Stats: Str 8, Dex 14 (16), Con 14, Int 10, Wis 10, Cha 14 (16)
Background: Criminal Spy
Level 1: AC 13 (16 with Mage Armor), HP 8
Mechanical Guidance:
At level 1 the divine blood in Syrina's family manifests and grants her the "Cure Wounds" spell (Divine Soul: Good), a Fire Bolt cantrip so she can defend herself and preferably Mage Armor to increase her chances at surviving level 1. Her class grants her the Persuasion and Deception skills and her background adds Stealth, Athletics and Thieves' Tools to that. At this point she can heal, cast offensive spells, has somewhat reasonable defense that can optionally be improved with Shield, is socially capable and can get into places unseen.
Background story:
Syrina grew up as a half-orphan in the Summer Court. Her father was a member of the court's guards and was often busy, so she had a lot of time on her hands... time she spent with other orphans in the streets of Adriata, a big city under the court's rule. During these times Syrina learned a few tricks from her friends, like picking simple locks. When she grew older and thanks to her father a bit more law-abiding, she eventually joined the ranks of the Summer Court's guards. A few years after this, some strange magic foreign to the feywild manifested in her, which caused her superior to send her directly to the court. The magic was determined to be of divine origin, and the Court decided to train Syrina as a fey knight.
Syrina takes 4 levels of Warlock (Hexblade), which makes her proficient with medium armor, shields and allows her to use Charisma for melee attacks. At level two she picks Eldritch Blast to have a reliable ranged attack that scales with her level, as well as Booming Blade and Green Flame Blade, since she won't get Extra Attacks but should be somehow able to fight in melee combat. Her spells should include Shield and Armor of Agathys to help with defense. At level 4 she gains the Pact of the Chain and a Sprite familiar. As invocations she selects Agonizing Blast to increase her damage and Gift if the Ever-living Ones to always maximize her self heals. Finally, at level 5 she gains the Medium Armor Master feat to make full use of her armour (Scale Mail) without any penalties to Stealth.
Background story:
As knight of the Sumner Court, Syrina receives a magical blade imbued with the magic of the fey wild and a helpful little companion who acts as her squire.
Level 11: AC 19, HP 72
Mechanical Guidance:
Six more levels in divine soul sorcerer allow Syrina to learn the Quicken metamagic and the Spiritual Weapon and Spirit Guardian spells as well as some all-time favorites like Fireball. She also gains another ASI, which she uses either to increase her Charisma or the War Caster feat, depending on how much she needs the Char bonus. At this point her defensive options should include Shield, Absorb Elements, Blur and Mirror Image. Offensively she can cast three rays if Eldritch Blast (or 6 with Quicken), or can rely on Spirit Guardians, Spiritual Weapon and Eldritch Blast to harm everything around her, Bonus Action attack with the Spirit Weapon and Action attack with Eldritch Blast. If she gets seriously wounded, a quickened Cure Wounds heals her for maximum effect, thanks to her Gift of the Ever-living Ones invocation. If she chose Warcaster instead of Charisma, she also can make an attack of opportunity with Booming Blade to deal 3d8 + 3 damage on a hit and another 4d8 if the enemy doesn't stop moving.
Background Story:
At this level Syrina is a seasoned agent, making ample use of her magic for utility, damage and healing and of her skills and natural charisma to convince people or silently entering places where she shouldn't be to uncover secrets of the Summer Court's enemies.
Level 17: AC 20 (Half-Plate), HP 108
Mechanical:
Nothing really special. two more ASIs to max Charisma and improve Constitution. Level 18 will be interesting, though, since that will get Syrina actual wings she can use to fly. At will and unlimited. :-)
Level 20: AC 20, HP 166
The final ASI allows Syrina fo take the "Tough" feat and get some more HP. At level 18 she gained the ability to fly at will. She also has access to her favorite spells from the Cleric and Sorcerer lists up to 8th level and thanks to her flexible casting she has more spell slots than most other casters.
To sin is a travesty, To die is a tragedy, To Kill is a Mercy.
How many times had he killed? Too many to count, but count he did. His last kill toppled it over into the hundreds. One hundred. One hundred lives stolen from the bodies of sinners. Sinners....what a funny word. Were their families sinners too? Was that why the kill order stated they had to die? And the servants, slaves, even the dogs. All sinners. And to kill a sinner is a mercy. Mother told him that. Mother is always right. Always.
Race: Fallen Aasimar. This nets a str/charisma bonus and a fear ability, which is always great. Everyone loves disadvantage on being hit.
Stats: Str 15 (+1), Con 14, Dex 13, Int 8, Wis 8, Cha 14 (+2)
Starting level: Paladin. Chain, shield and Rapier. Not your typical paladin gear, but it works, and we are gonna need it later. Lay on hands is GREAT for early level healing, and Divine sense fits thematically. Grab the emblem and put it on your shield, so you can hack and slash at the same time.
Any guidance or commentary:
(three years later) His blade swung in a wide arc, but was easily parried by the demon's foul blade. Expecting this, the armoured warrior reversed his grip and lunged, landing him a blow to the creatures head. Pushing his advantage, he swung hard and fast, delivering to jabs into its abdomen. With a groan, the monster fell. Reaching down, the warrior snapped off the demon's horns, and puts them in his bag.He returns to the village, and a commoner falls at his feet “Thank you saviour, for without you, we would surely have perished” The man in armour does not answer, but silently raises his sword “I forgive you.” With those words the blade came down. Those were the last words everyone in that village heard. He was an angel, preparing the world for the gods. He would burn a trail across the realm, until they saw his might, and knew that their time had come.
Level 2: More pally, but now you get smites. Your nova is already insane, but dont worry. It will get better. You also get spells, but since you can prep them any time, I wont go through them.
Level 3: Your first multiclass level, and the gods must surely have blessed you, because you have divine blood in your veins. Divine soul sorcerer nets you a free spell (Bane) and spells from both the cleric and sorcerer list. Guidance is always nice, and Shield is a must. Think of it as a class feature. Also grab Booming Blade, cause more damage, and crowd control.....pretty sweet.
Level 4: another sorcerer level, and you get font of magic. Pretty useless right now, but an extra slot for smiting doesn't go amiss. You also get second level spell slots so your smites level up
Level 5: and you finally become the gish you were always meant to be. Quickened spell is your mandatory option, and since there are no party members to buff, we are gonna go with heightened spell. The cost is steep for you, but steeper for your target. Second level spells to go along with your slots. Shatter for an AoE and of course....hold person. Every sane person knows that the best defence is offence, and nothing says offence like auto critting with a smite on top. Trade out a level one spell for invis, as you will for sure need it. You can quicken a booming blade for a pseudo extra attack
Any guidance or commentary:
Names are fickle things. I was never given one. Names have power even in the most basic sense. If you call someones name,and they answer you, you have forced them to do something. Magic adapts and amplifies that. Demons and other fouler creatures can use your name to do terrible things. That is why I am nameless. I was born to kill demons, for demons are a sin. And sinners must die.
Level 6: Is your second multiclass level. Rogue is the class of choice, getting you Sneak attack. Not that you would ever be sneaky, you would just quicken a Hold Person, and extra damage is always nice. You get the ever useless thieves cant, and your most important ability.....expertise. This helps with your growing list of utility, between your spells and your healing. We are picking perception and intimidation. Also, you get plate. Yes, a rogue in plate. It works.
Level 7: is your second level, and it nets you cunning action. A good use of your BA when you are not quickening anything.
Level 8: is your final level of rogue, and it gets you Assassinate. Invis up to someone, tap on there shoulder, quicken a hold person, and proceed to smite the living daylights out of them.
Level 9: And we finally return to Paladin. Level three nets you the oath of Vengeance, which gives you more advantage....You are gonna be sneak attacking whenever you want. And smiting.
Level 10: grants you your first ASI which will be a strength buff.....jk lol you are getting warcaster. You need to cast those sweet spells while holding your swag, and you can use booming blade. Also, third level smites, whoppity doo
Level 11: is extra attack. It took a while, but your nova was so insane, it didn't matter anyway. Also YOU GET BILLY THE DEMON HORSE.
Any guidance or commentary:
Why should I settle for less. I AM a god. I am the slayer of demons, the razor of cities, The consumer of civilizations. I need not wait for the gods, for they have arrived. I am all of them.
Level 12: is your Aura of protection. Laugh in that mindflayers face when he tries to brain fry you. Not wise, but who needs wisdom when you have charisma.
Level 13: is your second ASI. Yes, it is a strength buff. Also, fourth level smites. WHOPPIY DOO. You now have max damage smites.
Level 14: is your third level spells. Goodbye shatter, hello fireball. Nothing more satisfying than a good fireball.
Level 15: gives you better healing, which no-one cares about
Level 16: Gives you Fourth level spells.Greater invisibility is great, and pretty much any utility. Most of the abilities I have talked about are damage, but I haven't really gone over spells. Take utility, so that you dont ALWAYS have to blast the door down. Oh and fith level slots for better fireballs
Level 17: Level 8 sorcerer gives you.... I actually can't remember, let me go get a PHB. Right an ASI. Buff charisma for better saves and save DC and Spellcasting and basically everything. Also, 6 level fireballs
Any commentary or guidance:
“I feel it.... the guilt. I have come so far, killed so many to get here...Why now? I am so close. Maybe it is the gods revenge, this newfound conscience. A way of punishing me for my wrongdoings. It is nearly done now. Soon I can rest. I am sorry.
