, and get +2 to Dex, +1 to Wis
Language: Common (Grungs only speak Grung to start...) Feature: Wanderer
Tool: Herbalism Kit
Starting Feat: Poisoner – with DM approval, this augments his existing Poisonous Skin. It also allows him to craft poisons, as well as applying it as a free action.
At first level, Ti Cha’Se’ starts as a humble Rogue, not at all uncommon among his people, although he quickly becomes marked as caste-worthy due to his unusual markings, and the potency of his poison - he is marked as being of the Poison Dart caste, a rarity among his kin. Prone to wandering for days in search of herbs – for both bane and benefit – he finds himself at peace among the wild places his kin inhabit, particularly climbing in the tree canopies above. He finds himself somewhat at odds with the strict regiment of the Tribes, but still does his part to help the people
We start off as a Rogue, primarily for the additional Skills, and Expertise.
In combat, he leans heavily on Sneak Attack (Stealth +7 makes this easier), and inflicting the Poisoned Condition as early as possible, either through poisoned melee attacks (short sword) or ranged (either short bow or blow gun). Tactics will be more hit and run… encouraging his quarry to continue running away after being poisoned and letting exhaustion become an issue as well.
A reminder – a poisoned creature has disadvantage on Attack Rolls and Ability Checks.
Fifth Level Stats and Commentary - The Hunt Begins...
Level 5 : Rogue 3 – Thief | Ranger 2
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Second Story Work - +3’ to jumps, Climbing doesn’t take additional movement
By 5 level, Ti Cha’se’ has become a skilled hunter and tracker… although his quarry is most often travelling on two legs as opposed to four. He is employed by the tribe to lead raiding expeditions against the various humanoid tribes in the area (most often goblinoids and humans), as well as tracking down those slaves with the audacity to try to escape. He has even learned the tongues of those he hunts, a rarity among the Grung. He travels through the trees as quickly as the rest of his folk travel on foot, a quiet shadow moving among the branches… he relishes his time alone in the forests, and starts delving deeper into those parts of the jungle best avoided…
We select the Thief Archetype, primarily as a means to gain Second Story Work… this allows him to travel at normal speed while climbing, and adds to his already impressive jumping ability. We’re leaning in the whole poisonous tree frog thing hard.
We add Ranger, as he’s becoming a Hunter... We add the Survival Skill, to reflect his tracking and outdoor skill, and Canny doubles his Proficiency Bonus on that. Add in Favored Enemy – Humanoids, and his Survival Rolls to track Humans and Goblins are at Advantage. A Hunter of Men, indeed…
The two Ranger spells get added to the mix for covering ground and tagging quarry, and we go Druidic Warrior to gain two cantrips. Poison Spray and Thorn Whip get added as primary attacks – I’m thinking that Thorn Whip might have to be reskinned as a tongue attack, with DM permission… it adds an interesting “Get over here…” element as well. Poison Spray doubles down on the toxic theme, and is too perfect not to get. Reskin it as throwing slime from his skin, as opposed to gas…
Eleventh-Level Stats and Commentary - A Hunter in the Gloaming Wood...
Level 11 : Rogue 3 – Thief | Ranger 3 – Gloomstalker | Warlock 2 – Patron: Arch Fey | Monk 3 – Way of the Shadow
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Monk Abilities: Unarmored Defense: Add Wis to AC when not wearing armor – great, because we don’t want to wear armor…
Martial Arts – Use Dex instead of Strength for Unarmed Strikes or Short Swords – that’s great. We also get another Unarmed Strike as a Bonus Action – one more chance to touch and add poison.
Ki
Flurry of Blows: (Add 2d8 Poison to up to 3 Hits per round)
Patient Defense: Dodge as a Bonus Action
Step of the Wind: Disengage or Dash as a Bonus Action, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump.
Unarmored Movement: Add +10 to speed – he’s getting fast…
Deflect Missiles
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 45’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 4 hits for the Round, each with Poison), and most likely Sneak Attack on top of it...
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 2d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest – he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Checking in at 11 level, we find that life has taken a profound turn for Ti Cha’Se’, who is no longer among his people, or even dwelling in this realm…
While tracking a truly desperate quarry, he found himself travelling deeper into the sylvan darkness of a portion of the jungle he had never travelled in before – one that unknowingly led into the shadowy Feywilde. Swiftly capturing his prey, he looked up to find himself surrounded by a Fey hunting party… one attending to the Queen of Air and Darkness Herself. Applauding his skill at bringing down a Lizardfolk warrior much larger than himself, she ordered him to be restrained and brought before her. He calmly allowed himself to be roughly grabbed by two of her elite guard… who both fell to the ground, retching a moment later. Peals of laughter came from the ruby lips of The Queen, and her eyes shone with a cunning delight as one of them died gasping, froth gathered around a swollen tongue… and then the other, who still clutched at Ti Cha’Se’s foot.
