And I'm back! Life still isn't great, but I'm bringing some degree of cash in through Paid DMing now (more on this at the bottom) so feel okay to start these back up again! And this time it's in the right forum >.>
Thank you for the support everyone, it means a lot to me!
The Concept: The Lone Wanderer
This time your aim to to make the most complete lone adventurer you can, aiming to cover everything from combat, healing to skill checks and utility. There is no party and any assistance or companions you have are only there because you either summoned them or made them through a class feature.
Some rules for guidance:
-No UA, only officially published materials
-You must include a stat array (Point Buy or Standard Array)
-Build to 20 with insights on how the build hands at levels 5, 11, 17 and 20 (include hp and AC at each point for each of reading)
-Multiclassing and feat optional rules in play
-Variants for races available (V. Human, Dragonmarks, SCAG variants)
-No magic items unless you have a way to create them from a class feature
-Normal starting items and gold, mundane armor upgrades be assumed to happen during tier 2 (so you can mention Plate/Half Plate in your commentary but you can only include it in snapshots for levels 11,17 and the final 20).
-Catchy names and fluff are not a requirement but are always nice to read
Suggested format:
Level 20 level split:
Race:
Stats: Str x Dex x Con x Int x Wis x Cha x
Background:
Starting level:
Any guidance or commentary you want
At 5th level:
Any guidance or commentary you want
At 11th level:
Any guidance or commentary you want
At 17th level:
Any guidance or commentary you want
At 20th level and final thoughts:
Voting:
To sort the wheat from the chaff we'll vote on builds and declare a 'winner' (a concept that will hopefully continue in future threads and put the contest into this), to vote simply make a post quoting the build you want to vote for (snipping the content to keep things getting out of hand) and say something that indicates you're voting e.g. +1, get's my vote etc.
-Each user only gets one vote but you can edit your post at any time before the deadline to change your mind.
-If you submit a build, you must vote for someone for your entry to be considered valid
-A user can submit more than one build but they must be in separate posts (and not back to back to respect forum rules)
-You cannot vote for yourself
-Each throwdown thread will run for 7 days after which no new builds will be accepted for contention, when the build deadline has closed votes will be accepted. The voting deadline will be three days after the build deadline, votes will be tallied and the winner announced (any vote edits after the deadline has passed will also not be counted, if the original vote cannot be seen the vote will be null and void).
Solo Tour build deadline/Voting opens: 21/09/2020 @ 8pm BST/3pm ET
Voting deadline: 26/09/2020 @ 8pm BST/3pm ET
PLEASE NOTE THAT VOTING IS NOW ONLY ONCE THE BUILD DEADLINE HAS PASSED.
I'm looking forward to what all the optimisers around here come up with so without further ado, let's THROWDOWN
For any powergamers interested I'm now running arena style combats where the more arena rosters you survive the more levels and loot you earn, this could be a great way to test out any and all throwdown entries you may be proud of! Please bear in mind that this is a paid thing to try and support myself and my partner at the moment, any consideration is appreciated but the support you've all shown so far with your kindness is already so much, so no worries if this isn't for you!
Yayyyy! And on right forum 😂😜. I am thinking about this hard. Might have to put two builds in, got some great utility ones. Hip hip hooray for DorkForge!
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
YOU'RE BACK! We have awaited your arrival for centuries......actually, it was like what, two weeks? A month? whatever. Sure felt like centuries. I have a really cool thematic build....
just a suggestion, but It would make a pretty cool YT video featuring all the builds.....maybe even have the viewers vote.....just a thought.
This is probably the most difficult challenge yet. Here we go.
Nomad, the wandering tinker.
Artificer 3/Bard 17
Species: Half-Elf
Starting Stats: Str 8, 14 Dex, 14 Con, 14 Int, 10 Wis, 17 Cha. You start off very well rounded, save for Wisdom. (Half Elf bonuses are going to Con and Int, as well of course Cha)
Level 1
Nomad will start out with an artificer level. This nets us spellcasting, allowing you to take the mending cantrip, and an attack cantrip of your choice. Not very exciting at level one.
Level five:
Nomad starts to get interesting at 5. Now, you have 3 levels in Battle Smith Artificer and 2 in Bard. Battle Smith lets Nomad get a steel defender, flavored as a thin whippy snake that looks like a streak of quicksilver, and lets you use intelligence on magical weapon attacks. Since Nomad is a discreet individual, they will infuse a rapier to fence with, and conceal it in a cane. They will also infuse their leather jacket with +1 AC. Next, the levels in bard grant more spell slots to grab utility spells with.
Level ten
Battle Smith Artificer 3/ Swords Bard 7 Since this is a solo adventurer, bardic inspiration isn't very useful. Nomad instead gets flourishes, to augment thier defense or mobility. Bard also grants you expertise in Persuasion and Perception. Persuasion allows Nomad to talk their way out of a dangerous situation, and Perception shores up that low wisdom score. And Nomad gets Jack of all Trades, so now they can add half their proficiency modifier to almost anything. At level 4 bard, they get an Asi. Nomad will but that in intelligence, bringing them up to a solid 16.
Level fifteen
Art 3/Bard 12- Now Nomad just keeps on cruising. You can take Elven Accuracy to bring you up 18 Charisma, and you have sixth level spells.
Level 20
Finally, when Nomad reaches level 20, they are a true jack of all trades, master of some. they get a vast amount of proficiences, can talk your way out of almost anything, and fence with their mind. They have a massive array of spells, all the way up to ninth level. As Nomad gains magic items, they can swap out your infusions for any situation. While Nomad doesn't get the best dps, they can still use skills and deception to avoid combat if necessary. Nomad can fight with melee weapons, or snipe with cantrips from far away. Nomad can even heal yourself with cure wounds and Song of Rest. They can fulfill almost every role in a party.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Race: Variant human (crossbow master feat, +1 to int, dex, str)
Stats: Str 13 Dex 18 Con 14 Int 18 Wis 12 Cha 8
Background: Noble -- the extra money is necessary to buy the additional rapier and the seal to get into noble courts and stuff is also helpful.
Starting level: Artificer 1, AC 14, HP 10
At first level, Artificers get cantrips, studded leather armor, and a light crossbow! Still pretty limited but that will change
At 5th level: Artificer 4, Fighter 1, AC 17, HP 39
By now, I'm getting much more powerful. I take the Alchemist subclass, giving me healing abilities comparable to a cleric. My ASI goes into dex. Now that I'm proficient, I spend my background loot on a rapier (to work with the crossbow expert feat). I have infusions to use, making my leather armor +1, and the rapier a radiant weapon, so I can attempt to blind enemies I hit with it. Protection fighting style.
At 11th level: Artificer 10, Fighter 1, AC 18, HP 103
Okay, maxing out artificer. My elixers now give temporary HP, and I think I'll take the tough feat for my second ASI. My +1 armor becomes +2 because the infusion gets stronger later on. Due to another infusion, my crossbow requires no ammo and is also +1, because infusions.
At 17th level: Artificer 10, fighter 5, wizard 2, AC 19, HP 159
With 5 levels of fighter I get extra attack (choosing champion to simplify things), increasing my damage output. My ASI goes into DEX again -- making my AC quite good. I choose divination for my wizard subclass, as getting good dice rolls and giving my enemies bad ones will only matter more.
At 20th level: Artificer 10, fighter 5, wizard 5. AC 19, HP 183
Finally, I can cast fireball. I put my wizard ASI in int. Let's review for party slots filled: Rogue -- yes, Artificers have thieve's tools and my dex is pretty darn good. Cleric -- yes, Alchemist artificer is an excellent healer. Melee combatant -- yes, I have levels in fighter and enhanced weapons. Mage -- yes, I have 8D6 FIRE DAMAGE IN A 20 FOOT RADIUS JUST FIREBALL! Overall really satisfied with this build, its spellcasting vs. melee is balanced pretty well.