Level 18: You now have fifth level spells. I like animate objects, but anything works.
Level 19: more metamagic! Pick empowered and twinned.
Level 20: You have burned the world to the ground at this point. There is nothing left but cold ashes. You can cast, whack, heal, control, ride a demon horse, you have levels in three different classes and are nigh on unkillable due to your Armour class. Your nova is insane, and your Action economy is even more insane.
Woohoo! It hath returned. Will have to look at this a bit after my vacation finishes up.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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!
Are we allowed to submit builds we have already posted in other throwdowns?
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!
Are we allowed to submit builds we have already posted in other throwdowns?
You can, I'd encourage at least some degree of variation though for the sake of diversifying the throwdowns.
Level 20 level split: 7 levels of paladin(ancients), 1 level dip warlock(hexblade), 12 levels of bard(eloquence)
Race: reglular human, +1 to all stats.
Stats: Str 12(+1), Dex 13(+1), Con 14(+1), Int 9(+1), Wis 9(+1), Cha 15(+1). 18 AC with shield and chain mail
Background: soldier background feature for reliable access to supplies, room and board, and simple equipment. Trade out gaming set and vehicle proficiency for thieves tools and smiths tools proficiency. Trade background skill proficiency in athletics and intimidation for proficiency in stealth and perception.
TIER 1 Starting level: start as paladin mainly for for a slight boost in maximum hitpoints. proficiency in all weapons, armor, and shields is also gained. Gain a set chain mail and two short swords for 16 AC at level 1. Will trade out later for a breastplate when you can afford it, to be able to maintain defense while being stealthy. Until then we will have to choose when to swap out the chain mail foa chainshirt via our background for stealth missions. Choosing the two short swords allows for the character to mitigate slight accuracy/damage loss for using 14 dexterity. The divine sense feature brings the ability to locate a disguised or invisible celestial, fiend, or undead Charisma mod+1 times per long rest. Also allows for the ability to detect consecrated or desecrated ground. While niche in use, this feature bypasses the spell nondetection since since it’s not a spell effect. Still defeated by nystuls magic aura though. You gain the lay on hands feature, which can be used to restore portions of hitpoints at a rate of 5hp per paladin level. This healing can be split up as necessary to allow for precise topping off of hitpoints between encounters. Can also be used to neutralize poisons or diseases as necessary using 5 hitpoints worth of healing each time.
level 2 of paladin brings the ability to cast and prepare a small amount of spells, choose a fighting style, and increases our lay on hands healing pool to 10 hitpoints. It also unlocks the feature divine smite, which we will make use of along with two weapon fighting to offset our damage expectancy. Since this build will be more of a loner type, I’ll pick the defense fighting style to bring a +1 AC bonus. The AC bonus will have a higher likelihood of staying relevant, regardless of if we cast spells or use weaponry later on. 19 AC with shield and chain mail.
level 3 will be a one level dip into hexblade warlock. cantrips we will choose eldritch blast to have a decent range option that will scale with our level, regardless of our low investment into the warlock class. Second cantrip will be minor illusion due to its incredible versatility, and it’s ability to augment our future illusions and stealth capabilities. Chosen spells will be the shield spell and hellish rebuke. Shield will further increase our AC defense for a reaction. Hellish rebuke, while also being a reaction, has the ability to be used when we are damaged any creature we can see within 60ft. While the reaction times aren’t mutually exclusive, they are different enough that the choice between them should be easy to make the majority of the time. The armor and weapon proficiency overlap is a hit to take, but being able to attack with our main weapon using charisma slightly boosts our damage reliability. Hexblades curse feature gives us a way to use our bonus action to drastically increase our damage with attacks and spells va one target. The proficiency damage would be added to any damage roll, regardless of turn. Hellish rebuke, our weapon attacks, and our Eldritch blasts would all benefit. We also get one additional level 1 spell slot that regenerates every short rest. This can be used for many spells and be effective. bless, a divine smite crit, and shield spell might be good uses.
level 4 we return to take our 3rd level in paladin. With this we choose the oath of the ancients. This gives us an additional 1st level slot, for a total of 4 slots at this point. It also unlocks oath spells ensnaring strike and speak with animals. Both of these spells are somewhat useful, and will become much more useful later on. You unlock the channel divinity features nature’s wrath and turn the faithless. Both of these features rely on saving throws which will continue to grow in with Charisma investment and future bard investment. Your channel divinity recharged on a short rest.
TIER 2 stats: 48 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 16 charisma. 19 AC with shield/chain mail/defensive fighting style 18 AC with shield/chain shirt/defensive fighting style for sneaking
Level 5: your 4th level into paladin which brings your first ASI choice. We will take the feat resilent and choose constitution. This will boost our concentration saves by quite a bit, and boost our hitpoints by a decent margin due to our starting constitution of 15. Our Eldritch blast cantrip scales up and gets to be a bit stronger of an opener for combat encounters at range. Our proficiency bonus goes up by one, so our stealth, athletics, perception, persuasion, thieves tools, and smiths tools all receive a minor boost.
Level 6: we take our 5th level in paladin. This unlocks extra attack feature, allowing us to choose between two weapon fighting for the chance to burn more smites if we need to, or to take up a shield and stay offensively relevant. This level also unlocks 2nd level paladin spells to prepare. Summon your faithful steed to have a companion to increase your mobility, share bits of aggression, and share some spell buffs. The AID spell is a great choice as we will eventually have some higher level spell slots to upcast. This unlocks 2nd level oath spells too, giving you constant access to moonbeam and misty step. Teleportation is always great to have to get out of tough spots. Moonbeam gives us a small AOE spell that can be moved with our action on subsequent turns. This might be advantageous if a situation presents itself for us to damage groups of enemies from a small distance.
level 7: 6th level of paladin. This unlocks aura of protection. This drastically increases our likelihood of making any saving throw while we are conscious. This is strengthened by our racial option to ensure we have no negative stat modifiers. This saving throw bonus will be useful during all pillars of play.failed ability checks exploration and roleplaying often lead to saving throws.
8th level: we take our final level in paladin to give ourselves and allies within 10 ft resistance all damage from spells. This rounds out the our defenses almost completely, as we have the potential for very high AC and saves due to features and spells. We also have proficiency in athletics to have a decent chance to break grapples as an action, and teleport via misty step as a bonus action if that fails.
9th level: the rest of our levels will be fully invested into the bard class. We gain 2 more cantrips. We will pick the light spell, to offset our lack of darkvision, and magehand. Magehand will further increase our ability to explore by giving us the ability to reach distant objects like tying rope on ledges, manipulate things in dangerous areas like pools of acid, and perhaps open unlock latches/doors by opening them from the other side. The 4 spells we will pick are feather fall, faerie Fire, disguise self, and unseen servant. Feather fall keeps us alive when gravity attacks, and we even explore high up places. Faerie Fire gives us the ability to highlight a group of foes, illuminating them in darkness and canceling invisibility for us. Disguise self allows us to delve further into the social pillar that we’ve only dabbled in until now with our persuasion proficiency. We also choose unseen servant as it’s a ritual to conserve our spell slots a bit more. Also sometimes a magehand needs an extra hand. As our extra skill proficiency I choose deception. It’s going to go well with our disguise self spell and be boosted in 2 levels by our bard subclass feature. We gain a few uses of bardic inspiration that we may as well use to beef up our steeds saves if necessary, to try and keep it alive. Should go pretty far with it receiving our paladin saving throw bonus and resistance to spell damage.
10th Level: you gain the jack of all trades feature. This applies half your proficiency bonus to all ability checks. This includes initiative which is +4 now and spellcasting ability checks which is +5. This is again more useful than normal considering our human racial stat bonuses, as we have no negatives. Song of rest slightly boosts your healing recurved from spending a birdie on a short rest by 1d6. This can also be used by your steed, which might actually live long enough to use birdie now that it’s protected most AOEs. Our additional spell known will be silent image as it still goes will with the sound effects that can be added with minor illusion. It will be traded out later though.