An impish fairy stepped forth, and The Queen’s own voice issued forth from it as She observed from atop her ebony steed. Ti Cha’Se’ was offered a proposition… a bargain. Two of her Court had been taken from her, and so two lives were due her. He and his prey would both have to die… or perhaps… he could serve, and take his own place in the Darkness. Without speaking, he knelt, put his hand on the bound warrior, and locked eyes with his new Queen. He did not rise until the Lizardfolk stopped twitching…
All who number themselves among her court are chained to Her will, and so she gives him a token of her power, and a sign of her patronage – a slender length of dark silver chain that he wears around his neck… (it grants the power to cast Create Food and Water, three times per day. This allows Ti Cha’Se’ to travel far from the lush jungles he has called home when he executes her will. All of her gifts are edged, however… and he quickly finds that the food summoned is the only food that sustains him. He can enjoy the taste of other food and drink, but his thirst and hunger go unsated without the gifts of his Queen. He will waste and die without her largesse… a message that is not missed by him. While his nature chafes a bit at this, he finds it an acceptable cost).
He revels in the dark whimsey of her kingdom, and does not miss the hierarchies of home.
In addition to the Pact he formed with her on that day, and the powers that come with it, the Queen mandates that he be trained in the Shadow Arts used by her elite. He excels at it…
When She decrees a hunt, he is called, or when she is displeased by one of the Lesser Court.
The Darkness has become his home, and the shadows are bending to his will.
Seventeenth-Level Stats and Commentary
Level 17 : Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 6 – Way of the Shadow
Stats: STR - 10 | DEX - 18 | CON - 12 | INT - 8 | WIS - 16 | CHA - 13
Race: Grung
HP: 108
AC: 17
Initiative: +7
Speed: 50’ (Walk/Climb/Swim) – 60’ in the first Round of combat
Jump: High Jump: 18’, Long Jump: 28’ (36’ or 56’ with 1 Ki Point) (x3 with Jump)
Martial Arts: Use Dex instead of Strength, Bonus Action Unarmed Strike after taking the Attack Action
Dedicated Weapon: I probably won’t use this, but you never know… maybe if I pick up a groovy magic weapon
Ki Points – 6 per Short Rest
Flurry of Blows (Bonus Action) – make 2 Unarmed Strikes
Patient Defense (Bonus Action)
Step of the Wind (Bonus Action) Disengage or Dash, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump
Unarmored Movement: Move becomes 50’
Ki Fueled Attack (Bonus Action) Gain an Unarmed Attack if I spend Ki
Deflect Missiles (Reaction) Reduce Ranged Attacks by 1d10 + 10
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Quickened Healing: 1d6+6 HP
Slow Fall – Reduce falling damage by 30
Focused Aim
Stunning Strike: Spend 1 Ki point to inflict Stunned (Con DC 17)
Ki Empowered Strikes – Unarmed Strikes count as Magical
Shadow Step (Bonus Action) Teleport up to 60’ when in dim light or darkness… and my first Attack is at Advantage (which means Sneak Attack).
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 60’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 5 hits for the Round, each with Poison)
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 3d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Uncanny Dodge: (Reaction) Cut damage in half if I can see the source
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest (DC 15)– he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Eldritch Invocations:
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Pact of the Chain
Familiar Imp (reskinned as a Fairy of the Dark Court)
By 17 Level, his position in the Court has grown, and The Queen has provided him a vassal – the very Page who offered him Her pact.
He is now known as Her Little Hunter, with no disrespect offered in that title. When She hunts her prey, he is her guide. When a mortal displeases her, he is sent.
Twentieth-Level Stats and Commentary
Level 20 : Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 9 – Way of the Shadow
Stats: STR - 10 | DEX - 18 | CON - 12 | INT - 8 | WIS - 16 | CHA - 13
Race: Grung
HP: 126
AC: 17
Initiative: +12
Speed: 50’ (Walk/Climb/Swim) – 60’ in the first Round of combat
Jump: High Jump: 18’, Long Jump: 28’ (36’ or 56’ with 1 Ki Point) (x3 with Jump at will)
Martial Arts: Use Dex instead of Strength, Bonus Action Unarmed Strike after taking the Attack Action
Dedicated Weapon: I probably won’t use this, but you never know… maybe if I pick up a groovy magic weapon
Ki Points – 9 per Short Rest
Flurry of Blows (Bonus Action) – make 2 Unarmed Strikes
Patient Defense (Bonus Action)
Step of the Wind (Bonus Action) Disengage or Dash, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump
Unarmored Movement: Move becomes 50’
Ki Fueled Attack (Bonus Action) Gain an Unarmed Attack if I spend Ki
Deflect Missiles (Reaction) Reduce Ranged Attacks by 1d10 + 10
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Quickened Healing: 1d6+6 HP
Slow Fall – Reduce falling damage by 30
Focused Aim
Stunning Strike: Spend 1 Ki point to inflict Stunned (Con DC 17)
Ki Empowered Strikes – Unarmed Strikes count as Magical
Shadow Step (Bonus Action) Teleport up to 60’ when in dim light or darkness… and my first Attack is at Advantage (which means Sneak Attack).
Stillness of Mind: Remove Charmed or Frightened Condition as an Action
Improved Movement: Move on vertical surfaces or liquids
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 60’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 5 hits for the Round, each with Poison)
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 3d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Uncanny Dodge: (Reaction) Cut damage in half if I can see the source
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest (DC 15)– he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Eldritch Invocations:
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Pact of the Chain
Familiar Imp (reskinned as a Fairy of the Dark Court)
He is now the Fey Queen’s Killer… the one she calls for a quiet death. When he is summoned, looks of fear and concern cross the faces of The Court, because someone… or something… is going to die. No lock can bar him, no track will go unfollowed, no quarry will escape. The Shadows bend to his will, and the darkest of the Feywilde answer his call.