A'ighty. Let's try this. May refine the build throughout the week, but this should be a good start. Heh, can't be letting people off easy, after all. Gotta work for it if they want that Dubya.
Taewyn Snowsong, Beloved of Ioun
In the Greying Wildlands, nestled away in sleepy secrecy since the terror of the Calamity, one may stumble across the modest village of Snowsong among the snow. Only a few hundred souls call Snowsong home, but among them is a small splinter of the Knowing Mentor’s ancient worship, kept alive since the wars of the gods by isolation and carefully maintained caution. The Disciples of the Hidden Eye live amongst the villagers, battling the elements and joining their unenlightened brethren in their rituals of devotion to the Wildmother, but the Hidden Eyes have never forgotten their purpose.
Their founder, many centuries ago, was given a vision by their Mistress as she departed beyond the Divine Gate to try and mend her wounds. A prophecy, a divine mandate for him and those who would follow him, to watch for a child of the sleepy little village born with the mark of the Knowing Mentor’s eye on her brow. That child would become instrumental in the struggle to contain the Chained Oblivion, and perhaps even bring true healing to Ioun and allow her to reclaim the fullness of her divine strength beyond the Gate. That child would become the goddess’ true Hidden Eye, her agent in the world.
For almost a thousand years, the Hidden Eyes of Ioun watched over the remote village of Snowsong, using the knowledge and lore in their secret, buried library to ensure the village’s survival until the day when a village woman gave birth to a half-elven child with a crescent-shaped birthmark upon her brow. The Hidden Eye saw the mark and knew the time of prophecy was at hand. This girl, this innocent little half-elven wisp, was to become a champion of the goddess of knowledge.
Provided she learned how to survive the inevitable assaults of the Chained Oblivion’s own agents upon the surface of Exandria, and perhaps even beyond.
Taewyn, Beloved of Ioun Half-Elf Rogue/Cleric(Knowledge)/Warlock(Celestial) Far Traveler (because what other background could there possibly be for a Lone Wanderer?) HP: 10 8 | 13(14) | 14 | 10 | 12 (13) | 15(17)
Youthful Lessons: Level Zero (Basic Character Set-up)
Taewyn has a long road ahead of her, but the Hidden Eyes of Ioun have armed her with the basic skills she’ll need to ensure she survives to see its end. Taewyn begins her prophecised journey as a first-level rogue, but before that she begins her life as a zeroth-level half-elf. This selection is actually important enough to Taewyn’s progression to merit its own step of the walk-through.
Select the ‘regular’ half-elven race and retain Skill Versatility (I like to think of PHB half-elves as half-elves who dominantly display the human side of their impossible genetics, rather than favoring one particular breed of elf or another). Taewyn’s upbringing predisposes her towards picking up a point each of Dexterity and Wisdom, and she learns the Dwarvish language from her tutors in the Hidden Eyes.
During her youth, Taewyn learns the fundamentals of Investigation and Survival, to ensure she can see clearly enough to complete her prophecised mission and keep herself not-dead long enough to pull it off. As a (future) Far Traveler, Taewyn is also taught how to read the moods of both people and animals (Insight, Animal Handling) and given a skill she can use to both earn lodging wherever she wanders and cover her activities as Ioun’s Hidden Eye – how to play the lute and act as a wandering minstrel.
With these skills alone, Taewyn could wander the lands and keep herself alive and fed...but ‘alive and fed’ is hardly appropriate for a Child of Prophecy.
Child of Prophecy: Level One Rogue 1 Stats/HP Unchanged AC: 13
Taewyn’s adventurer’s training begins with entirely mundane instructions in the arts of roguery. Any successful lone adventurer needs two things above all else – the knowledge of how to avoid trouble, and the knowledge of how to talk one’s way out of trouble when one cannot avoid it. As such, Taewyn is taught proficiency in Stealth, Perception, Athletics, and Persuasion, with her tutors focusing to the point of Expertise in Stealth and Persuasion. Taewyn is very good at staying out of sight and even better at spinning honeyed words to get out of trouble whenever her sneakery isn’t enough. Trained in the proper use of unobtrusive lightweight armor and given a solid grounding in locksmithing, Taewyn is an exceptionally skilled infiltrator and field agent even by first level.
She’ll need those skills as she travels south, unable to share her mission with anyone else for fear of accidentally revealing her existence to the Chained Oblivion and ending her mission before it can properly begin.
Mysterious Wanderer: Level Five Rogue 2/Cleric 1/Warlock 2 HP: 38 Stats unchanged AC: Gear-dependent (maximum of 17 w/chain shirt and shield)
The first stage of Taewyn’s journey is fraught, but eventually she emerges triumphant and gains enough power to grow confident in herself and her skills. A second level of rogue grants Cunning Action, an absolutely vital skill for a lone adventurer who needs to be able to hide and escape unfavorable situations. Taewyn’s ability to simply flee, leaving those who wish her ill in her dust, is often the final lifeline she has. By this time, Taewyn has begun receiving dream visions from Ioun and learned the first hints of her purpose. Ioun can grant her very little power directly; even were she not badly wounded, flooding her Hidden Eye with her own power would make Taewyn far too visible to her enemies. As such, Taewyn only receives a drop of Ioun’s own power in the form of a single level of Knowledge cleric.
The knowledge imparted by this gift is a marked improvement for Taewyn. She can now wear medium armor (favoring inexpensive chain shirts for now, and taking care to keep them hidden beneath her gear when she can) and at need she can carry a shield. More importantly, Taewyn gains her first powers of spellcasting. Though she has few spells (and her piss-poor Wisdom makes them quite weak), she can now heal herself immediately, Guide her abilities with Ioun’s grace, and bolster herself with spells such as Bless or Shield of Faith. Ioun also grants Taewyn the knowledge she’ll need to accomplish her mission – the Celestial and Abyssal languages, as well as knowledge of History and Religion so she can understand the Calamity and the nature of the Chained Oblivion.
While Ioun herself can only grant Taewyn a tiny drop of power, the Knowing Mentor can grant her champion strength another way. Trading in a debt owed, Ioun arranges for Taewyn to meet a powerful Celestial and gain that brilliant creature’s patronage, becoming a warlock as well as a rogue and a cleric.
Now, the skeins of prophecy start to take form, as Taewyn’s differing casting methods begin to reinforce each other. Provided powerful combat options with Eldritch Blast, the ability to freely disguise herself with Mask of Many Faces, and greatly expanded options for mending her own wounds, Taewyn can handle herself in virtually any situation where she’s not drastically outnumbered. Though her ability scores remain frustratingly low for the moment.
Invocations: Agonizing Blast, Mask of Many Faces Key Spells: Eldritch Blast, Guidance, Minor Illusion, Hex, Armor of Agathys, Unseen Servant Languages: 5 Skill Proficiencies: 10 (4 Expertise)
Agent of Illumination: Level Eleven Rogue 2/Cleric(Knowledge) 1/Warlock (Celestial) 8
By eleventh level, Taewyn has forged herself into a powerful champion of Ioun and made herself a marked thorn in the Chained Oblivion’s side. She’s incredibly difficult to pin down, with multiple redundant ways of escaping a bad fight and many ways of gaining access to secrets her enemies do not wish her to know.
