If you are unfamiliar with Locathah Rising, it's a 9th level adventure that should take you to 10th level during the course of the adventure. If you follow the adventure, you would have 4-6 Locathah adventurers (among other things, Locathah get +2 to Strength, +1 to Dexterity, and proficiency to Athletics and Perception). With the limited scope of the adventure, many builds that wouldn't be as desirable could be quite fun.
What kind of builds would you use? Here is the Fighter 8 (EK), Cleric 1 (Death) that I built for it.
ddb.ac/characters/21942395/GRGcAf
Here is the post that I had for discussing it, including the thought that I had behind building it. Keep in mind that some of the choices were influenced by the smuggler background, like Fog Cloud and Warding Wind
Whenever I look at making a Locathah I mainly think about how to mitigate the following racial trait:
Limited Amphibiousness: You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
The Lurker in the Deep (UA) - Warlock
Straight off the bat you get access to create or destroy water which pretty much solves that problem. Additionally, whilst not very optimized it is super flavorful and gives you a decent AC (natural armour). Additionally, I am curious as to if Fathomless Soul (6th-level) which among other things gives the ability to "breathe both air and water" would overcome the Limited nature of Locathah's Ampibiousness... humans would be unlimited in their amphibiousness with this trait, despite not naturally being able to survive the deeps.
Way of the Four Elements - Monk
I also quite liked the idea of using Elemental Attunement (3rd -level) to constantly surround yourself in a controlled bubble/aura of water, which you then use in order to Water Whip your enemies... the +1 dex is helpful here... but again not very optimised.
Artificers
I suppose can use an Alchemy Jug to solve all their problems. The racial +2 Strength could make for a decent artificer build, with the +1 Dex and natural armour meaning you can save on buying AC... but that would limit options for infusions
If you are unfamiliar with Locathah Rising, it's a 9th level adventure that should take you to 10th level during the course of the adventure. If you follow the adventure, you would have 4-6 Locathah adventurers (among other things, Locathah get +2 to Strength, +1 to Dexterity, and proficiency to Athletics and Perception). With the limited scope of the adventure, many builds that wouldn't be as desirable could be quite fun.
What kind of builds would you use? Here is the Fighter 8 (EK), Cleric 1 (Death) that I built for it.
ddb.ac/characters/21942395/GRGcAf
Here is the post that I had for discussing it, including the thought that I had behind building it. Keep in mind that some of the choices were influenced by the smuggler background, like Fog Cloud and Warding Wind
https://www.dndbeyond.com/forums/class-forums/fighter/55520-locathah-rising-fighter-8-cleric-1
Whenever I look at making a Locathah I mainly think about how to mitigate the following racial trait:
Limited Amphibiousness: You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
The Lurker in the Deep (UA) - Warlock
Straight off the bat you get access to create or destroy water which pretty much solves that problem. Additionally, whilst not very optimized it is super flavorful and gives you a decent AC (natural armour). Additionally, I am curious as to if Fathomless Soul (6th-level) which among other things gives the ability to "breathe both air and water" would overcome the Limited nature of Locathah's Ampibiousness... humans would be unlimited in their amphibiousness with this trait, despite not naturally being able to survive the deeps.
Way of the Four Elements - Monk
I also quite liked the idea of using Elemental Attunement (3rd -level) to constantly surround yourself in a controlled bubble/aura of water, which you then use in order to Water Whip your enemies... the +1 dex is helpful here... but again not very optimised.
Artificers
I suppose can use an Alchemy Jug to solve all their problems. The racial +2 Strength could make for a decent artificer build, with the +1 Dex and natural armour meaning you can save on buying AC... but that would limit options for infusions