I think the first post said that submissions are accepted until the 25th and voting after that. Which is good for me since I need to get my ass over to heroforge and build a character. Unfortunately my weekend is rather busy so I will need next week to do it. :)
I think the first post said that submissions are accepted until the 25th and voting after that. Which is good for me since I need to get my ass over to heroforge and build a character. Unfortunately my weekend is rather busy so I will need next week to do it. :)
this is correct, if anyone needs a time extension let me know
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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)
I think the first post said that submissions are accepted until the 25th and voting after that. Which is good for me since I need to get my ass over to heroforge and build a character. Unfortunately my weekend is rather busy so I will need next week to do it. :)
this is correct, if anyone needs a time extension let me know
I probably will. I don’t have a lot of time to work on these things.
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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 an FYI, Mage Armor and unarmored defence don't stack.
they dont?
Nope. You choose one AC calculation or the other. It's just like how a Lizardfolk's Natural Armor doesn't stack with Unarmored Defense.
That's correct... I totally missed that before. I'll take another look at the AC calculations - at lower levels, Mage Armor is going to be better, at higher levels it will shift. Hey - it opens up another Invocation, so I'll ponder that one as well...
Okay, I just finished my build: Scourge the Unrelenting. I'm excited for when we start voting, and will wait to see if anyone else is adding a last-minute build. Good luck all of you! May the best build win!
Okay, I just finished my build: Scourge the Unrelenting. I'm excited for when we start voting, and will wait to see if anyone else is adding a last-minute build. Good luck all of you! May the best build win!
soo cool! love the writing!
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Well, the point is to be creative within the set limits (which are already very generous considering the free feat/gift). Making a powerful character is, of course, a lot easier if you don't have to care about the rules or restrictions (I rolled 18 for all stats, I promise! ;) ). But hey, maybe you can helm the next throwdown and do it without restrictions? We've already had one powergamer throwdown so it wouldn't be out of place. :)
Restrictions breed creativity ╰(*°▽°*)╯
My last build idea got slapped back to the drawing board but I know this much: I'm using 14 levels of Armorer Artificer as my base and making heavy use of the cloak of the manta ray, winged boots, helm of telepathy and dimensional shackles. Reserved post reflects as much.
Credits/original link (that actually inspired this build): https://www.reddit.com/r/DnD/comments/cozq5y/art_squee_my_fifth_level_ranger_gloom_stalker/
The Swift Hunter from Abyss
Name: Broop Blackarrow
Class: Ranger Gloomstalker 16 / Fighter Battlemaster 4
Species: Goblin
Special traits: Nimble Escape, Fury of the Small
Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 20 | Cha 8
Speed: 35 ft. (walking, climbing, swimming)
Initiative: +10
HP: 184
AC: 17 (Studded Leather)
Saving Throws: DEX +11, CON +9, WIS +11
Background: Urchin
Skills: Acrobatics +11, Insight +11, Perception +17 (*), Sleight of Hand +11, Stealth +17 (*), Survival +11
Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool
Equipment: Dart, Net, Shortbow, Rapier, Studded Leather
Fighting Styles: Archery (Ranger), Superior Technique (Fighter)
Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon, Nondetection; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature
Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
Magic items wishlist: Shortbow +1/+2/+3, Bracers of Archery, Cloak of Elvenkind, Stone of Good Luck, Ring of Protection, Studded Leather +1/+2/+3
Level 1 [Ranger 1]: Nimble Fugitive
Broop begins his career as a former slave who managed to escape from his drow master and made his way out surviving as a minor burglar in the streets of Menzoberranzan. He always had a knack for battle and before his entire tribe got killed or forced into slavery by the drows, he used to be the main protector of his village, showing an uncommon courage for a goblin.
Stats: Str 8 | Dex 17 (15+2) | Con 16 (15+1) | Int 8 | Wis 16 (15+1) | Cha 8
Speed: 30 ft.
Initiative: +3
HP: 13
AC: 14 (Leather)
Saving Throws: DEX +5, CON +5, WIS +3
Skills: Acrobatics +5, Perception +5, Sleight of Hand +5, Stealth +7 (*), Survival +5
Tools: Disguise Kit, Thieves’ Tool
Equipment: Light Crossbow, Rapier, Leather
Bonus starting feat: Resilient (Constitution)
Level 5 [Ranger Gloomstalker 5]: Swift Hunter
After some fatidic events promoted by his former slave master, Broop decided to flee from the City of Spiders, starting his personal journey trying to get back to the surface. Not many creatures would dare to face the Underdark without proper preparation, but our brave goblin hero didn't have time to lose. Carrying some provisions and armed with nothing but a couple arrows, a shortbow and his guts, Broop cut his teeth and managed to overcome this deadly challenge, emerging out of the Abyss as a seasoned hunter who have endured nightmares that few would survive. Thanks to his cunning and a bit of luck, the goblin slave who was once a prey became a vicious predator in the darkness. Following his arrival, Broop begun working as an elite mercenary for his goblinoid brethren.
Stats: Str 8 | Dex 18 (+1 Skill Expert) | Con 16 | Int 8 | Wis 16 | Cha 8
Speed: 30 ft.