She’s gained the services of a powerful familiar – a celestial bound to the form of a pale, three-eyed imp that accompanies her on her travels. This companion can keep Taewyn safe, invisibly scouting for her and warning her of dangers, as well as keeping watch while she sleeps. Its mere presence bolsters her light; as she progresses in power and learns more of her patron’s secrets, her familiar maximizes her ability to mend herself. She gains new spells, including the absolutely critical ability to cast Counterspell. When one has no backup, suffering the effects of a debilitating Hold spell or the like is Game Over; while ‘wasting’ power on a Counterspell is often scoffed at by more conventional warlocks, Taewyn’s ability to escape a bad situation is nigh unmatched...so long as she’s not Held. She boosts this defence by learning the art of the Trickster’s Escape from her patron, gaining vital breathing room against hindering effects.
She also (finally) gets some bloody ASIs, devoting the first to gaining the Resilient (Wisdom) feat. Again – suffering the effects of a disable spell are not an option for Taewyn, and so she specifically trains her mind to sharpen it against such effects, as well as rounding off her Wisdom to a slightly less bad 14. At warlock 8/character 11, Taewyn takes her second ASI as a two-point boost, finally rounding off Charisma to 18 and investing a point in Constitution for the future.
(New) Invocations: Gift of the Ever-Living Ones, Trickster’s Escape (New) Key Spells: Invisibility, Counterspell, Dimension Door, Banishment
By level 17, Taewyn has become one of the most powerful mortal champions of Ioun on Exandria – though very few know this. Even the Chained Oblivion itself is unsure of the identity and nature of the mortal agent who continues to thrust its plans and schemes into disarray, however hard it seeks to find and kill the nuisance. To virtually all who know her, Taewyn is simply a wandering minstrel and songstress, playing for her supper with her lute and conjuring up a few delightful magic tricks to excite the children with.
She is, nevertheless, an extremely powerful warlock. Taewyn gains the ability to summon a powerful elemental with her Pact magic, burning a spell slot to create a massive, powerful distraction – or to even the odds in a tough encounter. She finally invests in area blasting spells, allowing her to scourge groups of clustered-up nobodies, though her chief priority is as it’s always been – avoid such fights, and when combat is inevitable be surgical over splattery. A single use of Polymorph per rest adds versatility, and as she gains power she gains two supreme NOPE abilities.
The first is Plane Shift, her seventh-level Arcanum, allowing her to escape any situation she desires as permanently as one possibly can – or to cast any single foe she deems necessary to a trap they cannot escape. The second is Searing Vengance, at 14 warlock/17th character level. Once a day, when reduced to making death saving throws, Taewyn can simply get back up with a big surge of healing and a blast of blinding radiance. Even the foulest ambushes now have to work twice as hard to catch her, as a Searing Vengeance allows her time to escape with any of her myriad options for slipping free of a bad fight.
(New) Invocations: Minions of Chaos, Sculptor of Flesh (New) Key Spells: Flame Strike, Hold Monster Arcanums: True Seeing, Plane Shift
Bane of the Chained One: Level Twenty Rogue 2 / Cleric (Knowledge) 1 / Warlock (Celestial) 17
At twentieth level, Taewyn is Ioun’s greatest agent on the Prime Material...and almost no one knows it. She takes her final three levels in the warlock class, gaining eighth and ninth-level Mystic Arcanums as well as an absolutely key Invocation – Shroud of Shadow, allowing her to cast Invisibility at will just the same way her familiar can. She’s gained enough power and knowledge to turn the infinite chattering chaos of the Chained Oblivion against its own agents with Maddening Darkness, and at her final level she gains the incredibly powerful True Polymorph. Taewyn is alone no longer – with True Polymorph she can create allies out of any random object she desires, allies she knows beyond doubt could never be an agent of the Chained Oblivion...or she can transform her loyal, faithful familiar into a deadly combatant in its own right, enabling her longtime friend to rip and tear until it is done.
Her final ASI goes to Elven Expertise, neatly rounding off her Charisma and granting her Elfy Super Advantage on any attack she can manage with advantage. She gains a few additional spells, but none as important as her Arcanums. She does trade Invisibility off of her warlock spell list, since she no longer needs to cast it as a spell.
The Child of Prophecy now has everything she needs to fulfill her destiny. Proficiency in ten separate skills, Expertise in four of those. Two out of three Strong saves, with advantage against debilitating Charm effects common to the enemies she faces. Nine cantrips spread amongst damage and utility, and maximized Pact magic. A loyal, powerful familiar to serve as her eyes and silent guardian. Maximized self-healing, alongside a huge pool of Celestial healing dice to use it with. At least five ways of avoiding, defusing, or escaping any confrontation too stacked against her, and plenty of firepower to deal with those confrontations not quite so stacked. The ability to travel freely between the planes, and to create new allies whenever she sees fit. And even the ability to tell Death itself “Not today, I’m busy” once per day.
Though no one will sing her tale, the world will feel the unseen presence of the Child of Prophecy for centuries to come.
Hmmm... Yurei, I'm not sure if people like your builds or your storytelling. Both are amazing, and take it as a compliment! Man, going to have to dig deep, will probably post mine on the weekend, just so I can stew some ideas. But one I've got is using the king of lone wolfing: the ranger! Prepare for me to do a bit better 😊.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Heh. it comes from me just kinda refusing not to make a character when I make a character. 'Build' is part of character, but it can't exist without the story that informs it. The narrative driving the build informs the decisions I make in how the character's abilities shape up over time, and that narrative coherency makes it easy to remember what the character does and why they fit. Been doing it that way for forever, seems to still be working for me.
Good luck with your own ranger Bramble, and thanks for the kind words. Always glad to provide the sort of challenge one can use to improve their own talents.
I have two builds coming up. One is a classic assasorcadin. The other is a rogue/fighter/artificer. The first will be insanely optimized, the second more of a flavor build.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
This post has potentially manipulated dice roll results.
Arwen Greycastle (This is my first time) Story stuff in spoiler
Came into existence one day because a god decided this world needed another Cleric. Sadly this god was way too lazy to create an actual LG cleric and instead rolled a bunch of dice and used a template to create the effect of actually having done work. After putting this character to fend for itself for a few years, as one does when creating a thing, the god revealed the work ahead of this thing. So after editing the script of life for this thing (whose name is now Arwen because all things deserve a name) the journey begins as another cleric enters this fantastic world to spread the word of god.
_________________________________
Split Class: Cleric 17, Rogue 3
Race: Human (+1 to all stats)
Stats: Wis 18, Str 16, dex, 16, Con 14, Int 12, Cha 7
Background: Noble because money is a thing
First Level: Cleric 1, AC 16, HP 8
Soon after the start of the journey literally nothing happened. Arwen was plopped into a town, given some money and a chain shirt and left to fend for itself as the god who created Arwen went to go play yahtzee somewhere else.
Fifth level: Cleric 3, Rogue 2, (I gave up on figuring the stuff out)
Learning that life was super cruel Arwen joined a thieves guild (which is a normal thing to do when on a quest for good) and soon gained the rank of super lackey number one and was sent on many an errand to appease the guild thus far.
eleventh level: Cleric 8, Rogue 3
After many side quests for the thieves guild Arwen finally went to go do what it was sent to do in the first place, you know murder unbelievers and convert people so that the god could grow in power, when finally the god saw that five un eventful years went by and decided to help out, gifting Arwen with the ability to call upon him to aid Arwen in its quest.
Seventeenth level: Cleric 14, rogue 3
Should be able to cast divine intervention at this point and invoke the help of his deity
twentieth level: Cleric 17, Rogue 3
Soon Arwen was a force to be reckoned with wielding its battle axe with the ferocity of an animal. Of course Arwen won't win many things, but at least it tried in its short, mortal, human existence.