TIER 3. stats: 99 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 16 charisma. 20 AC with shield/half plate/defensive fighting style 19 AC with shield/breastplate/defensive fighting style for sneaking
At 11th level: at this level we have a decent amount of impacts right in line with the tier upgrade. Our Eldritch blast scales again for 3 attacks. we gain the ability to choose expertise for 2 skills, we’ll be picking persuasion and stealth. This further solidifies our ability to negotiate as well as get to where we need to go undetected, which is imperative for a line character. We choose the bard subclass college of eloquence. This subclass grants us the feature silver tongued, which ensures any charisma deception or charisma persuasion check we roll tread ya the dice as a minimum of 10, regardless of disadvantage. This means our lowest persuasion check at this point is a 21, and our lowest deception roll is a 17. This is right in line with the base rogues reliable talent feature. We also gain the incredible feature unsettling words. With this feature we can use a bonus action to expend a bardic die (1d8 atm) to reduce a creatures saving throw we force using our action. This requires sight of the creature, and for the creature to be within 60ft of you. There’s no save, it just works. And since it’s not a spell, it can be used with any of your spells, and even your channel divinity.
from here on out the builds pretty much done. Just pick up the enhance ability spell to give you advantage on an ability scores checks for an hour at a time, as you see fit. pick charisma for your remaining ASI’s. Your slots will eventually get to 8th level, with the ability to cast 6th level bard spells. You gain the ability to regain your bardic inspiration on a short rest. Highly useful if you decide to use your higher level Magic’s to force saves. Dimension door for an even better get out of jail free card. Raise dead to steal a little bit from the cleric. Scrying to be able to spy from a distance. Mass suggestion because it’s ridiculous. Switch out silent image for major image, it’s more expensive, but potentially permanent and does sound AND images with one action. Hypnotic pattern for strong AOE control option. Dispel magic to get rid of a mages or bodyguards bunch of buffs. Calm emotions for an AOE effect Incase someone actually catches you sneaking around, and if they’re immune to charm effects. Creatures you give your bardic die can reroll it until it actually causes a pass. Gain the ability to make a group of creatures able to understand you for up to an hour. Regardless of if they know a language, you can persuade them. They must be within 60 feet of you when you activate who’s feature as an action. You may spend a spell slot to reuse this feature, otherwise it is regained on a long rest.
TIER 4. stats: 147 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 20 charisma 20 AC with shield/half plate/defensive fighting style 19 AC with shield/breastplate/defensive fighting style for sneaking
At 17th level: you got 4 Eldritch blasts now. Ridiculous amount of slots to use to smite if necessary. Enough spell resources and enhancing effects to make you actually have to think about if you should smite. The ability to reliably be stealthy. The ability to crack locks and doors reliably with your tools. the ability to pass almost all saving throws reliably, from spells or traps. the ability to talk your way into and out of almost anything or anywhere. the ability to reliably have a +3 with advantage on your worst skills or ability rolls.
At 20th level and final thoughts: Pick circle of power and vitriolic sphere for your magical secrets. Circle of power for even more increased survivbility vs spells. Vitriolic sphere for a scalable AOE whose effectiveness is drastically increased vs one target when you reduce their saving throw. Also, since it’s damage happens twice on a failed save, creatures suffering from your hexblades curse would recieve that damage twice if they lived to the end of their turn. Pick anything you want for the last feat, I picked skulker to be able to hide almost anywhere. Choose athletics and perception as your other 2 expertise choices. Further mitigating surprise and increasing your ability to notice threats is important to survival and exploration. Athletics helps with climbing, swimming, and shoving creatures away when needed. Flying is useful and flashy, but sometimes flashy makes you a target.
—great damage(single target via smite/curse or AOE, can use range/melee/saves) —great control options for spells. —great AC for defense. —great saves for more defense. —decent Hitpoints at 171, with ways to bolster those hitpoints with the Aid spell potentially up to 206 with that 8th level spell slot. —very reliable skills high general impact skills (stealth, athletics, perception, deception, persuasion). —can effectively make use of thieves tools. —can effectively spy by use of scrying. —has access to decent resources via background feature. —can effectively heal most debilitations between spell use and class features. —has access to multiple forms of teleportation. —can bring creatures back to life. --can restore hitpoints via spell slots and multiple class features. —ability to prepare lower level paladin spells as situations requires. —limited access to ritual casting, access to leomunds hut to live practically anywhere. —you can attempt to persuade any creature, regardless of language OR intelligence, and high a high chance for success. —ability to expend shortrest renewable resources to penalize saving throws vs your saves. —resistance to all spell damage, the ability go gain advantage on all saving based spells, and if the magical save is passed for half damage then it is completely negated. —any self targeting or single target spell cast on yourself also buffs/heals your steed if you’re on it.(heroism, speak with animals, cure wounds, disguise self, shield, misty step, enhance ability, dimension door)
Right, so I purposefully wanted to avoid the Far Traveller background since that seemed like the obvious choice. Instead I give you
Peregrine the Surveyor.
As the only child of a travelling government employee Peregrine often spent his time exploring. Whether it would be in the libraries of the big cities or the wilderness between towns, he could never get enough. Having a mind as sharp as a scalpel he could often figure out the best way to solve a problem after thinking it over for just a second (basically Guidance by logical analytics) and he had a knack for finding snacks everywhere (Goodberries). He would also use alchemical compounds to freeze, shape and control water (Shape Water).
In his youth he saw much of the land but he yearned for more. He wanted to see everything. Thus, he signed up for the High Crown’s Exploratory Corps whose purpose was to act as the crown’s eyes and ears in distant lands and everywhere else, as long as it benefitted the crown’s interests.
Level 20 level split: Artificer Battle Smith 20 (That capstone is just too damn good!)
Race: Variant Human. Starting Skill: Perception. Bonus feat: Magic Initiate Druid for Guidance, Shape Water and Goodberry.
Stats: Str 8 Dex 14 Con 12 Int 16 Wis 14 Cha 10
Background: Government agent (Altered Spy Background for Survival and Stealth and government contacts)*
Starting level: Artificer for proficiency in Tinker’s tools, Cobbler’s Tools (if you wander a lot you’re going to need to fix your shoes sooner or later) and Navigator’s Tools (since our background already gave us Thieves’ Tools).* Also pick up Investigation and Arcana. AC 16 HP 11.
For Cantrips we pick Mending and Firebolt, simple but useful.
We now have a budding young adventurer who isn’t necessarily the toughest on the block but with a bit of preparation and a quick prayer can attempt a lot of tasks. Goodberries means that he will never go hungry, Alarm means that he can sleep (somewhat) safe at night and if there’s danger ahead he can boost his hit points with False Life or run away with Expeditious Retreat. Longstrider will help him traverse the land and if his low Strength is a hindrance, Jump can help with that. In the dark he can use small trinkets to light his way and he can deliver messages using similar trinkets as well.
At 5th level: Stats unchanged, but more skills and also a sidekick. AC 16 HP 33. No longer disadvantage on Stealth checks while sneaking in armour.
Travelling the land for the High Crown is a lonely job and one that makes it harder to make friends. Peregrine, always resourceful, thus decided to make one himself. At third level we go Battle Smith for our trusty companion Samantha. A seven feet tall mannequin wearing a simple robe that hides a beautifully crafted wooden and bronze body. At level 4 we pick the Skilled feat for Persuasion, History and Insight. Somewhere along the lines we also replaced our Scale Mail with a Breast plate. We can now have Googles of the Night for a bit more stealthy navigation at night and a repeating crossbow when things get dirty. If needs be we can also turn our trusty walking staff into an Enhanced Arcane Focus and should the mission require extra gear we can make a Bag of Holding.
If we need to climb stuff we can use Spider Climb and if we need to talk our way past some ruffians we can use Enhance Ability. Or let Samantha do the talking.
At 11th level: More skills, bigger brains (abilities unchanged except for Int at 19) and also a banjo. AC 16 HP 69 (dude!).
The years go by and Peregrine and Samantha are now at least somewhat known in the lands. Turns out that Peregrine, despite spending most of his time in inhospitable lands is actually quite the charmer. The Prodigy feat gives us Expertise in Persuasion and we can pick up Performance, another language and a musical instrument (or Navigator’s tool if we haven’t already). The banjo is probably a good option. Shocking grasp is a fun little cantrip that allows Peregrine to avoid an AoO if he needs to run away from a fight and with the help of Arcane Jolt we can heal ourselves a bit. If that’s not enough we have a magic first aid kit known as a Spell Storing Item. Should Cure Wounds not be needed it can be used for sneaky stuff like Invisibility or for Pyrotechnics, Levitate or Magic Mouth. Great at parties.
We’ve also made ourselves a Headband of Intellect, a Hat of Disguise and some Winged boots (also great at parties).
At 17th level: More toys than Tony Stark. AC 16 HP 156 Current ability scores: Str 21 Dex 14 Con 19 Int 20 Wis 14 Cha 10.
In the headquartes of the High Crown’s Exploratory Corps there is a room known as the Hall of Explorators where trophies and souvenirs gathered by the Corps’ members are kept. It could just as easily be known as “Peregrine’s hall”. There isn’t a continent that he hasn’t visited. Not a mountain he hasn’t climbed and no cave he hasn’t spelunked, Despite this, and the fact that he has his own personal workshop and luxurious lodgings, he is seldom seen at HQ. Most often he can be found out on a mission somewhere. At levels 12 and 16 we max out Intelligence allowing us to switch the Headband to a Belt for a Belt of Hill Giant Strength. With an Amulet of Health Peregrine can now fight side by side with Samantha and she no longer has to carry his backpack for him. If needs be, for example if the two get annoyed at each other, Peregrine can always summon a Faithful dog or a Tiny Servant to keep him company. If there for some reason is a task that Peregrine finds hard he can always use Skill Empowerment for an extra boost.
For your 4th and last cantrip, choose Ray of Frost or Prestidigitation, whichever fits best.
At 20th level and final thoughts: "I've been everywhere..." AC 16 (minimum) HP 183. Current ability scores: Str 21 Dex 14 Con 19 Int 20 Wis 14 Cha 10/12. Saving throws are: Str +10 Dex +8 Con +16 Int +17 Wis +8 Cha +6/7.