Initiative: +7
HP: 49
AC: 16 (Studded Leather)
Saving Throws: DEX +7, CON +6, WIS +3
Skills: Acrobatics +7, Insight +6, Perception +9 (*), Sleight of Hand +7, Stealth +10 (*), Survival +6
Tools: Disguise Kit, Thieves’ Tool
Equipment: Shortbow, Rapier, Studded Leather
Fighting Style: Archery
Level 4 feat: Skill Expert (Insight prof, Perception exp, +1 DEX)
Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Beast Sense, Rope Trick
Level 11 [Ranger Gloomstalker 8 / Fighter Battlemaster 3]: Swift Hunter from Abyss
Broop consolidated himself as one of the most talented warriors of his folk, distilling fear and respect among Hobgoblins, Bugbears and Goblins. He was chosen to join a special battle squad composed by the fiercest goblinoids alive, being appointed as the lead skirmisher to the group, whose main mission was to explore and expand their territory in the Underdark. Broop’s name and deeds speak by themselves: some people say that his steel nerves were given to him by a Illithid and that his archery skills could match the greatest elven masters of the realm.
Stats: Str 8 | Dex 20 (+2 ASI) | Con 16 | Int 8 | Wis 16 | Cha 8
Speed: 35 ft. (walking, climbing, swimming)
Initiative: +8
HP: 103
AC: 17 (Studded Leather)
Saving Throws: DEX +9, CON +7, WIS +7
Skills: Acrobatics +9, Insight +7, Perception +11 (*), Sleight of Hand +9, Stealth +13 (*), Survival +7
Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool
Equipment: Dart, Net, Shortbow, Rapier, Studded Leather
Fighting Styles: Archery (Ranger), Superior Technique (Fighter)
Level 8 ASI: +2 Dexterity
Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Magic Weapon; Beast Sense, Rope Trick
Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
Level 17 [Ranger Gloomstalker 13 / Fighter Battlemaster 4]: Spider Stalker
The legend of the goblin who have conquered the Underdark became a major tale among the bards, making Broop a well known figure not only by his folk, but also by humans, dwarves and elves, especially the dark ones. Rumors had been around that the drows sent a diplomatic mission to the goblinoid marches to negotiate a truce, but some wounds from the past were never healed and a large number of goblins hold a grudge against years of slavery perpetrated by the dark elves. The current War Chief in person requested Broop to unite all the tribes under one banner and ultimately rush into Mezobenrazzan to strike directly in the Spider-Queen’s heart. No one would imagine that a former goblin slave who escaped from the drow city is the mastermind behind this assault.
Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 18 (+2 ASI) | Cha 8
Speed: 35 ft. (walking, climbing, swimming)
Initiative: +9
HP: 157
AC: 17 (Studded Leather)
Saving Throws: DEX +11, CON +9, WIS +10
Skills: Acrobatics +11, Insight +10, Perception +16 (*), Sleight of Hand +11, Stealth +17 (*), Survival +10
Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool
Equipment: Dart, Net, Shortbow, Rapier, Studded Leather
Fighting Styles: Archery (Ranger), Superior Technique (Fighter)
Level 12 [Fighter 4] feat: Sharpshooter
Level 16 [Ranger 12] ASI: +2 Wisdom
Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature
Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
Level 20 [Ranger Gloomstalker 16 / Fighter Battlemaster 4]: The God Slayer
Goblinoids were all individually feared by adventurers, but they were never a force to be reckoned as tactically organized group. Not even the hobgoblins were capable to put them in order as an army, betrayals were an integral part of their culture and it was not uncommon to see them fighting against each other.
But everything has changed since Broop ascended to the position of Maglubiyet’s Champion. It is hard to imagine a modest goblin on top of stronger and smarter creatures like bugbears and hobgoblins, but Broop earned his respect leading by example. He relentlessly worked to give a sense of common purpose to all tribes and war bands engaged in the invasion of Mezobenrazzan, and the black arrow who put an end to Lolth's High-Priestess life was shot by his bow. The drow paid a very expensive price for their overindulgence, they lost their dominance and the Underdark saw another empire arise. The goblinoid stronghold called Kazanmak (#) was founded, giving birth to a new era in the shadows of the world.
(#) Kazanmak means "Win" in Turkish. Maglubiyet, the name of the major God of the goblinoid pantheon, is also a turkish word that strangely means "Defeat" .
Stats: Str 8 | Dex 20 | Con 16 | Int 8 | Wis 20 (+2 ASI) | Cha 8
Speed: 35 ft. (walking, climbing, swimming)
Initiative: +10
HP: 184
AC: 17 (Studded Leather)
Saving Throws: DEX +11, CON +9, WIS +11
Background: Urchin
Skills: Acrobatics +11, Insight +11, Perception +17 (*), Sleight of Hand +11, Stealth +17 (*), Survival +11
Tools: Disguise Kit, Thieves’ Tool, Woodcarver’s Tool
Equipment: Net, Shortbow, Rapier, Studded Leather
Fighting Styles: Archery (Ranger), Superior Technique (Fighter)
Level 20 [Ranger 16] ASI: +2 Wisdom
Spells: (1) Absorb Elements, Ensnaring Strike, Goodberry, Hunter's Mark; Disguise Self, Speak with Animals / (2) Aid, Pass Without a Trace, Protection from Poison; Beast Sense, Rope Trick / (3) Elemental Weapon, Nondetection; Fear, Speak with Plants / (4) Freedom of Movement; Greater Invisibility, Locate Creature
Battle Maneuvers: Goading Attack, Parry, Precision Attack; Quick Toss (Extra)
Final notes & conclusion:
Broop is my current character in one of the weekly D&D games I play. It started as a regular Out of the Abyss one-shot trial and then it quickly evolved to a homebrew campaign around Underdark dwelling instead of trying to desperately escape from it. We started at level 1 and I carefully planned Broop progression in a way he could be effective and useful since the beginning. And at every level he proved to be the powerhouse of the group. He rarely needed support healing, potions or any kind of consumable resource. He was the formal scout, trap disabler and alertness bot. His defenses and ranged hit-and-hide/run playstyle were so reliable, that he was never neutralized by enemies control abilities and it was hard to getting him down without DM focusing fire big time.