At this point Arwen is a 17th level Cleric of life and a third level arcane trickster, therefore being able to counter stuffs.
DISCLAIMER: Before I begin, I am not looking to optimize anything but flavour for this build, but it might happen anyway....cause I can't help it sometimes. There will be a second really optimized build coming up.
The Outlaw
"The world’s seen plenty of old hermits, but it’s never seen an old outlaw. The hermit and the outlaw both forego the companionship of their fellow human beings, but only the outlaw lives with fear for a companion, the never-ending gnawing at the soul warning that someday a noose will find your neck. Makes no difference how careful you are, nor how clever. After too many cold nights away from the friendly hearth of civilization, you get tired of being hunted by your own kind. You get mean. You get sloppy. And real soon after that? You get dead."
Race: V. Human, because I am boring, and I like feats. Take Crossbow expert for your feat.
Stats: Str 10 Dex 15 (+1) Con 13 (+1) Int 14 Wis 12 Cha 10
Background: Criminal or outlander, take your pick.
Starting level: Rogue. Proficiency in Stealth, Perception, Deception, and Acrobatics. Expertise in Perception, and Deception. Grab the rapier and the shortbow. Stick the daggers in your boots, and don your leather riding jacket. Things get real dusty around these parts. (HP: 10, AC: 13)
Any guidance or commentary you want "The worst deception of all is when people forget who you are—when they tell themselves that maybe you’re not so bad. Maybe you’re just rough around the edges. Maybe you can acclimate to polite society. That changes awful quick the first time they see the blood on your hands. And the gleam in your eye."
At level two, we get cunning action, which helps us with getting out of tricky situations. Level three you get your subclass. It is a hard decision, if you think about how many there are, but we are going with Inquisitive. The only way to stay alive is to see threats before they see you. Level four is the first multiclass level. Get fighter, and the archery fighting style. Getting into Melee is a quick and easy way to die. Think of second wind like a card players last trick. It's not to be relied on, but its there when you need it. And trust me....you will need it.
At 5th level: Another level of fighter netting you action surge. Your list of tricks is growing, and this new one's a blinder. Twice the actions, twice the impact. If only you had an audience.... (HP:40 AC: 13)
Any guidance or commentary you want: "Normally I keep my cards close to my chest, so to speak, but here is a bit of advice. Don’t trust any place that doesn’t charge you rent, don’t go to bed before setting your traps, and never, ever forget about the guy you pushed over a cliff." At level 6 is your first artificer level. You have finally figured out how to do some of that fancy mumbo-jumbo that those hextrackers keep using on you. Took you long enough. Get some gear upgrades, with studded leather and grab yourself a Hand Crossbow. Finally putting that until now useless feat through its paces. As I said before, took you long enough. For spells, grab cure wounds and alarm. Healing is a must, as you wont find much rest in any temples, and alarm saves you a few precious minutes when setting your traps. Level seven nets you infusions. Grab bag of holding, so you can carry all of your Ill begotten swag, and repeating weapon. Throw a cylinder and some iron sights on your crossbow and call it a Smith 'n Weston. bonus now you can use a shield as well. Level eight, and you are finally no longer sub-optimal. Grab Battlesmith, but skimp out on those int attacks. No-one ever killed anyone with there mind. Actually now I think of it, I know this mind flayer..... You also found a cute puppy along the road. You took it, mounted a minigun on its back, and called it Buster. You feel like trash doing it, but you're used to that. Level nine is your first ASI, as you multiclass back into Rogue. Bump Int, cause if you can't hit Squat, your dont deserve the title of 'best shot in the west'. Not that anyone ever gave you that title anyway. Level ten, and you get uncanny dodge. No use for magical armour if nothing can hit you.
At 11th level: Another level of Rogue, netting you your second Expertise. Stealth and sleight of hand are the talents of any good outlaw. (HP: 82 AC:18)
Any guidance or commentary you want: "People say jack's of all trades are masters of nothing, but that aint true for you. You are a little bit of everything, and that makes you a master at surviving. No matter what life throws your way, you have a trick that allows you to stay on your feet. Just avoid saving the princess. If there is a surer way to be mutilated, I haven't found it." At level 12, you gain evasion. Dodge around the battlefield like the drunk demon you are....just dont try to fight anything psychic based, or you are likely to end up with your brain turned into a three course meal. At level 13, you grab another Artificer level, and your third ASI. Bump Con.....You will need it. At level fourteen, you FINALLY get extra attack.....as I have said a LOT before.....took you long enough. Level 15 gets you more infusions, so grab boots of flyin', and enhanced defence. Everybody likes to be hit, less. Level 16, and you come into your own. Even against impossible odds, you know how to prevail. Some daring acrobatic feat, or a weird loophole in the law of whatever hell-hole you wound up in, it doesn't matter, just know that when you need it, you have it.
At 17th level: Another ASI, and you finally max your dex. You now have earned the title 'best shot in the west but no-one really cares except for buster who is really proud of you. Too bad you dont love him back......What do you mean you love him? love is gonna git ya killed. Even though this build is nearly done, you have a lot to learn. (HP: 124, AC: 20)
Any guidance or commentary you want: "Wanna know what my teacher said to me kid? He said when things are bad—really bad—then all that’s left is to decide whether to die on your feet or die on your knees. That’s when you become truly free. That’s when you can risk everything, because there’s nothing left to lose and fear has lost its hold on you. My teacher was an idjit" At level 18, you net yourself arcane jolt. A bit of extra healing or damage sure is nice. At level 19, you get to attune to some more magic items, which you have made quite the stash of by now.
At 20th level and final thoughts: Maeteri:"You can now put those silly spells of yours into an item. Well done. If you live long enough, you may become greater than me, and I am the best. Once you asked me why I walk the path I do, and I didn't answer you then. But I am answering you now. You dont choose the path you are given, you walk it yourself, or someone else walks it for you, but that path will be walked. I will miss having you around kid, but this is where we part ways."
Teysan: "But what now?"
Maeteri: *shrugs, but doesn't look back*"Who knows but the gods.Our road is clear as dirt, and soft as stone. Welcome to the path of the outlaw Kid, Neither straight nor narrow."
And I'm back! Life still isn't great, but I'm bringing some degree of cash in through Paid DMing now (more on this at the bottom) so feel okay to start these back up again! And this time it's in the right forum >.>
Thank you for the support everyone, it means a lot to me!
The Concept: The Lone Wanderer
This time your aim to to make the most complete lone adventurer you can, aiming to cover everything from combat, healing to skill checks and utility. There is no party and any assistance or companions you have are only there because you either summoned them or made them through a class feature.
Some rules for guidance:
-No UA, only officially published materials
-You must include a stat array (Point Buy or Standard Array)
-Build to 20 with insights on how the build hands at levels 5, 11, 17 and 20 (include hp and AC at each point for each of reading)
-Multiclassing and feat optional rules in play
-Variants for races available (V. Human, Dragonmarks, SCAG variants)
-No magic items unless you have a way to create them from a class feature
-Normal starting items and gold, mundane armor upgrades be assumed to happen during tier 2 (so you can mention Plate/Half Plate in your commentary but you can only include it in snapshots for levels 11,17 and the final 20).