By now, Peregrine is something of a folk lore. People tell tales about a pair of travellers, one tall and silent, the other a jovial man playing the banjo as they wander down endless country roads. They have been seen in the courts of queens and the feasts of the richest merchants. Some even say he has played banjo to the King of the Seas himself! In times of strife Peregrine is known to provide entire villages with clean food and water. He helps rebuild burnt down villages and he heals the wounded. It is also said that he has a magical bag that holds every map of every nation.
Our last ASI can be used to boost our Charisma, take the Lucky feat or maybe Tough if we feel that Peregrine isn’t strong enough. With about 180 HP that shouldn’t be a problem though. Besides that there isn’t much Peregrine can’t do. He can hold his own in a fight (alone or with the help of Samantha, a Faithful Hound or Animated Objects), he will never go hungry or thirsty even in the driest desert or coldest mountain range. His lowest Saving throw is +6 (or +7 if you boosted Charisma at lvl 19) and that can be turned into a +8 with a Ring and Cloak of Protection. He casts spells at +7 with Enhanced Arcane Focus and should he actually drop to zero HP he has six chances to use Soul of Artifice to avoid that.
It’s probably easier to list the things that Peregrine *can’t* do than to list the things he is actually good at. Thanks to Artificers being able to change the spells daily, he can prepare for pretty much anything. Combat? Yes. Puzzle solving? All the yes. Social interaction? You betcha! Exploration? Where do you want to go? Sneaky stuff? With Stealth proficiency, Guidance, Enhance Ability and Skill Empowerment Peregrine has almost Rogue-like levels of Stealth. Downtime acitivity? With a bunch of skills, tools proficiencies and Performance, Peregrine can probably get a job as a craftsman or professor anywhere. Or he can just charge for lectures on his travels. Also, he plays the banjo.
What could have been done differently:
This isn’t an overly optimized build by any means. Making him a half-elf would end up with pretty much the same results but with more languages, some magic defence buffs and an extra skill. A higher Charisma would also give him a slight edge in social interactions but he has enough skills and spells to make up for that. I also prefer to start out with Magic initiate though since that gives the build a much need wilderness survival boost at lower levels. Guidance, at least at lower levels, can also be more useful than a proficiency bonus and it can be used in pretty much any non-combat situation. Just tell the DM that your character has a habit of making the sign of the cross before attempting anything from a long jump to rolling dice in casinos. Taking it via a feat at lvl 1 also allows you to pick other Artificer cantrips.
I also could have cheesed completely by putting 10 (or even 8) in Constitution to start with a high Charisma but that just felt obnoxious.
*If altered backgrounds are not available, substitute the Spy background for the Noble background. The same set of skill proficiencies can be obtained at level 4 via the Skilled feat.
Here comes my first one, a bit more of a strange one, but nonetheless powerful. I present: Mask of the Mist (Mask)
Class split: Trickery Domain 17/Whsipers Bard 3
Race: Tabaxi
Stats: Str 8, Dex 17, Con 12, Int 10, Wis 14, Cha 14.
Background: We will go for a Hermit background, for all will later be revealed...
Starting level: Bard. HP: 9, AC: 14
Mask was born in the tribe known as the Healing Mist Clan. His parents were Clerics of Life and Nature, and they stressed their want for him to follow in their footsteps. He learnt some basic herbalism and how to recognise the plants of his jungle home. Yet he didn't want to be blessed with any actual magic. He just wanted to play the flute he had been given by his Great-Grandfather, the soon-to-be-dead village elder. It was made of vines and sprayed mist when he played it. Yet he didn't know the power it held...
Mask starts off as a bard, and he picks up a rapier, leather armour and of course the flute. We pick up mending, to fix his clothes and flute, and vicious mockery. His insults are based around nature, and the mist from his flute is enough to annoy people. Pick up cure wounds, as well as earth tremor, feather fall and speak with animals.
The bells rung once again, and Mask wished they didn't. He clutched his flute and played a sad song, remembering his Great-Grandfather. The ground around him shook with his anger, and a small fruit bat came to comfort him. He spoke to it, and it took his message to his mother, the new village elder. He knew he had magic, and he knew it was not that of his parents, which made him happy. Slightly happier, he looked down into his lap. The mask sat there, looking like a lamb on one side, and wolf on the other. His Great-Grandfather had taught him that they were wolves among sheep, and that once he died his spirit would guide Mask. And Kindred would too...
Mask has now progressed a lot, and learnt how to make himself scary to others, and how to make his own music into a weapon. The Kindred now guide him as a cleric of trickery. His channel divinity lets him make a copy, useful to run with and to talk to after he left his tribe. He can also become as stealthy as a wolf, useful for skulking in cities and wilds alike. He also is a bit of a skill monkey, thanks to his jack of all trades ability, and he has learnt to soothe his pains while he rests (song of rest). He gets plenty of utility spells from his cleric levels, and then can pick up some general cc and aoe spells from bard. Healing spells are a must as well. You should have studded leather.
Mask had learnt to survive well enough amongst many types of people. His mask made many afraid, and for good reason. People had begun to fear 'The Mask in the Mist', and he was something of a myth wherever he travelled. Yet Mask knew he could survive well enough, and he often did. Now he could become invisible, and he brought his skills of herbalism into combat in the form of poison. He was beginning to be a true wanderer, and he knew it was his calling, and that his Great-Grandfather was right: him and the Kindred were watching over him.
Mask has really come into his own now. He has bags of utility, he can skulk better than any rogue, and has the ability to deal extra poison damage with his rapier when it comes down to the nitty gritty fights. Add the abilities from bard, and we have ourselves a very lone, but also amazing wanderer. His first ASI goes into wisdom, as does the second.
He ran along the rooftops, and once again found himself hidden from sight. Mask suppressed a smirk and giggle, and he ran back the other way. His powers were strong, and after killing the last few soldiers in the village, he found himself on the road again. It was misty, and it was mysterious. Masks' favourite weather. He felt a hand on his shoulder, and invoked his duplicating abilities. He need not have...
Mask has now got some impressive abilities, as well as being able to make stronger poison for coating his weapons. Not too much going on, but some abilities that are situational but very useful (destroy CR 6 undead), and he can call for help from the Kindred (not that he can't get himself out of a fight). Mask puts an ASI into the feat lucky, giving him the ability to bend luck and have the Kindred and his Great-Grandfather guide him.
The old Tabaxi smiled, and Mask almost cried. For almost six years he had travelled, and this old cat had guided him. They spoke, and occasionally animals came, and they joined the conversation and left. At the end of it, Mask did shed a tear. Then another thing came. They appeared as little girl, holding a bow, and a white wolf, just the head and its' body black mist. The Kindred were there, and the gave Mask 3 gifts. The first was a companion in the form of a mouse that appeared like the wolf. The second was a simple vine, to remind of his jungle roots. And finally, he was given a single length of wood. He knew what he must do....
Mask is here. He can invoke four duplicates, and can deal 2d8 poison damage, can go invisible and gets advantage on stealth checks. They can destroy powerful undead, and they can ask the Kindred for help. He can inspire fear in those he talks to, and he can manifest blades of shadow and mind. His final ASI goes into the feat keen mind, as he has learnt how to travel well all over. Overall, The Mask in the Mist is a terror, but one who must wonder alone.
A quick review: they can heal like a cleric (funny that?), skulk better than a rogue, decent melee damage, and they have a butt load of utility. I hope this inspired you all, and please vote for the Mask in the Mist!
(I will only be posting this one, as I don't have time for another one).
I think I like your build, but I need more clarity to understand what exactly you’re doing at each of those levels. Also how is shadow going f moil an option?
I think I like your build, but I need more clarity to understand what exactly you’re doing at each of those levels. Also how is shadow going f moil an option?
My dumb@$$ of a brain thought it was a sorcerer spell. Oh well, many other ways to gain advantage. other than spell selection, I have it all there...
I would like to give it a try, but I'm browsing on my phone so typing huge amounts of flavour text is a bit difficult. :-)
Syrina, Agent of the Summer Court
Level 20 split: Sorcerer (Divine Soul) 16 / Warlock (Hexblade) 4
Race: Eladrin Elf (Volos, not DMG)
Point Buy, stats after applying racial boni in ()
Stats: Str 8, Dex 14 (16), Con 14, Int 10, Wis 10, Cha 14 (16)
Background: Criminal Spy
Level 1: AC 13 (16 with Mage Armor), HP 8
Mechanical Guidance:
At level 1 the divine blood in Syrina's family manifests and grants her the "Cure Wounds" spell (Divine Soul: Good), a Fire Bolt cantrip so she can defend herself and preferably Mage Armor to increase her chances at surviving level 1. Her class grants her the Persuasion and Deception skills and her background adds Stealth, Athletics and Thieves' Tools to that. At this point she can heal, cast offensive spells, has somewhat reasonable defense that can optionally be improved with Shield, is socially capable and can get into places unseen.
Background story:
Syrina grew up as a half-orphan in the Summer Court. Her father was a member of the court's guards and was often busy, so she had a lot of time on her hands... time she spent with other orphans in the streets of Adriata, a big city under the court's rule. During these times Syrina learned a few tricks from her friends, like picking simple locks. When she grew older and thanks to her father a bit more law-abiding, she eventually joined the ranks of the Summer Court's guards. A few years after this, some strange magic foreign to the feywild manifested in her, which caused her superior to send her directly to the court. The magic was determined to be of divine origin, and the Court decided to train Syrina as a fey knight.