Our campaign style is super deadly, our DM loves gritty realism rules and therefore our party is heavily battle-oriented with some degree of optimization: a War Cleric, a War Wizard and two Fighters -- a Great-Weapon EK and a fellow Champion Archer. We are all at level 8 right now and the DM has been generous with magic items, we have even found a Deck of Many Things in the last session. Broop has a Shortbow +1 and the classic Bracers of Archery. In order to illustrate his impact on our group, let me share a quick story:
Well... I've been thinking about doing one of these for a while... I'll toss my hat in the ring.
I'll continue fleshing him out story-wise, but here's a start
Ti Cha'Se' - The Fey Queen's Killer (level 20 - Rogue - Scout (3), Ranger - Gloomstalker (3), Way of Shadow Monk (6), Pact of the Fey Warlock (6)
Stats: (Str | Dex | Con | Int | Wis | Cha)
Race: Grung
Background : Custom
Feats: Poisoner
First-Level Stats and Commentary
At first level, Ti Chase starts as a humble Rogue, not at all uncommon among his people, although he quickly becomes marked as caste-worthy due to his unusual markings, and the potency of his poison - he is truly of the Poison Dart caste, a rarity among his kin.
Level 1 : Rogue
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung
Background : Custom (2 skills, 1 Language, 1 Tool) - Skills: Medicine, Animal Handling) Language: Common (Grungs only speak Grung to start...) Tool: Herbalism Kit
Starting Feat: Poisoner
Fifth Level Stats and Commentary
Eleventh-Level Stats and Commentary
Seventeenth-Level Stats and Commentary
Twentieth-Level Stats and Commentary
Why are there so many gloomstalkers?
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
because they are perfect for hunting people/things
N/A
I feel obliged to keep this thread alive. remember peeps, you can still make a build!
N/A
OK - slightly revised from above, but here we are. I may add a bit more commentary for the higher levels. He's long on RP, effective (without being really optimized, I know... my only complaint is the lack of ASI's...) and looks like he'd be either a lot of fun to play, or a nasty NPC to throw at a party...
Also - edited to deal with the Mage Armor error... we add Otherworldly Leap to triple his Jump at will - at which point his jump becomes ludicrous.
Ti Cha'Se' - The Fey Queen's Killer Level 20: Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 9 – Way of the Shadow
First-Level Stats and Commentary
Level 1 : Rogue
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung
Use the optional origin rules, and get +2 to Dex, +1 to Wis
HP: 9
AC: 14
Alignment – Chaotic Neutral
Background : Custom (2 skills, 1 Language, 1 Tool) - Skills: Medicine, Animal Handling)
Language: Common (Grungs only speak Grung to start...) Feature: Wanderer
Tool: Herbalism Kit
Starting Feat: Poisoner – with DM approval, this augments his existing Poisonous Skin. It also allows him to craft poisons, as well as applying it as a free action.
Skills: Acrobatics +7, Animal Handling +4, Athletics +2, Insight +4, Medicine +4, Perception +4, Stealth +7
Tools: Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Languages: Common, Grung, Thieves’ Cant
Rogue Abilities
Proficiencies: Acrobatics, Athletics, Stealth, Insight
Expertise: Acrobatics, Stealth
Sneak Attack - +1d6
At first level, Ti Cha’Se’ starts as a humble Rogue, not at all uncommon among his people, although he quickly becomes marked as caste-worthy due to his unusual markings, and the potency of his poison - he is marked as being of the Poison Dart caste, a rarity among his kin. Prone to wandering for days in search of herbs – for both bane and benefit – he finds himself at peace among the wild places his kin inhabit, particularly climbing in the tree canopies above. He finds himself somewhat at odds with the strict regiment of the Tribes, but still does his part to help the people
We start off as a Rogue, primarily for the additional Skills, and Expertise.
In combat, he leans heavily on Sneak Attack (Stealth +7 makes this easier), and inflicting the Poisoned Condition as early as possible, either through poisoned melee attacks (short sword) or ranged (either short bow or blow gun). Tactics will be more hit and run… encouraging his quarry to continue running away after being poisoned and letting exhaustion become an issue as well.
Fifth Level Stats and Commentary - The Hunt Begins...