-Catchy names and fluff are not a requirement but are always nice to read
Suggested format:
Level 20 level split:
Race:
Stats: Str x Dex x Con x Int x Wis x Cha x
Background:
Starting level:
Any guidance or commentary you want
At 5th level:
Any guidance or commentary you want
At 11th level:
Any guidance or commentary you want
At 17th level:
Any guidance or commentary you want
At 20th level and final thoughts:
Voting:
To sort the wheat from the chaff we'll vote on builds and declare a 'winner' (a concept that will hopefully continue in future threads and put the contest into this), to vote simply make a post quoting the build you want to vote for (snipping the content to keep things getting out of hand) and say something that indicates you're voting e.g. +1, get's my vote etc.
-Each user only gets one vote but you can edit your post at any time before the deadline to change your mind.
-If you submit a build, you must vote for someone for your entry to be considered valid
-A user can submit more than one build but they must be in separate posts (and not back to back to respect forum rules)
-You cannot vote for yourself
-Each throwdown thread will run for 7 days after which no new builds will be accepted for contention, when the build deadline has closed votes will be accepted. The voting deadline will be three days after the build deadline, votes will be tallied and the winner announced (any vote edits after the deadline has passed will also not be counted, if the original vote cannot be seen the vote will be null and void).
Solo Tour build deadline/Voting opens: 21/09/2020 @ 8pm BST/3pm ET
Voting deadline: 26/09/2020 @ 8pm BST/3pm ET
PLEASE NOTE THAT VOTING IS NOW ONLY ONCE THE BUILD DEADLINE HAS PASSED.
I'm looking forward to what all the optimisers around here come up with so without further ado, let's THROWDOWN
The Contestants:
JoeltheWalrus' 'Nomad, the Wandering Tinker' 1 Vote
OrtanFang's 'Jack the Swiss'
Yurei1453's 'Taewyn Snowsong, Beloved of Ioun' 1 Vote
Daryll_Goodfellow's 'Arwen Greycastle'
GoodBovine's 'The Outlaw' 1 Vote
Narsea's 'Syrina, Agent of the Summer Court'
GoodBovine's 'The Dark Angel' 3 Votes WINNER
Bobbybaker's 'Lone Wanderer' 2 Votes
Lostwhilefishing's 'Peregrine the Surveyor' 1 Vote
BramblefootDruid's 'Mask of the Mist' 1 Vote
Congratulations to GoodBovine's 'The Dark Angel'
Previous winners:
Throwdown #1: The Gish - Yurei1453's 'Aine, Avandra's Blade'
Throwdown #2: The Terminator - Yurei's 'ATLAS'
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
For any powergamers interested I'm now running arena style combats where the more arena rosters you survive the more levels and loot you earn, this could be a great way to test out any and all throwdown entries you may be proud of! Please bear in mind that this is a paid thing to try and support myself and my partner at the moment, any consideration is appreciated but the support you've all shown so far with your kindness is already so much, so no worries if this isn't for you!
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
Yayyyy! And on right forum 😂😜. I am thinking about this hard. Might have to put two builds in, got some great utility ones. Hip hip hooray for DorkForge!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
YOU'RE BACK! We have awaited your arrival for centuries......actually, it was like what, two weeks? A month? whatever. Sure felt like centuries. I have a really cool thematic build....
just a suggestion, but It would make a pretty cool YT video featuring all the builds.....maybe even have the viewers vote.....just a thought.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Hmmmmmmm......
Also: good to see life is turning around for you, DF. Good luck with the paid DM work.
Please do not contact or message me.
This is probably the most difficult challenge yet. Here we go.
Nomad, the wandering tinker.
Artificer 3/Bard 17
Species: Half-Elf
Starting Stats: Str 8, 14 Dex, 14 Con, 14 Int, 10 Wis, 17 Cha. You start off very well rounded, save for Wisdom. (Half Elf bonuses are going to Con and Int, as well of course Cha)
Level 1
Nomad will start out with an artificer level. This nets us spellcasting, allowing you to take the mending cantrip, and an attack cantrip of your choice. Not very exciting at level one.
Level five:
Nomad starts to get interesting at 5. Now, you have 3 levels in Battle Smith Artificer and 2 in Bard. Battle Smith lets Nomad get a steel defender, flavored as a thin whippy snake that looks like a streak of quicksilver, and lets you use intelligence on magical weapon attacks. Since Nomad is a discreet individual, they will infuse a rapier to fence with, and conceal it in a cane. They will also infuse their leather jacket with +1 AC. Next, the levels in bard grant more spell slots to grab utility spells with.
Level ten
Battle Smith Artificer 3/ Swords Bard 7 Since this is a solo adventurer, bardic inspiration isn't very useful. Nomad instead gets flourishes, to augment thier defense or mobility. Bard also grants you expertise in Persuasion and Perception. Persuasion allows Nomad to talk their way out of a dangerous situation, and Perception shores up that low wisdom score. And Nomad gets Jack of all Trades, so now they can add half their proficiency modifier to almost anything. At level 4 bard, they get an Asi. Nomad will but that in intelligence, bringing them up to a solid 16.
Level fifteen
Art 3/Bard 12- Now Nomad just keeps on cruising. You can take Elven Accuracy to bring you up 18 Charisma, and you have sixth level spells.
Level 20
Finally, when Nomad reaches level 20, they are a true jack of all trades, master of some. they get a vast amount of proficiences, can talk your way out of almost anything, and fence with their mind. They have a massive array of spells, all the way up to ninth level. As Nomad gains magic items, they can swap out your infusions for any situation. While Nomad doesn't get the best dps, they can still use skills and deception to avoid combat if necessary. Nomad can fight with melee weapons, or snipe with cantrips from far away. Nomad can even heal yourself with cure wounds and Song of Rest. They can fulfill almost every role in a party.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Jack the Swiss (as in "jack of all trades" and "Swiss army knife")
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Level 20 level split: Artificer 10/fighter 5/ Wizard 5
Race: Variant human (crossbow master feat, +1 to int, dex, str)
Stats: Str 13 Dex 18 Con 14 Int 18 Wis 12 Cha 8
Background: Noble -- the extra money is necessary to buy the additional rapier and the seal to get into noble courts and stuff is also helpful.
Starting level: Artificer 1, AC 14, HP 10
At first level, Artificers get cantrips, studded leather armor, and a light crossbow! Still pretty limited but that will change
At 5th level: Artificer 4, Fighter 1, AC 17, HP 39
By now, I'm getting much more powerful. I take the Alchemist subclass, giving me healing abilities comparable to a cleric. My ASI goes into dex. Now that I'm proficient, I spend my background loot on a rapier (to work with the crossbow expert feat). I have infusions to use, making my leather armor +1, and the rapier a radiant weapon, so I can attempt to blind enemies I hit with it. Protection fighting style.
At 11th level: Artificer 10, Fighter 1, AC 18, HP 103
Okay, maxing out artificer. My elixers now give temporary HP, and I think I'll take the tough feat for my second ASI. My +1 armor becomes +2 because the infusion gets stronger later on. Due to another infusion, my crossbow requires no ammo and is also +1, because infusions.
At 17th level: Artificer 10, fighter 5, wizard 2, AC 19, HP 159
With 5 levels of fighter I get extra attack (choosing champion to simplify things), increasing my damage output. My ASI goes into DEX again -- making my AC quite good. I choose divination for my wizard subclass, as getting good dice rolls and giving my enemies bad ones will only matter more.
At 20th level: Artificer 10, fighter 5, wizard 5. AC 19, HP 183
Finally, I can cast fireball. I put my wizard ASI in int. Let's review for party slots filled: Rogue -- yes, Artificers have thieve's tools and my dex is pretty darn good. Cleric -- yes, Alchemist artificer is an excellent healer. Melee combatant -- yes, I have levels in fighter and enhanced weapons. Mage -- yes, I have 8D6 FIRE DAMAGE IN A 20 FOOT RADIUS JUST FIREBALL! Overall really satisfied with this build, its spellcasting vs. melee is balanced pretty well.