Level 5: AC 19, HP 36
Equipment: Scale Mail, Shortsword, Shield, Arcane Focus
(70 GP, average on sorcerer starting gold)
Mechanical Guidance:
Syrina takes 4 levels of Warlock (Hexblade), which makes her proficient with medium armor, shields and allows her to use Charisma for melee attacks. At level two she picks Eldritch Blast to have a reliable ranged attack that scales with her level, as well as Booming Blade and Green Flame Blade, since she won't get Extra Attacks but should be somehow able to fight in melee combat. Her spells should include Shield and Armor of Agathys to help with defense. At level 4 she gains the Pact of the Chain and a Sprite familiar. As invocations she selects Agonizing Blast to increase her damage and Gift if the Ever-living Ones to always maximize her self heals. Finally, at level 5 she gains the Medium Armor Master feat to make full use of her armour (Scale Mail) without any penalties to Stealth.
Background story:
As knight of the Sumner Court, Syrina receives a magical blade imbued with the magic of the fey wild and a helpful little companion who acts as her squire.
Level 11: AC 19, HP 72
Mechanical Guidance:
Six more levels in divine soul sorcerer allow Syrina to learn the Quicken metamagic and the Spiritual Weapon and Spirit Guardian spells as well as some all-time favorites like Fireball. She also gains another ASI, which she uses either to increase her Charisma or the War Caster feat, depending on how much she needs the Char bonus. At this point her defensive options should include Shield, Absorb Elements, Blur and Mirror Image. Offensively she can cast three rays if Eldritch Blast (or 6 with Quicken), or can rely on Spirit Guardians, Spiritual Weapon and Eldritch Blast to harm everything around her, Bonus Action attack with the Spirit Weapon and Action attack with Eldritch Blast. If she gets seriously wounded, a quickened Cure Wounds heals her for maximum effect, thanks to her Gift of the Ever-living Ones invocation. If she chose Warcaster instead of Charisma, she also can make an attack of opportunity with Booming Blade to deal 3d8 + 3 damage on a hit and another 4d8 if the enemy doesn't stop moving.
Background Story:
At this level Syrina is a seasoned agent, making ample use of her magic for utility, damage and healing and of her skills and natural charisma to convince people or silently entering places where she shouldn't be to uncover secrets of the Summer Court's enemies.
Level 17: AC 20 (Half-Plate), HP 108
Mechanical:
Nothing really special. two more ASIs to max Charisma and improve Constitution. Level 18 will be interesting, though, since that will get Syrina actual wings she can use to fly. At will and unlimited. :-)
Level 20: AC 20, HP 166
The final ASI allows Syrina fo take the "Tough" feat and get some more HP. At level 18 she gained the ability to fly at will. She also has access to her favorite spells from the Cleric and Sorcerer lists up to 8th level and thanks to her flexible casting she has more spell slots than most other casters.
Argghhh, everyone has awesome stories and I'm just me
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
FINALLY, now I can post my second build lol.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
The Dark Angel
To sin is a travesty, To die is a tragedy, To Kill is a Mercy.
How many times had he killed? Too many to count, but count he did. His last kill toppled it over into the hundreds. One hundred. One hundred lives stolen from the bodies of sinners. Sinners....what a funny word. Were their families sinners too? Was that why the kill order stated they had to die? And the servants, slaves, even the dogs. All sinners. And to kill a sinner is a mercy. Mother told him that. Mother is always right. Always.
Race: Fallen Aasimar. This nets a str/charisma bonus and a fear ability, which is always great. Everyone loves disadvantage on being hit.
Stats: Str 15 (+1), Con 14, Dex 13, Int 8, Wis 8, Cha 14 (+2)
Level 20 split: rogue (Assasin) 3, Paladin (Vengeance) 6, Sorcerer (divine soul) 11
Starting level: Paladin. Chain, shield and Rapier. Not your typical paladin gear, but it works, and we are gonna need it later. Lay on hands is GREAT for early level healing, and Divine sense fits thematically. Grab the emblem and put it on your shield, so you can hack and slash at the same time.
Any guidance or commentary:
(three years later) His blade swung in a wide arc, but was easily parried by the demon's foul blade. Expecting this, the armoured warrior reversed his grip and lunged, landing him a blow to the creatures head. Pushing his advantage, he swung hard and fast, delivering to jabs into its abdomen. With a groan, the monster fell. Reaching down, the warrior snapped off the demon's horns, and puts them in his bag.He returns to the village, and a commoner falls at his feet “Thank you saviour, for without you, we would surely have perished” The man in armour does not answer, but silently raises his sword “I forgive you.” With those words the blade came down. Those were the last words everyone in that village heard. He was an angel, preparing the world for the gods. He would burn a trail across the realm, until they saw his might, and knew that their time had come.
Level 2: More pally, but now you get smites. Your nova is already insane, but dont worry. It will get better. You also get spells, but since you can prep them any time, I wont go through them.
Level 3: Your first multiclass level, and the gods must surely have blessed you, because you have divine blood in your veins. Divine soul sorcerer nets you a free spell (Bane) and spells from both the cleric and sorcerer list. Guidance is always nice, and Shield is a must. Think of it as a class feature. Also grab Booming Blade, cause more damage, and crowd control.....pretty sweet.
Level 4: another sorcerer level, and you get font of magic. Pretty useless right now, but an extra slot for smiting doesn't go amiss. You also get second level spell slots so your smites level up
Level 5: and you finally become the gish you were always meant to be. Quickened spell is your mandatory option, and since there are no party members to buff, we are gonna go with heightened spell. The cost is steep for you, but steeper for your target. Second level spells to go along with your slots. Shatter for an AoE and of course....hold person. Every sane person knows that the best defence is offence, and nothing says offence like auto critting with a smite on top. Trade out a level one spell for invis, as you will for sure need it. You can quicken a booming blade for a pseudo extra attack
Any guidance or commentary:
Names are fickle things. I was never given one. Names have power even in the most basic sense. If you call someones name,and they answer you, you have forced them to do something. Magic adapts and amplifies that. Demons and other fouler creatures can use your name to do terrible things. That is why I am nameless. I was born to kill demons, for demons are a sin. And sinners must die.
Level 6: Is your second multiclass level. Rogue is the class of choice, getting you Sneak attack. Not that you would ever be sneaky, you would just quicken a Hold Person, and extra damage is always nice. You get the ever useless thieves cant, and your most important ability.....expertise. This helps with your growing list of utility, between your spells and your healing. We are picking perception and intimidation. Also, you get plate. Yes, a rogue in plate. It works.
Level 7: is your second level, and it nets you cunning action. A good use of your BA when you are not quickening anything.
Level 8: is your final level of rogue, and it gets you Assassinate. Invis up to someone, tap on there shoulder, quicken a hold person, and proceed to smite the living daylights out of them.
Level 9: And we finally return to Paladin. Level three nets you the oath of Vengeance, which gives you more advantage....You are gonna be sneak attacking whenever you want. And smiting.
Level 10: grants you your first ASI which will be a strength buff.....jk lol you are getting warcaster. You need to cast those sweet spells while holding your swag, and you can use booming blade. Also, third level smites, whoppity doo
Level 11: is extra attack. It took a while, but your nova was so insane, it didn't matter anyway. Also YOU GET BILLY THE DEMON HORSE.
Any guidance or commentary:
Why should I settle for less. I AM a god. I am the slayer of demons, the razor of cities, The consumer of civilizations. I need not wait for the gods, for they have arrived. I am all of them.
Level 12: is your Aura of protection. Laugh in that mindflayers face when he tries to brain fry you. Not wise, but who needs wisdom when you have charisma.
Level 13: is your second ASI. Yes, it is a strength buff. Also, fourth level smites. WHOPPIY DOO. You now have max damage smites.
Level 14: is your third level spells. Goodbye shatter, hello fireball. Nothing more satisfying than a good fireball.
Level 15: gives you better healing, which no-one cares about
Level 16: Gives you Fourth level spells.Greater invisibility is great, and pretty much any utility. Most of the abilities I have talked about are damage, but I haven't really gone over spells. Take utility, so that you dont ALWAYS have to blast the door down. Oh and fith level slots for better fireballs
Level 17: Level 8 sorcerer gives you.... I actually can't remember, let me go get a PHB. Right an ASI. Buff charisma for better saves and save DC and Spellcasting and basically everything. Also, 6 level fireballs
Any commentary or guidance:
“I feel it.... the guilt. I have come so far, killed so many to get here...Why now? I am so close. Maybe it is the gods revenge, this newfound conscience. A way of punishing me for my wrongdoings. It is nearly done now. Soon I can rest. I am sorry.
Level 18: You now have fifth level spells. I like animate objects, but anything works.
Level 19: more metamagic! Pick empowered and twinned.
Level 20: You have burned the world to the ground at this point. There is nothing left but cold ashes. You can cast, whack, heal, control, ride a demon horse, you have levels in three different classes and are nigh on unkillable due to your Armour class. Your nova is insane, and your Action economy is even more insane.
Also, 6 level spells.