Level 5 : Rogue 3 – Thief | Ranger 2
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung
HP: 35
AC: 14
Feature: Wanderer
Tool: Herbalism Kit
Starting Feat: Poisoner
Skills: Acrobatics +9, Animal Handling +5, Athletics +3, Insight +5, Medicine +5, Perception +5, Stealth +9, Survival +8
Tools: Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Languages: Common, Goblin, Grung, Primordial, Sylvan, Thieves’ Cant
Ranger Abilities
Deft Explorer
Canny: Languages: Sylvan, Primordial
Skill: Survival (Proficiency Bonus is doubled)
Favored Enemy: Humanoids (Humans, Goblinoids)
Fighting Style: Druidic Warrior
Cantrips: Poison Spray, Thorn Whip
Spells: Hunter’s Mark, Longstrider
Rogue Abilities
Proficiencies: Acrobatics, Athletics, Stealth, Insight
Expertise: Acrobatics, Stealth
Sneak Attack - +2d6 damage
Cunning Action
Fast Hands
Second Story Work - +3’ to jumps, Climbing doesn’t take additional movement
By 5 level, Ti Cha’se’ has become a skilled hunter and tracker… although his quarry is most often travelling on two legs as opposed to four. He is employed by the tribe to lead raiding expeditions against the various humanoid tribes in the area (most often goblinoids and humans), as well as tracking down those slaves with the audacity to try to escape. He has even learned the tongues of those he hunts, a rarity among the Grung. He travels through the trees as quickly as the rest of his folk travel on foot, a quiet shadow moving among the branches… he relishes his time alone in the forests, and starts delving deeper into those parts of the jungle best avoided…
We select the Thief Archetype, primarily as a means to gain Second Story Work… this allows him to travel at normal speed while climbing, and adds to his already impressive jumping ability. We’re leaning in the whole poisonous tree frog thing hard.
We add Ranger, as he’s becoming a Hunter... We add the Survival Skill, to reflect his tracking and outdoor skill, and Canny doubles his Proficiency Bonus on that. Add in Favored Enemy – Humanoids, and his Survival Rolls to track Humans and Goblins are at Advantage. A Hunter of Men, indeed…
The two Ranger spells get added to the mix for covering ground and tagging quarry, and we go Druidic Warrior to gain two cantrips. Poison Spray and Thorn Whip get added as primary attacks – I’m thinking that Thorn Whip might have to be reskinned as a tongue attack, with DM permission… it adds an interesting “Get over here…” element as well. Poison Spray doubles down on the toxic theme, and is too perfect not to get. Reskin it as throwing slime from his skin, as opposed to gas…
Eleventh-Level Stats and Commentary - A Hunter in the Gloaming Wood...
Level 11 : Rogue 3 – Thief | Ranger 3 – Gloomstalker | Warlock 2 – Patron: Arch Fey | Monk 3 – Way of the Shadow
Stats: STR - 10 | DEX - 17 | CON - 12 | INT - 8 | WIS - 15 | CHA - 13
Race: Grung
HP: 72
AC: 15
Initiative: +5
Speed: 35 (Walk/Climb/Swim)
Skills: Acrobatics +11, Animal Handling +6, Athletics +4, Insight +6, Medicine +6, Perception +6, Stealth +11, Survival +10
Tools: Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Languages: Common, Goblin, Grung, Primordial, Sylvan, Thieves’ Cant
Feats: Poisoner
Cantrips: Blade Ward, Mage Hand, Minor Illusion, Poison Spray, Thorn Whip
Spells: Armor of Agathys, Disguise Self, Hex, Hunter’s Mark, Long Strider, Mage Armor (at will), Sleep, Zephyr Strike
Primary Attacks: Thornwhip +6 to Hit, Damage: 3d6 + 2d8 Poison (DC 14)
Unarmed Strike +7 to Hit, Damage: 1d4+3 + 2d8 Poison (DC 14)
Monk Abilities: Unarmored Defense: Add Wis to AC when not wearing armor – great, because we don’t want to wear armor…
Martial Arts – Use Dex instead of Strength for Unarmed Strikes or Short Swords – that’s great. We also get another Unarmed Strike as a Bonus Action – one more chance to touch and add poison.
Ki
Flurry of Blows: (Add 2d8 Poison to up to 3 Hits per round)
Patient Defense: Dodge as a Bonus Action
Step of the Wind: Disengage or Dash as a Bonus Action, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump.
Unarmored Movement: Add +10 to speed – he’s getting fast…
Deflect Missiles
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 45’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 4 hits for the Round, each with Poison), and most likely Sneak Attack on top of it...
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 2d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest – he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Checking in at 11 level, we find that life has taken a profound turn for Ti Cha’Se’, who is no longer among his people, or even dwelling in this realm…
While tracking a truly desperate quarry, he found himself travelling deeper into the sylvan darkness of a portion of the jungle he had never travelled in before – one that unknowingly led into the shadowy Feywilde. Swiftly capturing his prey, he looked up to find himself surrounded by a Fey hunting party… one attending to the Queen of Air and Darkness Herself. Applauding his skill at bringing down a Lizardfolk warrior much larger than himself, she ordered him to be restrained and brought before her. He calmly allowed himself to be roughly grabbed by two of her elite guard… who both fell to the ground, retching a moment later. Peals of laughter came from the ruby lips of The Queen, and her eyes shone with a cunning delight as one of them died gasping, froth gathered around a swollen tongue… and then the other, who still clutched at Ti Cha’Se’s foot.