------------------------------------------------------------------------------
Here's hoping I can break Yurei's winning streak! This is my first throwdown, very excited.
Proud poster on the Create a World thread
A'ighty. Let's try this. May refine the build throughout the week, but this should be a good start. Heh, can't be letting people off easy, after all. Gotta work for it if they want that Dubya.
Taewyn Snowsong, Beloved of Ioun
In the Greying Wildlands, nestled away in sleepy secrecy since the terror of the Calamity, one may stumble across the modest village of Snowsong among the snow. Only a few hundred souls call Snowsong home, but among them is a small splinter of the Knowing Mentor’s ancient worship, kept alive since the wars of the gods by isolation and carefully maintained caution. The Disciples of the Hidden Eye live amongst the villagers, battling the elements and joining their unenlightened brethren in their rituals of devotion to the Wildmother, but the Hidden Eyes have never forgotten their purpose.
Their founder, many centuries ago, was given a vision by their Mistress as she departed beyond the Divine Gate to try and mend her wounds. A prophecy, a divine mandate for him and those who would follow him, to watch for a child of the sleepy little village born with the mark of the Knowing Mentor’s eye on her brow. That child would become instrumental in the struggle to contain the Chained Oblivion, and perhaps even bring true healing to Ioun and allow her to reclaim the fullness of her divine strength beyond the Gate. That child would become the goddess’ true Hidden Eye, her agent in the world.
For almost a thousand years, the Hidden Eyes of Ioun watched over the remote village of Snowsong, using the knowledge and lore in their secret, buried library to ensure the village’s survival until the day when a village woman gave birth to a half-elven child with a crescent-shaped birthmark upon her brow. The Hidden Eye saw the mark and knew the time of prophecy was at hand. This girl, this innocent little half-elven wisp, was to become a champion of the goddess of knowledge.
Provided she learned how to survive the inevitable assaults of the Chained Oblivion’s own agents upon the surface of Exandria, and perhaps even beyond.
Taewyn, Beloved of Ioun
Half-Elf Rogue/Cleric(Knowledge)/Warlock(Celestial)
Far Traveler (because what other background could there possibly be for a Lone Wanderer?)
HP: 10
8 | 13(14) | 14 | 10 | 12 (13) | 15(17)
Youthful Lessons: Level Zero (Basic Character Set-up)
Taewyn has a long road ahead of her, but the Hidden Eyes of Ioun have armed her with the basic skills she’ll need to ensure she survives to see its end. Taewyn begins her prophecised journey as a first-level rogue, but before that she begins her life as a zeroth-level half-elf. This selection is actually important enough to Taewyn’s progression to merit its own step of the walk-through.
Select the ‘regular’ half-elven race and retain Skill Versatility (I like to think of PHB half-elves as half-elves who dominantly display the human side of their impossible genetics, rather than favoring one particular breed of elf or another). Taewyn’s upbringing predisposes her towards picking up a point each of Dexterity and Wisdom, and she learns the Dwarvish language from her tutors in the Hidden Eyes.
During her youth, Taewyn learns the fundamentals of Investigation and Survival, to ensure she can see clearly enough to complete her prophecised mission and keep herself not-dead long enough to pull it off. As a (future) Far Traveler, Taewyn is also taught how to read the moods of both people and animals (Insight, Animal Handling) and given a skill she can use to both earn lodging wherever she wanders and cover her activities as Ioun’s Hidden Eye – how to play the lute and act as a wandering minstrel.
With these skills alone, Taewyn could wander the lands and keep herself alive and fed...but ‘alive and fed’ is hardly appropriate for a Child of Prophecy.
Child of Prophecy: Level One
Rogue 1
Stats/HP Unchanged
AC: 13
Taewyn’s adventurer’s training begins with entirely mundane instructions in the arts of roguery. Any successful lone adventurer needs two things above all else – the knowledge of how to avoid trouble, and the knowledge of how to talk one’s way out of trouble when one cannot avoid it. As such, Taewyn is taught proficiency in Stealth, Perception, Athletics, and Persuasion, with her tutors focusing to the point of Expertise in Stealth and Persuasion. Taewyn is very good at staying out of sight and even better at spinning honeyed words to get out of trouble whenever her sneakery isn’t enough. Trained in the proper use of unobtrusive lightweight armor and given a solid grounding in locksmithing, Taewyn is an exceptionally skilled infiltrator and field agent even by first level.
She’ll need those skills as she travels south, unable to share her mission with anyone else for fear of accidentally revealing her existence to the Chained Oblivion and ending her mission before it can properly begin.
Mysterious Wanderer: Level Five
Rogue 2/Cleric 1/Warlock 2
HP: 38
Stats unchanged
AC: Gear-dependent (maximum of 17 w/chain shirt and shield)
The first stage of Taewyn’s journey is fraught, but eventually she emerges triumphant and gains enough power to grow confident in herself and her skills. A second level of rogue grants Cunning Action, an absolutely vital skill for a lone adventurer who needs to be able to hide and escape unfavorable situations. Taewyn’s ability to simply flee, leaving those who wish her ill in her dust, is often the final lifeline she has. By this time, Taewyn has begun receiving dream visions from Ioun and learned the first hints of her purpose. Ioun can grant her very little power directly; even were she not badly wounded, flooding her Hidden Eye with her own power would make Taewyn far too visible to her enemies. As such, Taewyn only receives a drop of Ioun’s own power in the form of a single level of Knowledge cleric.
The knowledge imparted by this gift is a marked improvement for Taewyn. She can now wear medium armor (favoring inexpensive chain shirts for now, and taking care to keep them hidden beneath her gear when she can) and at need she can carry a shield. More importantly, Taewyn gains her first powers of spellcasting. Though she has few spells (and her piss-poor Wisdom makes them quite weak), she can now heal herself immediately, Guide her abilities with Ioun’s grace, and bolster herself with spells such as Bless or Shield of Faith. Ioun also grants Taewyn the knowledge she’ll need to accomplish her mission – the Celestial and Abyssal languages, as well as knowledge of History and Religion so she can understand the Calamity and the nature of the Chained Oblivion.
While Ioun herself can only grant Taewyn a tiny drop of power, the Knowing Mentor can grant her champion strength another way. Trading in a debt owed, Ioun arranges for Taewyn to meet a powerful Celestial and gain that brilliant creature’s patronage, becoming a warlock as well as a rogue and a cleric.
Now, the skeins of prophecy start to take form, as Taewyn’s differing casting methods begin to reinforce each other. Provided powerful combat options with Eldritch Blast, the ability to freely disguise herself with Mask of Many Faces, and greatly expanded options for mending her own wounds, Taewyn can handle herself in virtually any situation where she’s not drastically outnumbered. Though her ability scores remain frustratingly low for the moment.
Invocations: Agonizing Blast, Mask of Many Faces
Key Spells: Eldritch Blast, Guidance, Minor Illusion, Hex, Armor of Agathys, Unseen Servant
Languages: 5
Skill Proficiencies: 10 (4 Expertise)
Agent of Illumination: Level Eleven
Rogue 2/Cleric(Knowledge) 1/Warlock (Celestial) 8
HP: 80
8 | 14 | 15 | 10 | 14 | 18
AC: 18 (breastplate, shield)
By eleventh level, Taewyn has forged herself into a powerful champion of Ioun and made herself a marked thorn in the Chained Oblivion’s side. She’s incredibly difficult to pin down, with multiple redundant ways of escaping a bad fight and many ways of gaining access to secrets her enemies do not wish her to know.