Forgive me for I have sinned
(Sheet https://www.dndbeyond.com/profile/GoodBovine/characters/36124308)
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
That was good, I applaud
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Woohoo! It hath returned. Will have to look at this a bit after my vacation finishes up.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Are we allowed to submit builds we have already posted in other throwdowns?
You can, I'd encourage at least some degree of variation though for the sake of diversifying the throwdowns.
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Lone Wanderer (fallout 3 inspiration, steed represents dogmeat)
Level 20 level split: 7 levels of paladin(ancients), 1 level dip warlock(hexblade), 12 levels of bard(eloquence)
Race: reglular human, +1 to all stats.
Stats: Str 12(+1), Dex 13(+1), Con 14(+1), Int 9(+1), Wis 9(+1), Cha 15(+1).
18 AC with shield and chain mail
Background: soldier background feature for reliable access to supplies, room and board, and simple equipment.
Trade out gaming set and vehicle proficiency for thieves tools and smiths tools proficiency.
Trade background skill proficiency in athletics and intimidation for proficiency in stealth and perception.
TIER 1
Starting level: start as paladin mainly for for a slight boost in maximum hitpoints. proficiency in all weapons, armor, and shields is also gained. Gain a set chain mail and two short swords for 16 AC at level 1. Will trade out later for a breastplate when you can afford it, to be able to maintain defense while being stealthy. Until then we will have to choose when to swap out the chain mail foa chainshirt via our background for stealth missions. Choosing the two short swords allows for the character to mitigate slight accuracy/damage loss for using 14 dexterity.
The divine sense feature brings the ability to locate a disguised or invisible celestial, fiend, or undead Charisma mod+1 times per long rest. Also allows for the ability to detect consecrated or desecrated ground. While niche in use, this feature bypasses the spell nondetection since since it’s not a spell effect. Still defeated by nystuls magic aura though.
You gain the lay on hands feature, which can be used to restore portions of hitpoints at a rate of 5hp per paladin level. This healing can be split up as necessary to allow for precise topping off of hitpoints between encounters. Can also be used to neutralize poisons or diseases as necessary using 5 hitpoints worth of healing each time.
level 2 of paladin brings the ability to cast and prepare a small amount of spells, choose a fighting style, and increases our lay on hands healing pool to 10 hitpoints. It also unlocks the feature divine smite, which we will make use of along with two weapon fighting to offset our damage expectancy. Since this build will be more of a loner type, I’ll pick the defense fighting style to bring a +1 AC bonus. The AC bonus will have a higher likelihood of staying relevant, regardless of if we cast spells or use weaponry later on.
19 AC with shield and chain mail.
level 3 will be a one level dip into hexblade warlock.
cantrips we will choose eldritch blast to have a decent range option that will scale with our level, regardless of our low investment into the warlock class. Second cantrip will be minor illusion due to its incredible versatility, and it’s ability to augment our future illusions and stealth capabilities.
Chosen spells will be the shield spell and hellish rebuke. Shield will further increase our AC defense for a reaction. Hellish rebuke, while also being a reaction, has the ability to be used when we are damaged any creature we can see within 60ft. While the reaction times aren’t mutually exclusive, they are different enough that the choice between them should be easy to make the majority of the time.
The armor and weapon proficiency overlap is a hit to take, but being able to attack with our main weapon using charisma slightly boosts our damage reliability.
Hexblades curse feature gives us a way to use our bonus action to drastically increase our damage with attacks and spells va one target. The proficiency damage would be added to any damage roll, regardless of turn. Hellish rebuke, our weapon attacks, and our Eldritch blasts would all benefit.
We also get one additional level 1 spell slot that regenerates every short rest. This can be used for many spells and be effective. bless, a divine smite crit, and shield spell might be good uses.
level 4 we return to take our 3rd level in paladin. With this we choose the oath of the ancients. This gives us an additional 1st level slot, for a total of 4 slots at this point. It also unlocks oath spells ensnaring strike and speak with animals. Both of these spells are somewhat useful, and will become much more useful later on.
You unlock the channel divinity features nature’s wrath and turn the faithless. Both of these features rely on saving throws which will continue to grow in with Charisma investment and future bard investment. Your channel divinity recharged on a short rest.
TIER 2
stats: 48 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 16 charisma.
19 AC with shield/chain mail/defensive fighting style
18 AC with shield/chain shirt/defensive fighting style for sneaking
Level 5: your 4th level into paladin which brings your first ASI choice. We will take the feat resilent and choose constitution. This will boost our concentration saves by quite a bit, and boost our hitpoints by a decent margin due to our starting constitution of 15.
Our Eldritch blast cantrip scales up and gets to be a bit stronger of an opener for combat encounters at range.
Our proficiency bonus goes up by one, so our stealth, athletics, perception, persuasion, thieves tools, and smiths tools all receive a minor boost.
Level 6: we take our 5th level in paladin. This unlocks extra attack feature, allowing us to choose between two weapon fighting for the chance to burn more smites if we need to, or to take up a shield and stay offensively relevant.
This level also unlocks 2nd level paladin spells to prepare. Summon your faithful steed to have a companion to increase your mobility, share bits of aggression, and share some spell buffs. The AID spell is a great choice as we will eventually have some higher level spell slots to upcast.
This unlocks 2nd level oath spells too, giving you constant access to moonbeam and misty step. Teleportation is always great to have to get out of tough spots. Moonbeam gives us a small AOE spell that can be moved with our action on subsequent turns. This might be advantageous if a situation presents itself for us to damage groups of enemies from a small distance.
level 7: 6th level of paladin. This unlocks aura of protection. This drastically increases our likelihood of making any saving throw while we are conscious. This is strengthened by our racial option to ensure we have no negative stat modifiers. This saving throw bonus will be useful during all pillars of play.failed ability checks exploration and roleplaying often lead to saving throws.
8th level: we take our final level in paladin to give ourselves and allies within 10 ft resistance all damage from spells. This rounds out the our defenses almost completely, as we have the potential for very high AC and saves due to features and spells. We also have proficiency in athletics to have a decent chance to break grapples as an action, and teleport via misty step as a bonus action if that fails.
9th level: the rest of our levels will be fully invested into the bard class.
We gain 2 more cantrips. We will pick the light spell, to offset our lack of darkvision, and magehand. Magehand will further increase our ability to explore by giving us the ability to reach distant objects like tying rope on ledges, manipulate things in dangerous areas like pools of acid, and perhaps open unlock latches/doors by opening them from the other side.
The 4 spells we will pick are feather fall, faerie Fire, disguise self, and unseen servant. Feather fall keeps us alive when gravity attacks, and we even explore high up places. Faerie Fire gives us the ability to highlight a group of foes, illuminating them in darkness and canceling invisibility for us. Disguise self allows us to delve further into the social pillar that we’ve only dabbled in until now with our persuasion proficiency. We also choose unseen servant as it’s a ritual to conserve our spell slots a bit more. Also sometimes a magehand needs an extra hand.
As our extra skill proficiency I choose deception. It’s going to go well with our disguise self spell and be boosted in 2 levels by our bard subclass feature.
We gain a few uses of bardic inspiration that we may as well use to beef up our steeds saves if necessary, to try and keep it alive. Should go pretty far with it receiving our paladin saving throw bonus and resistance to spell damage.
10th Level: you gain the jack of all trades feature. This applies half your proficiency bonus to all ability checks. This includes initiative which is +4 now and spellcasting ability checks which is +5. This is again more useful than normal considering our human racial stat bonuses, as we have no negatives.
Song of rest slightly boosts your healing recurved from spending a birdie on a short rest by 1d6. This can also be used by your steed, which might actually live long enough to use birdie now that it’s protected most AOEs.
Our additional spell known will be silent image as it still goes will with the sound effects that can be added with minor illusion. It will be traded out later though.
TIER 3.
stats: 99 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 16 charisma.
20 AC with shield/half plate/defensive fighting style
19 AC with shield/breastplate/defensive fighting style for sneaking
At 11th level: at this level we have a decent amount of impacts right in line with the tier upgrade. Our Eldritch blast scales again for 3 attacks.
we gain the ability to choose expertise for 2 skills, we’ll be picking persuasion and stealth. This further solidifies our ability to negotiate as well as get to where we need to go undetected, which is imperative for a line character.
We choose the bard subclass college of eloquence. This subclass grants us the feature silver tongued, which ensures any charisma deception or charisma persuasion check we roll tread ya the dice as a minimum of 10, regardless of disadvantage. This means our lowest persuasion check at this point is a 21, and our lowest deception roll is a 17. This is right in line with the base rogues reliable talent feature.
We also gain the incredible feature unsettling words. With this feature we can use a bonus action to expend a bardic die (1d8 atm) to reduce a creatures saving throw we force using our action. This requires sight of the creature, and for the creature to be within 60ft of you. There’s no save, it just works. And since it’s not a spell, it can be used with any of your spells, and even your channel divinity.
from here on out the builds pretty much done. Just pick up the enhance ability spell to give you advantage on an ability scores checks for an hour at a time, as you see fit.
pick charisma for your remaining ASI’s. Your slots will eventually get to 8th level, with the ability to cast 6th level bard spells.
You gain the ability to regain your bardic inspiration on a short rest. Highly useful if you decide to use your higher level Magic’s to force saves.