An impish fairy stepped forth, and The Queen’s own voice issued forth from it as She observed from atop her ebony steed. Ti Cha’Se’ was offered a proposition… a bargain. Two of her Court had been taken from her, and so two lives were due her. He and his prey would both have to die… or perhaps… he could serve, and take his own place in the Darkness. Without speaking, he knelt, put his hand on the bound warrior, and locked eyes with his new Queen. He did not rise until the Lizardfolk stopped twitching…
All who number themselves among her court are chained to Her will, and so she gives him a token of her power, and a sign of her patronage – a slender length of dark silver chain that he wears around his neck… (it grants the power to cast Create Food and Water, three times per day. This allows Ti Cha’Se’ to travel far from the lush jungles he has called home when he executes her will. All of her gifts are edged, however… and he quickly finds that the food summoned is the only food that sustains him. He can enjoy the taste of other food and drink, but his thirst and hunger go unsated without the gifts of his Queen. He will waste and die without her largesse… a message that is not missed by him. While his nature chafes a bit at this, he finds it an acceptable cost).
He revels in the dark whimsey of her kingdom, and does not miss the hierarchies of home.
In addition to the Pact he formed with her on that day, and the powers that come with it, the Queen mandates that he be trained in the Shadow Arts used by her elite. He excels at it…
When She decrees a hunt, he is called, or when she is displeased by one of the Lesser Court.
The Darkness has become his home, and the shadows are bending to his will.
Seventeenth-Level Stats and Commentary
Level 17 : Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 6 – Way of the Shadow
Stats: STR - 10 | DEX - 18 | CON - 12 | INT - 8 | WIS - 16 | CHA - 13
Race: Grung
HP: 108
AC: 17
Initiative: +7
Speed: 50’ (Walk/Climb/Swim) – 60’ in the first Round of combat
Jump: High Jump: 18’, Long Jump: 28’ (36’ or 56’ with 1 Ki Point) (x3 with Jump)
Starting Feat: Poisoner
Feats: Mobile
ASI – +1 Dex, +1 Wis
Skills: Acrobatics +16, Animal Handling +9, Athletics +6, Insight +9, Medicine +9, Perception +9, Stealth +16, Survival +15
Tools: Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Languages: Common, Goblinoid, Grung, Primordial, Sylvan, Thieves’ Cant
Proficiencies: Martial Weapons, Simple Weapons
Fighting Style: Druidic Warrior
Spells: Poison Spray, Thornwhip
Cantrips: Blade Ward, Mage Hand, Minor Illusion, Poison Spray, Thorn Whip
Spells: Armor of Agathys, Darkness (at will), Dark Vision (at will), Disguise Self, Find Familiar, Hex, Hunter’s Mark, Long Strider, Mage Armor (at will), Pass without Trace (at will) Silence (at will), Zephyr Strike
Number of Attacks: 2
Primary Attacks: Poison Spray – DC 17, 4D12 Poison
Thornwhip +9 to Hit, Damage: 4d6 + 2d8 Poison (DC 14)
Unarmed Strike +10 to Hit, Damage: 1d6+4 + 2d8 Poison (DC 14)
Monk Abilities: Unarmored Defense: AC = 10 + 4 + 3
Martial Arts: Use Dex instead of Strength, Bonus Action Unarmed Strike after taking the Attack Action
Dedicated Weapon: I probably won’t use this, but you never know… maybe if I pick up a groovy magic weapon
Ki Points – 6 per Short Rest
Flurry of Blows (Bonus Action) – make 2 Unarmed Strikes
Patient Defense (Bonus Action)
Step of the Wind (Bonus Action) Disengage or Dash, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump
Unarmored Movement: Move becomes 50’
Ki Fueled Attack (Bonus Action) Gain an Unarmed Attack if I spend Ki
Deflect Missiles (Reaction) Reduce Ranged Attacks by 1d10 + 10
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Quickened Healing: 1d6+6 HP
Slow Fall – Reduce falling damage by 30
Focused Aim
Stunning Strike: Spend 1 Ki point to inflict Stunned (Con DC 17)
Ki Empowered Strikes – Unarmed Strikes count as Magical
Shadow Step (Bonus Action) Teleport up to 60’ when in dim light or darkness… and my first Attack is at Advantage (which means Sneak Attack).
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 60’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 5 hits for the Round, each with Poison)
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 3d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Uncanny Dodge: (Reaction) Cut damage in half if I can see the source
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest (DC 15)– he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Eldritch Invocations:
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Pact of the Chain
Familiar Imp (reskinned as a Fairy of the Dark Court)
By 17 Level, his position in the Court has grown, and The Queen has provided him a vassal – the very Page who offered him Her pact.
He is now known as Her Little Hunter, with no disrespect offered in that title. When She hunts her prey, he is her guide. When a mortal displeases her, he is sent.