She’s gained the services of a powerful familiar – a celestial bound to the form of a pale, three-eyed imp that accompanies her on her travels. This companion can keep Taewyn safe, invisibly scouting for her and warning her of dangers, as well as keeping watch while she sleeps. Its mere presence bolsters her light; as she progresses in power and learns more of her patron’s secrets, her familiar maximizes her ability to mend herself. She gains new spells, including the absolutely critical ability to cast Counterspell. When one has no backup, suffering the effects of a debilitating Hold spell or the like is Game Over; while ‘wasting’ power on a Counterspell is often scoffed at by more conventional warlocks, Taewyn’s ability to escape a bad situation is nigh unmatched...so long as she’s not Held. She boosts this defence by learning the art of the Trickster’s Escape from her patron, gaining vital breathing room against hindering effects.
She also (finally) gets some bloody ASIs, devoting the first to gaining the Resilient (Wisdom) feat. Again – suffering the effects of a disable spell are not an option for Taewyn, and so she specifically trains her mind to sharpen it against such effects, as well as rounding off her Wisdom to a slightly less bad 14. At warlock 8/character 11, Taewyn takes her second ASI as a two-point boost, finally rounding off Charisma to 18 and investing a point in Constitution for the future.
(New) Invocations: Gift of the Ever-Living Ones, Trickster’s Escape
(New) Key Spells: Invisibility, Counterspell, Dimension Door, Banishment
Ioun’s Hidden Eye: Level Seventeen
Rogue 2/Cleric(Knowledge) 1/Warlock (Celestial) 14
HP: 139
8/14/16/10/14/19
AC: Still 18
By level 17, Taewyn has become one of the most powerful mortal champions of Ioun on Exandria – though very few know this. Even the Chained Oblivion itself is unsure of the identity and nature of the mortal agent who continues to thrust its plans and schemes into disarray, however hard it seeks to find and kill the nuisance. To virtually all who know her, Taewyn is simply a wandering minstrel and songstress, playing for her supper with her lute and conjuring up a few delightful magic tricks to excite the children with.
She is, nevertheless, an extremely powerful warlock. Taewyn gains the ability to summon a powerful elemental with her Pact magic, burning a spell slot to create a massive, powerful distraction – or to even the odds in a tough encounter. She finally invests in area blasting spells, allowing her to scourge groups of clustered-up nobodies, though her chief priority is as it’s always been – avoid such fights, and when combat is inevitable be surgical over splattery. A single use of Polymorph per rest adds versatility, and as she gains power she gains two supreme NOPE abilities.
The first is Plane Shift, her seventh-level Arcanum, allowing her to escape any situation she desires as permanently as one possibly can – or to cast any single foe she deems necessary to a trap they cannot escape. The second is Searing Vengance, at 14 warlock/17th character level. Once a day, when reduced to making death saving throws, Taewyn can simply get back up with a big surge of healing and a blast of blinding radiance. Even the foulest ambushes now have to work twice as hard to catch her, as a Searing Vengeance allows her time to escape with any of her myriad options for slipping free of a bad fight.
(New) Invocations: Minions of Chaos, Sculptor of Flesh
(New) Key Spells: Flame Strike, Hold Monster
Arcanums: True Seeing, Plane Shift
Bane of the Chained One: Level Twenty
Rogue 2 / Cleric (Knowledge) 1 / Warlock (Celestial) 17
HP: 163
8/14/16/10/14/20
AC: Still 18
Languages: 5
Skill Proficiencies: 10
Skill Expertise: 4
At twentieth level, Taewyn is Ioun’s greatest agent on the Prime Material...and almost no one knows it. She takes her final three levels in the warlock class, gaining eighth and ninth-level Mystic Arcanums as well as an absolutely key Invocation – Shroud of Shadow, allowing her to cast Invisibility at will just the same way her familiar can. She’s gained enough power and knowledge to turn the infinite chattering chaos of the Chained Oblivion against its own agents with Maddening Darkness, and at her final level she gains the incredibly powerful True Polymorph. Taewyn is alone no longer – with True Polymorph she can create allies out of any random object she desires, allies she knows beyond doubt could never be an agent of the Chained Oblivion...or she can transform her loyal, faithful familiar into a deadly combatant in its own right, enabling her longtime friend to rip and tear until it is done.
Her final ASI goes to Elven Expertise, neatly rounding off her Charisma and granting her Elfy Super Advantage on any attack she can manage with advantage. She gains a few additional spells, but none as important as her Arcanums. She does trade Invisibility off of her warlock spell list, since she no longer needs to cast it as a spell.
The Child of Prophecy now has everything she needs to fulfill her destiny. Proficiency in ten separate skills, Expertise in four of those. Two out of three Strong saves, with advantage against debilitating Charm effects common to the enemies she faces. Nine cantrips spread amongst damage and utility, and maximized Pact magic. A loyal, powerful familiar to serve as her eyes and silent guardian. Maximized self-healing, alongside a huge pool of Celestial healing dice to use it with. At least five ways of avoiding, defusing, or escaping any confrontation too stacked against her, and plenty of firepower to deal with those confrontations not quite so stacked. The ability to travel freely between the planes, and to create new allies whenever she sees fit. And even the ability to tell Death itself “Not today, I’m busy” once per day.
Though no one will sing her tale, the world will feel the unseen presence of the Child of Prophecy for centuries to come.
Please do not contact or message me.
Hmmm... Yurei, I'm not sure if people like your builds or your storytelling. Both are amazing, and take it as a compliment! Man, going to have to dig deep, will probably post mine on the weekend, just so I can stew some ideas. But one I've got is using the king of lone wolfing: the ranger! Prepare for me to do a bit better 😊.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Heh. it comes from me just kinda refusing not to make a character when I make a character. 'Build' is part of character, but it can't exist without the story that informs it. The narrative driving the build informs the decisions I make in how the character's abilities shape up over time, and that narrative coherency makes it easy to remember what the character does and why they fit. Been doing it that way for forever, seems to still be working for me.
Good luck with your own ranger Bramble, and thanks for the kind words. Always glad to provide the sort of challenge one can use to improve their own talents.
Please do not contact or message me.
Yeah, half the people I make could have a whole novel... But decide not to do it, it takes too much time as a student.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I have two builds coming up. One is a classic assasorcadin. The other is a rogue/fighter/artificer. The first will be insanely optimized, the second more of a flavor build.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Arwen Greycastle (This is my first time) Story stuff in spoiler
Came into existence one day because a god decided this world needed another Cleric. Sadly this god was way too lazy to create an actual LG cleric and instead rolled a bunch of dice and used a template to create the effect of actually having done work. After putting this character to fend for itself for a few years, as one does when creating a thing, the god revealed the work ahead of this thing. So after editing the script of life for this thing (whose name is now Arwen because all things deserve a name) the journey begins as another cleric enters this fantastic world to spread the word of god.
_________________________________
Split Class: Cleric 17, Rogue 3
Race: Human (+1 to all stats)
Stats: Wis 18, Str 16, dex, 16, Con 14, Int 12, Cha 7
Background: Noble because money is a thing
First Level: Cleric 1, AC 16, HP 8
Soon after the start of the journey literally nothing happened. Arwen was plopped into a town, given some money and a chain shirt and left to fend for itself as the god who created Arwen went to go play yahtzee somewhere else.