Dimension door for an even better get out of jail free card. Raise dead to steal a little bit from the cleric. Scrying to be able to spy from a distance. Mass suggestion because it’s ridiculous. Switch out silent image for major image, it’s more expensive, but potentially permanent and does sound AND images with one action.
Hypnotic pattern for strong AOE control option.
Dispel magic to get rid of a mages or bodyguards bunch of buffs.
Calm emotions for an AOE effect Incase someone actually catches you sneaking around, and if they’re immune to charm effects.
Creatures you give your bardic die can reroll it until it actually causes a pass.
Gain the ability to make a group of creatures able to understand you for up to an hour. Regardless of if they know a language, you can persuade them. They must be within 60 feet of you when you activate who’s feature as an action. You may spend a spell slot to reuse this feature, otherwise it is regained on a long rest.
TIER 4.
stats: 147 hitpoints, 13 strength, 14 dexterity, 16 constitution, 10 intelligence, 10 wisdom, 20 charisma
20 AC with shield/half plate/defensive fighting style
19 AC with shield/breastplate/defensive fighting style for sneaking
At 17th level: you got 4 Eldritch blasts now.
Ridiculous amount of slots to use to smite if necessary.
Enough spell resources and enhancing effects to make you actually have to think about if you should smite.
The ability to reliably be stealthy.
The ability to crack locks and doors reliably with your tools.
the ability to pass almost all saving throws reliably, from spells or traps.
the ability to talk your way into and out of almost anything or anywhere.
the ability to reliably have a +3 with advantage on your worst skills or ability rolls.
At 20th level and final thoughts:
Pick circle of power and vitriolic sphere for your magical secrets.
Circle of power for even more increased survivbility vs spells.
Vitriolic sphere for a scalable AOE whose effectiveness is drastically increased vs one target when you reduce their saving throw. Also, since it’s damage happens twice on a failed save, creatures suffering from your hexblades curse would recieve that damage twice if they lived to the end of their turn.
Pick anything you want for the last feat, I picked skulker to be able to hide almost anywhere.
Choose athletics and perception as your other 2 expertise choices. Further mitigating surprise and increasing your ability to notice threats is important to survival and exploration. Athletics helps with climbing, swimming, and shoving creatures away when needed. Flying is useful and flashy, but sometimes flashy makes you a target.
final stats: 171 hitpoints, 22 passive perception
13 strength (+1 mod, +6 save, +13 athletics)
14 dexterity (+2 mod, +7 save, +5 Initiative/sleight of hand/acrobatics, +14 stealth)
16 constitution (+3 mod, +14 save, +6 constitution check)
10 intelligence (0 mod, +5 save, +3 all intelligence checks)
10 wisdom (0 mod, +11 save, +12 perception, +3 wisdom checks)
20 charisma (+5 mod, +16 save, +17 persuasion, +11 deception, +8 intimidation/performance)
20 AC with shield/half plate/defensive fighting style
19 AC with shield/breastplate/defensive fighting style for sneaking
you got:
—great damage(single target via smite/curse or AOE, can use range/melee/saves)
—great control options for spells.
—great AC for defense.
—great saves for more defense.
—decent Hitpoints at 171, with ways to bolster those hitpoints with the Aid spell potentially up to 206 with that 8th level spell slot.
—very reliable skills high general impact skills (stealth, athletics, perception, deception, persuasion).
—can effectively make use of thieves tools.
—can effectively spy by use of scrying.
—has access to decent resources via background feature.
—can effectively heal most debilitations between spell use and class features.
—has access to multiple forms of teleportation.
—can bring creatures back to life.
--can restore hitpoints via spell slots and multiple class features.
—ability to prepare lower level paladin spells as situations requires.
—limited access to ritual casting, access to leomunds hut to live practically anywhere.
—you can attempt to persuade any creature, regardless of language OR intelligence, and high a high chance for success.
—ability to expend shortrest renewable resources to penalize saving throws vs your saves.
—resistance to all spell damage, the ability go gain advantage on all saving based spells, and if the magical save is passed for half damage then it is completely negated.
—any self targeting or single target spell cast on yourself also buffs/heals your steed if you’re on it.(heroism, speak with animals, cure wounds, disguise self, shield, misty step, enhance ability, dimension door)
Right, so I purposefully wanted to avoid the Far Traveller background since that seemed like the obvious choice. Instead I give you
Peregrine the Surveyor.
As the only child of a travelling government employee Peregrine often spent his time exploring. Whether it would be in the libraries of the big cities or the wilderness between towns, he could never get enough. Having a mind as sharp as a scalpel he could often figure out the best way to solve a problem after thinking it over for just a second (basically Guidance by logical analytics) and he had a knack for finding snacks everywhere (Goodberries). He would also use alchemical compounds to freeze, shape and control water (Shape Water).
In his youth he saw much of the land but he yearned for more. He wanted to see everything. Thus, he signed up for the High Crown’s Exploratory Corps whose purpose was to act as the crown’s eyes and ears in distant lands and everywhere else, as long as it benefitted the crown’s interests.
Level 20 level split: Artificer Battle Smith 20 (That capstone is just too damn good!)
Race: Variant Human. Starting Skill: Perception. Bonus feat: Magic Initiate Druid for Guidance, Shape Water and Goodberry.
Stats: Str 8 Dex 14 Con 12 Int 16 Wis 14 Cha 10
Background: Government agent (Altered Spy Background for Survival and Stealth and government contacts)*
Starting level: Artificer for proficiency in Tinker’s tools, Cobbler’s Tools (if you wander a lot you’re going to need to fix your shoes sooner or later) and Navigator’s Tools (since our background already gave us Thieves’ Tools).* Also pick up Investigation and Arcana. AC 16 HP 11.
For Cantrips we pick Mending and Firebolt, simple but useful.
We now have a budding young adventurer who isn’t necessarily the toughest on the block but with a bit of preparation and a quick prayer can attempt a lot of tasks. Goodberries means that he will never go hungry, Alarm means that he can sleep (somewhat) safe at night and if there’s danger ahead he can boost his hit points with False Life or run away with Expeditious Retreat. Longstrider will help him traverse the land and if his low Strength is a hindrance, Jump can help with that. In the dark he can use small trinkets to light his way and he can deliver messages using similar trinkets as well.
At 5th level: Stats unchanged, but more skills and also a sidekick. AC 16 HP 33. No longer disadvantage on Stealth checks while sneaking in armour.
Travelling the land for the High Crown is a lonely job and one that makes it harder to make friends. Peregrine, always resourceful, thus decided to make one himself. At third level we go Battle Smith for our trusty companion Samantha. A seven feet tall mannequin wearing a simple robe that hides a beautifully crafted wooden and bronze body. At level 4 we pick the Skilled feat for Persuasion, History and Insight. Somewhere along the lines we also replaced our Scale Mail with a Breast plate. We can now have Googles of the Night for a bit more stealthy navigation at night and a repeating crossbow when things get dirty. If needs be we can also turn our trusty walking staff into an Enhanced Arcane Focus and should the mission require extra gear we can make a Bag of Holding.
If we need to climb stuff we can use Spider Climb and if we need to talk our way past some ruffians we can use Enhance Ability. Or let Samantha do the talking.
At 11th level: More skills, bigger brains (abilities unchanged except for Int at 19) and also a banjo. AC 16 HP 69 (dude!).
The years go by and Peregrine and Samantha are now at least somewhat known in the lands. Turns out that Peregrine, despite spending most of his time in inhospitable lands is actually quite the charmer. The Prodigy feat gives us Expertise in Persuasion and we can pick up Performance, another language and a musical instrument (or Navigator’s tool if we haven’t already). The banjo is probably a good option.
Shocking grasp is a fun little cantrip that allows Peregrine to avoid an AoO if he needs to run away from a fight and with the help of Arcane Jolt we can heal ourselves a bit. If that’s not enough we have a magic first aid kit known as a Spell Storing Item. Should Cure Wounds not be needed it can be used for sneaky stuff like Invisibility or for Pyrotechnics, Levitate or Magic Mouth. Great at parties.
We’ve also made ourselves a Headband of Intellect, a Hat of Disguise and some Winged boots (also great at parties).
At 17th level: More toys than Tony Stark. AC 16 HP 156 Current ability scores: Str 21 Dex 14 Con 19 Int 20 Wis 14 Cha 10.
In the headquartes of the High Crown’s Exploratory Corps there is a room known as the Hall of Explorators where trophies and souvenirs gathered by the Corps’ members are kept. It could just as easily be known as “Peregrine’s hall”. There isn’t a continent that he hasn’t visited. Not a mountain he hasn’t climbed and no cave he hasn’t spelunked, Despite this, and the fact that he has his own personal workshop and luxurious lodgings, he is seldom seen at HQ. Most often he can be found out on a mission somewhere.
At levels 12 and 16 we max out Intelligence allowing us to switch the Headband to a Belt for a Belt of Hill Giant Strength. With an Amulet of Health Peregrine can now fight side by side with Samantha and she no longer has to carry his backpack for him. If needs be, for example if the two get annoyed at each other, Peregrine can always summon a Faithful dog or a Tiny Servant to keep him company. If there for some reason is a task that Peregrine finds hard he can always use Skill Empowerment for an extra boost.
For your 4th and last cantrip, choose Ray of Frost or Prestidigitation, whichever fits best.