Twentieth-Level Stats and Commentary
Level 20 : Rogue 5 – Thief | Ranger 3 – Gloomstalker | Warlock 3 – Pact of the Arch Fey | Monk 9 – Way of the Shadow
Stats: STR - 10 | DEX - 18 | CON - 12 | INT - 8 | WIS - 16 | CHA - 13
Race: Grung
HP: 126
AC: 17
Initiative: +12
Speed: 50’ (Walk/Climb/Swim) – 60’ in the first Round of combat
Jump: High Jump: 18’, Long Jump: 28’ (36’ or 56’ with 1 Ki Point) (x3 with Jump at will)
Starting Feat: Poisoner
Feats: Mobile
ASI – +1 Dex, +1 Wis
Alert
Skills: Acrobatics +16, Animal Handling +9, Athletics +6, Insight +9, Medicine +9, Perception +9, Stealth +16, Survival +15
Tools: Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Languages: Common, Goblin, Grung, Primordial, Sylvan, Thieves’ Cant
Proficiencies: Martial Weapons, Simple Weapons
Fighting Style: Druidic Warrior
Spells: Poison Spray, Thornwhip
Cantrips: Blade Ward, Mage Hand, Minor Illusion, Poison Spray, Thorn Whip
Spells: Armor of Agathys, Darkness (at will), Dark Vision (at will), Disguise Self, Find Familiar, Flock of Familiars, Hex, Hunter’s Mark, Long Strider, Mage Armor (at will), Pass without Trace (at will) Silence (at will), Suggestion, Zephyr Strike
Number of Attacks: 2
Primary Attacks: Poison Spray – DC 17, 4D12 Poison
Thornwhip +9 to Hit, Damage: 4d6 + 2d8 Poison (DC 14)
Unarmed Strike +10 to Hit, Damage: 1d6+4 + 2d8 Poison (DC 14)
Monk Abilities: Unarmored Defense: AC = 10 + 4 + 3
Martial Arts: Use Dex instead of Strength, Bonus Action Unarmed Strike after taking the Attack Action
Dedicated Weapon: I probably won’t use this, but you never know… maybe if I pick up a groovy magic weapon
Ki Points – 9 per Short Rest
Flurry of Blows (Bonus Action) – make 2 Unarmed Strikes
Patient Defense (Bonus Action)
Step of the Wind (Bonus Action) Disengage or Dash, Jump doubles for the Turn, becoming 36’ high jump, 56’ long jump
Unarmored Movement: Move becomes 50’
Ki Fueled Attack (Bonus Action) Gain an Unarmed Attack if I spend Ki
Deflect Missiles (Reaction) Reduce Ranged Attacks by 1d10 + 10
Shadow Arts: 2 Ki Points to cast: Darkness, Darkvision, Pass without Trace, Silence, and I learn the Minor Illusion Cantrip
Quickened Healing: 1d6+6 HP
Slow Fall – Reduce falling damage by 30
Focused Aim
Stunning Strike: Spend 1 Ki point to inflict Stunned (Con DC 17)
Ki Empowered Strikes – Unarmed Strikes count as Magical
Shadow Step (Bonus Action) Teleport up to 60’ when in dim light or darkness… and my first Attack is at Advantage (which means Sneak Attack).
Stillness of Mind: Remove Charmed or Frightened Condition as an Action
Improved Movement: Move on vertical surfaces or liquids
Ranger Abilities: Favored Enemy: Advantage on Survival Checks vs Humanoids
Primeval Awareness
Dread Ambusher: +2 to Initiative, Speed increases to 60’ for the first round of combat, Make one more Attack, at +8 to Damage (don’t forget the +2 D8 of Poison! If I did Flurry of Blows, that becomes a total of 5 hits for the Round, each with Poison)
Umbral Sight: Darkvision is now 150’, including in magical darkness, and I’m invisible in the dark to anyone using darkvision.
Thief Abilities: Sneak Attack: Add 3d6 once per Round
Cunning Action: Dash, Disengage, or Hide
Steady Aim: Gain Advantage, but Movement becomes 0’
Fast Hands: Bonus Action to use Slight of Hand, Thieves Tools, or User an Object – Let’s just call this Fast Tongue, and leave it at that…
Second Story Work – Climbing doesn’t take up additional movement – he moves through the trees at his full speed
Uncanny Dodge: (Reaction) Cut damage in half if I can see the source
Warlock Abilities: Fey Presence: Charm or Fear 1 time / short rest (DC 15)– he’s a hit man for the Fey – it’s going to be Fear. And once they start running…
Eldritch Invocations:
Devil’s Sight: Doubling down on the Darkvision
Otherworldly Leap - Cast Jump at will, with no Spell Slot or Component cost... tripling his already ridiculous jumping ability, especially with Step of the Wind
Pact of the Chain
Familiar Imp (reskinned as a Fairy of the Dark Court)
He is now the Fey Queen’s Killer… the one she calls for a quiet death. When he is summoned, looks of fear and concern cross the faces of The Court, because someone… or something… is going to die. No lock can bar him, no track will go unfollowed, no quarry will escape. The Shadows bend to his will, and the darkest of the Feywilde answer his call.
cool! 1 thing. could you get rid of some of the empty lines so it is easier to read?
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when do we vote?
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I think the first post said that submissions are accepted until the 25th and voting after that. Which is good for me since I need to get my ass over to heroforge and build a character. Unfortunately my weekend is rather busy so I will need next week to do it. :)
Let’s go, guys! There are some incredible builds to be done upon this theme...
this is correct, if anyone needs a time extension let me know
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)
I probably will. I don’t have a lot of time to work on these things.
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 an FYI, Mage Armor and unarmored defence don't stack.
they dont?
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Nope. You choose one AC calculation or the other. It's just like how a Lizardfolk's Natural Armor doesn't stack with Unarmored Defense.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That's correct... I totally missed that before. I'll take another look at the AC calculations - at lower levels, Mage Armor is going to be better, at higher levels it will shift. Hey - it opens up another Invocation, so I'll ponder that one as well...
Okay, I just finished my build: Scourge the Unrelenting. I'm excited for when we start voting, and will wait to see if anyone else is adding a last-minute build. Good luck all of you! May the best build win!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
soo cool! love the writing!
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