Fifth level: Cleric 3, Rogue 2, (I gave up on figuring the stuff out)
Learning that life was super cruel Arwen joined a thieves guild (which is a normal thing to do when on a quest for good) and soon gained the rank of super lackey number one and was sent on many an errand to appease the guild thus far.
eleventh level: Cleric 8, Rogue 3
After many side quests for the thieves guild Arwen finally went to go do what it was sent to do in the first place, you know murder unbelievers and convert people so that the god could grow in power, when finally the god saw that five un eventful years went by and decided to help out, gifting Arwen with the ability to call upon him to aid Arwen in its quest.
Seventeenth level: Cleric 14, rogue 3
Should be able to cast divine intervention at this point and invoke the help of his deity
twentieth level: Cleric 17, Rogue 3
Soon Arwen was a force to be reckoned with wielding its battle axe with the ferocity of an animal. Of course Arwen won't win many things, but at least it tried in its short, mortal, human existence.
At this point Arwen is a 17th level Cleric of life and a third level arcane trickster, therefore being able to counter stuffs.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Gotta wait until the voting period to place a vote, Daryll. Heh, only fair to let everyone have time to pull together an entry.
Please do not contact or message me.
Yep, sorry bout that got a little excited
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Is that a yup I see!!? Why not change that to a yep?
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
DISCLAIMER: Before I begin, I am not looking to optimize anything but flavour for this build, but it might happen anyway....cause I can't help it sometimes. There will be a second really optimized build coming up.
The Outlaw
"The world’s seen plenty of old hermits, but it’s never seen an old outlaw. The hermit and the outlaw both forego the companionship of their fellow human beings, but only the outlaw lives with fear for a companion, the never-ending gnawing at the soul warning that someday a noose will find your neck. Makes no difference how careful you are, nor how clever. After too many cold nights away from the friendly hearth of civilization, you get tired of being hunted by your own kind. You get mean. You get sloppy. And real soon after that? You get dead."
Level 20 level split: Rogue 7/ Fighter 2/ Artificer 11
Race: V. Human, because I am boring, and I like feats. Take Crossbow expert for your feat.
Stats: Str 10 Dex 15 (+1) Con 13 (+1) Int 14 Wis 12 Cha 10
Background: Criminal or outlander, take your pick.
Starting level: Rogue. Proficiency in Stealth, Perception, Deception, and Acrobatics. Expertise in Perception, and Deception. Grab the rapier and the shortbow. Stick the daggers in your boots, and don your leather riding jacket. Things get real dusty around these parts. (HP: 10, AC: 13)
Any guidance or commentary you want
"The worst deception of all is when people forget who you are—when they tell themselves that maybe you’re not so bad. Maybe you’re just rough around the edges. Maybe you can acclimate to polite society. That changes awful quick the first time they see the blood on your hands. And the gleam in your eye."
At level two, we get cunning action, which helps us with getting out of tricky situations. Level three you get your subclass. It is a hard decision, if you think about how many there are, but we are going with Inquisitive. The only way to stay alive is to see threats before they see you. Level four is the first multiclass level. Get fighter, and the archery fighting style. Getting into Melee is a quick and easy way to die. Think of second wind like a card players last trick. It's not to be relied on, but its there when you need it. And trust me....you will need it.
At 5th level: Another level of fighter netting you action surge. Your list of tricks is growing, and this new one's a blinder. Twice the actions, twice the impact. If only you had an audience.... (HP:40 AC: 13)
Any guidance or commentary you want:
"Normally I keep my cards close to my chest, so to speak, but here is a bit of advice. Don’t trust any place that doesn’t charge you rent, don’t go to bed before setting your traps, and never, ever forget about the guy you pushed over a cliff."
At level 6 is your first artificer level. You have finally figured out how to do some of that fancy mumbo-jumbo that those hextrackers keep using on you. Took you long enough. Get some gear upgrades, with studded leather and grab yourself a Hand Crossbow. Finally putting that until now useless feat through its paces. As I said before, took you long enough. For spells, grab cure wounds and alarm. Healing is a must, as you wont find much rest in any temples, and alarm saves you a few precious minutes when setting your traps. Level seven nets you infusions. Grab bag of holding, so you can carry all of your Ill begotten swag, and repeating weapon. Throw a cylinder and some iron sights on your crossbow and call it a Smith 'n Weston. bonus now you can use a shield as well. Level eight, and you are finally no longer sub-optimal. Grab Battlesmith, but skimp out on those int attacks. No-one ever killed anyone with there mind. Actually now I think of it, I know this mind flayer..... You also found a cute puppy along the road. You took it, mounted a minigun on its back, and called it Buster. You feel like trash doing it, but you're used to that. Level nine is your first ASI, as you multiclass back into Rogue. Bump Int, cause if you can't hit Squat, your dont deserve the title of 'best shot in the west'. Not that anyone ever gave you that title anyway. Level ten, and you get uncanny dodge. No use for magical armour if nothing can hit you.
At 11th level: Another level of Rogue, netting you your second Expertise. Stealth and sleight of hand are the talents of any good outlaw. (HP: 82 AC:18)
Any guidance or commentary you want:
"People say jack's of all trades are masters of nothing, but that aint true for you. You are a little bit of everything, and that makes you a master at surviving. No matter what life throws your way, you have a trick that allows you to stay on your feet. Just avoid saving the princess. If there is a surer way to be mutilated, I haven't found it."
At level 12, you gain evasion. Dodge around the battlefield like the drunk demon you are....just dont try to fight anything psychic based, or you are likely to end up with your brain turned into a three course meal. At level 13, you grab another Artificer level, and your third ASI. Bump Con.....You will need it. At level fourteen, you FINALLY get extra attack.....as I have said a LOT before.....took you long enough. Level 15 gets you more infusions, so grab boots of flyin', and enhanced defence. Everybody likes to be hit, less. Level 16, and you come into your own. Even against impossible odds, you know how to prevail. Some daring acrobatic feat, or a weird loophole in the law of whatever hell-hole you wound up in, it doesn't matter, just know that when you need it, you have it.
At 17th level: Another ASI, and you finally max your dex. You now have earned the title 'best shot in the west but no-one really cares except for buster who is really proud of you. Too bad you dont love him back......What do you mean you love him? love is gonna git ya killed. Even though this build is nearly done, you have a lot to learn. (HP: 124, AC: 20)
Any guidance or commentary you want: "Wanna know what my teacher said to me kid? He said when things are bad—really bad—then all that’s left is to decide whether to die on your feet or die on your knees. That’s when you become truly free. That’s when you can risk everything, because there’s nothing left to lose and fear has lost its hold on you. My teacher was an idjit"
At level 18, you net yourself arcane jolt. A bit of extra healing or damage sure is nice. At level 19, you get to attune to some more magic items, which you have made quite the stash of by now.
At 20th level and final thoughts: Maeteri:"You can now put those silly spells of yours into an item. Well done. If you live long enough, you may become greater than me, and I am the best. Once you asked me why I walk the path I do, and I didn't answer you then. But I am answering you now. You dont choose the path you are given, you walk it yourself, or someone else walks it for you, but that path will be walked. I will miss having you around kid, but this is where we part ways."
Teysan: "But what now?"
Maeteri: *shrugs, but doesn't look back*"Who knows but the gods.Our road is clear as dirt, and soft as stone. Welcome to the path of the outlaw Kid, Neither straight nor narrow."
If anyone wants to look at the lvl 20 sheet: https://www.dndbeyond.com/profile/GoodBovine/characters/36123973
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Thanks for the kind words everyone, it's a really wholesome and supportive community here:)
It looks like we're off to a good start!
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GoodBovine That was a lot, but it was pretty amazing...
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Thanks! There should be a second one coming soon, when I am less burnt out. A sorta one man apocalypse dealio....
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.