At 20th level and final thoughts: "I've been everywhere..." AC 16 (minimum) HP 183. Current ability scores: Str 21 Dex 14 Con 19 Int 20 Wis 14 Cha 10/12. Saving throws are: Str +10 Dex +8 Con +16 Int +17 Wis +8 Cha +6/7.
By now, Peregrine is something of a folk lore. People tell tales about a pair of travellers, one tall and silent, the other a jovial man playing the banjo as they wander down endless country roads. They have been seen in the courts of queens and the feasts of the richest merchants. Some even say he has played banjo to the King of the Seas himself!
In times of strife Peregrine is known to provide entire villages with clean food and water. He helps rebuild burnt down villages and he heals the wounded.
It is also said that he has a magical bag that holds every map of every nation.
Our last ASI can be used to boost our Charisma, take the Lucky feat or maybe Tough if we feel that Peregrine isn’t strong enough. With about 180 HP that shouldn’t be a problem though. Besides that there isn’t much Peregrine can’t do. He can hold his own in a fight (alone or with the help of Samantha, a Faithful Hound or Animated Objects), he will never go hungry or thirsty even in the driest desert or coldest mountain range. His lowest Saving throw is +6 (or +7 if you boosted Charisma at lvl 19) and that can be turned into a +8 with a Ring and Cloak of Protection. He casts spells at +7 with Enhanced Arcane Focus and should he actually drop to zero HP he has six chances to use Soul of Artifice to avoid that.
It’s probably easier to list the things that Peregrine *can’t* do than to list the things he is actually good at. Thanks to Artificers being able to change the spells daily, he can prepare for pretty much anything. Combat? Yes. Puzzle solving? All the yes. Social interaction? You betcha! Exploration? Where do you want to go? Sneaky stuff? With Stealth proficiency, Guidance, Enhance Ability and Skill Empowerment Peregrine has almost Rogue-like levels of Stealth. Downtime acitivity? With a bunch of skills, tools proficiencies and Performance, Peregrine can probably get a job as a craftsman or professor anywhere. Or he can just charge for lectures on his travels.
Also, he plays the banjo.
What could have been done differently:
This isn’t an overly optimized build by any means. Making him a half-elf would end up with pretty much the same results but with more languages, some magic defence buffs and an extra skill. A higher Charisma would also give him a slight edge in social interactions but he has enough skills and spells to make up for that. I also prefer to start out with Magic initiate though since that gives the build a much need wilderness survival boost at lower levels. Guidance, at least at lower levels, can also be more useful than a proficiency bonus and it can be used in pretty much any non-combat situation. Just tell the DM that your character has a habit of making the sign of the cross before attempting anything from a long jump to rolling dice in casinos. Taking it via a feat at lvl 1 also allows you to pick other Artificer cantrips.
I also could have cheesed completely by putting 10 (or even 8) in Constitution to start with a high Charisma but that just felt obnoxious.
*If altered backgrounds are not available, substitute the Spy background for the Noble background. The same set of skill proficiencies can be obtained at level 4 via the Skilled feat.
Good name. Variant humans only get +1 to two abilities though.
Here comes my first one, a bit more of a strange one, but nonetheless powerful. I present: Mask of the Mist (Mask)
Class split: Trickery Domain 17/Whsipers Bard 3
Race: Tabaxi
Stats: Str 8, Dex 17, Con 12, Int 10, Wis 14, Cha 14.
Background: We will go for a Hermit background, for all will later be revealed...
Starting level: Bard. HP: 9, AC: 14
Mask was born in the tribe known as the Healing Mist Clan. His parents were Clerics of Life and Nature, and they stressed their want for him to follow in their footsteps. He learnt some basic herbalism and how to recognise the plants of his jungle home. Yet he didn't want to be blessed with any actual magic. He just wanted to play the flute he had been given by his Great-Grandfather, the soon-to-be-dead village elder. It was made of vines and sprayed mist when he played it. Yet he didn't know the power it held...
Mask starts off as a bard, and he picks up a rapier, leather armour and of course the flute. We pick up mending, to fix his clothes and flute, and vicious mockery. His insults are based around nature, and the mist from his flute is enough to annoy people. Pick up cure wounds, as well as earth tremor, feather fall and speak with animals.
Level 5: Whispers Bard 3/Trickery domain Cleric 2. HP: 33, AC: 15.
The bells rung once again, and Mask wished they didn't. He clutched his flute and played a sad song, remembering his Great-Grandfather. The ground around him shook with his anger, and a small fruit bat came to comfort him. He spoke to it, and it took his message to his mother, the new village elder. He knew he had magic, and he knew it was not that of his parents, which made him happy. Slightly happier, he looked down into his lap. The mask sat there, looking like a lamb on one side, and wolf on the other. His Great-Grandfather had taught him that they were wolves among sheep, and that once he died his spirit would guide Mask. And Kindred would too...
Mask has now progressed a lot, and learnt how to make himself scary to others, and how to make his own music into a weapon. The Kindred now guide him as a cleric of trickery. His channel divinity lets him make a copy, useful to run with and to talk to after he left his tribe. He can also become as stealthy as a wolf, useful for skulking in cities and wilds alike. He also is a bit of a skill monkey, thanks to his jack of all trades ability, and he has learnt to soothe his pains while he rests (song of rest). He gets plenty of utility spells from his cleric levels, and then can pick up some general cc and aoe spells from bard. Healing spells are a must as well. You should have studded leather.
Level 11: Trickery Domain 8/Whispers Bard 3. HP: 69, AC: 15.
Mask had learnt to survive well enough amongst many types of people. His mask made many afraid, and for good reason. People had begun to fear 'The Mask in the Mist', and he was something of a myth wherever he travelled. Yet Mask knew he could survive well enough, and he often did. Now he could become invisible, and he brought his skills of herbalism into combat in the form of poison. He was beginning to be a true wanderer, and he knew it was his calling, and that his Great-Grandfather was right: him and the Kindred were watching over him.
Mask has really come into his own now. He has bags of utility, he can skulk better than any rogue, and has the ability to deal extra poison damage with his rapier when it comes down to the nitty gritty fights. Add the abilities from bard, and we have ourselves a very lone, but also amazing wanderer. His first ASI goes into wisdom, as does the second.
Level 17: Trickery Domain 14/Whispers Bard 3. HP: 105, AC: 15.
He ran along the rooftops, and once again found himself hidden from sight. Mask suppressed a smirk and giggle, and he ran back the other way. His powers were strong, and after killing the last few soldiers in the village, he found himself on the road again. It was misty, and it was mysterious. Masks' favourite weather. He felt a hand on his shoulder, and invoked his duplicating abilities. He need not have...
Mask has now got some impressive abilities, as well as being able to make stronger poison for coating his weapons. Not too much going on, but some abilities that are situational but very useful (destroy CR 6 undead), and he can call for help from the Kindred (not that he can't get himself out of a fight). Mask puts an ASI into the feat lucky, giving him the ability to bend luck and have the Kindred and his Great-Grandfather guide him.
Level 20: Trickery Domain 17/Whispers Bard 3. HP: 123, AC: 15.
The old Tabaxi smiled, and Mask almost cried. For almost six years he had travelled, and this old cat had guided him. They spoke, and occasionally animals came, and they joined the conversation and left. At the end of it, Mask did shed a tear. Then another thing came. They appeared as little girl, holding a bow, and a white wolf, just the head and its' body black mist. The Kindred were there, and the gave Mask 3 gifts. The first was a companion in the form of a mouse that appeared like the wolf. The second was a simple vine, to remind of his jungle roots. And finally, he was given a single length of wood. He knew what he must do....
Mask is here. He can invoke four duplicates, and can deal 2d8 poison damage, can go invisible and gets advantage on stealth checks. They can destroy powerful undead, and they can ask the Kindred for help. He can inspire fear in those he talks to, and he can manifest blades of shadow and mind. His final ASI goes into the feat keen mind, as he has learnt how to travel well all over. Overall, The Mask in the Mist is a terror, but one who must wonder alone.
A quick review: they can heal like a cleric (funny that?), skulk better than a rogue, decent melee damage, and they have a butt load of utility. I hope this inspired you all, and please vote for the Mask in the Mist!
(I will only be posting this one, as I don't have time for another one).
'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!
There are a load of good builds, and hopefully someone can knock yurei off and win.
What does everyone think to the chances of that?
'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 probably won't win... On the other hand I agree, GoodBovine is probably the foremost person who could beat Yurei
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Sorry bramblefoot
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
It's fine. I am eyeing up that build as well. There are quite a few to choose from.
'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 think I like your build, but I need more clarity to understand what exactly you’re doing at each of those levels. Also how is shadow going f moil an option?
My dumb@$$ of a brain thought it was a sorcerer spell. Oh well, many other ways to gain advantage. other than spell selection, I have it all there...
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Well, nowhere in your post do you explicitly state your level choices at various increments/tiers.
I think it’s 3 rogue assassin,6 paladin, 11 divine soul sorcerer. I had to decipher it by tracing back class features you got at different levels.
you also annotate stat acquisition at the various tiers as requested by the original build guidance.
Build submissions are now closed and voting is now open
I will edit the OP with a list of contestants later today when I have the time, good luck all!
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