Sure is hard to win a contest without any blood in your body. Not that anyone'll find the fang marks beneath all that man-Wookie body hair.
#2fangs2hot
:P
Careful, you might find our bite is bigger than our bark *vv*
I actually wanted to build a charismatic vampire that specialized in life drain abilities with something like vampiric touch, the wizard's grim harvest ability, and either hexblade's curse or dark one's own blessing. Maybe some sorceror quicken spell for a bonus attack. I couldn't quite put it all together though. Excited to see if someone comes up with a "drain" build.
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Hey now, I didn't start the Twihard references!
But I can't let that ^ nonsense stand, Werewolves are clearly cooler and superior! Just ask Mr Harbinger about it...
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Hey now, I didn't start the Twihard references!
But I can't let that ^ nonsense stand, Werewolves are clearly cooler and superior! Just ask Mr Harbinger about it...
Tis' not true. Were-cows are clearly superior
Rollback Post to RevisionRollBack
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Hey now, I didn't start the Twihard references!
But I can't let that ^ nonsense stand, Werewolves are clearly cooler and superior! Just ask Mr Harbinger about it...
Tis' not true. Were-cows are clearly superior
. . . Aren't Minotaurs already a thing?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Hey now, I didn't start the Twihard references!
But I can't let that ^ nonsense stand, Werewolves are clearly cooler and superior! Just ask Mr Harbinger about it...
Tis' not true. Were-cows are clearly superior
. . . Aren't Minotaurs already a thing?
NO! WERE COWS ARE SUPERIOR TO ALL OTHER BOVINES, WHO ARE SUPERIOR TO ALL OTHER CREATURES
Rollback Post to RevisionRollBack
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Elezer Nerex, herald of the outer gods, shepherd of madness, progeny of insanity. Great Old One Warlock 19/Knowledge Cleric 1.
(This is very much a flavour, and not mechanics build.)
Backstory:
Elezer Nerex was the second son of a minor noble house. He did not aspire for power, nor did he want wealth. Rather, he sought what he believed had true value: knowledge. When he reached twelve rotations old, he pledged himself to the god Shelesh, who he believed could truly enlighten him. For the next seven years, he studied hard under the cruel but fair monks of Shelesh. After his seventh rotation was completed, the doors to the temple library finally opened to him. Little did he know that what lay behind those doors would break his faith, mind, and possibly the world itself...
Level 1: Knowledge Cleric 1. Species: Variant Human (Keen mind.)
At level one, Elezer had a single level in Cleric. He has devoted himself to worship of Shelesh, deity of learning and patron of scholars and scribes. Cleric is a solid start, granting him simple weapons, shields, and medium armor. Elezer will take the guidance cantrip, allowing him to reach for supernatural aid when his natural intellect fails him.
The darkness behind the library doors:
The tomes whispered to Elezer. He spent the first day reading the first thing he got his hands on, and then the next day and the day after that. Movement was only necessary to find his next book. His bones ached and eyes were heavy with the weight of awakeness, but his mind flew many miles overhead, trading words with the great philosophers and scientists of the time. He dismissed the monks that came to check on him; what did they know, fools unliberated from the burden of ignorance that lay upon some many heads. It wasafter tha tfifth day that he began to hear the VOICE, telling him with sibilant tones and a language only he could hear and understand hewa s morethan everyoneel se w hysh ould he have to sleep, sleep was for idiots and lessers who were far, far beneath his. min.d. It told him to just open his EYES, to look around and really see, remember, and not
Level 5: Great Old One Warlock4/Knowledge Cleric 1.
Within the must confines of Shelesh's library, Elezer has contacted something that is far from holy. It makes a deal with him, placing him far above the monks and other worshippers of the god he devoted his life to. He leaves the temple in the night, glowing with new power.
Elezer now has the ability to communicate telepathically from his bond with his patron, the VOICE. He will take the Devil's Sight invocation, insuring that nothing is hidden from his gaze. For his other invocation, he will take Fiendish Vigor. This represents his unholy resilience that belies his thin and almost sickly frame. For cantrips he will take Eldritch Blast, to smite those foolish enough so attempt physical confrontation with him. Prestidigitation will be his second cantrip-simple exertions of will over the world.
The shadow grows:
The Sodden Pheasant was a barrier against the cold of the night and the touch of evil it brings. The inn's windows shone like a cheery lantern for what looked like a mile. Inside, the room bustled with life. A woman stood at the bar, wiping it down while waiting for a new patrons to arrive. One finally did, stumbling inside like a bird after a thunderstorm. His form was lanky, ranging to emaciated. After a second of looking around, he hobbled to the bar.
"What can I get you?" The innkeeper smiled. There was something slightly off putting about the way the man stood, but she had seen far stranger in her term as bartender than bad posture. The man looked up, and his face shocked her. He couldn't have been more than twenty rotations, yet he held himself like one that had seen seventy.
"Levha, please." She smiled in response to this. Levha was a spiced, lightly alcoholic beverage. It was a good companion after a harsh day of traveling. She placed the drink in front of him, and he handed her a coin. Even after she walked away, she still couldn't shake her feeling of strangeness that the man had created. It kept her awake for hours after dark, until he finally stumbled upon what it was.
When he spoke, he hadn't moved his lips.
Elezer now travels the world, searching for his own breed of knowledge. His patrons gives him tasks fair and foul, and he completes both with ease.
Warlock 9/Cleric 1
Elezer's arcane might, as well as his madness, grows in power. He now bears a boon form his patron, in the shape of a slim notebook. All of the pages are blank, yet he writes in it every day. Additionally, the VOICE allows him to briefly shift reality to protect himself, and strike truly against what would harm him. He also get second and thirds level spells, manifesting most importantly in Hunger of Hadar.
A shield against the world
The creature was no mortal beast. It stood as tall as an oak, with limbs like slabs of stone. A pair of children ran from it, as fast as their legs could carry them. But it would not be enough. In mere seconds the colossus would be upon them, their bodies in its enormous jaws.
Elezer Nerex had other plans. He stepped from the trees, advancing slowly but purposefully behind the great beast. Without breaking his stealth, he composed himself as much as he could and spoke to the children:
"Stay far away."
He did not wait for a nod of confirmation. With a twitch of his hands, the sky broke apart.
It did not take long. The giant lay prone on the ground, it's skin frozen and flayed by the energy Elezer had released. He knelt down near its waist, and removed a chunk of stone from the giant's massive haversack. The stone was the size of a fist, and carved in ways that even his gaze could not decipher. The VOICE spoke to him again, and he did as it commanded. The stone was crushed in his hand. He wiped the stone dust from his fingers, and set off down the road again.
He did not look back.
Level 15 14 Great Old One Warlock/1 Knowledge Cleric
Elezer is now truly powerful. His spell slots are now fifth level, and he has up to seventh level Mystic Arcanum. For his sixth level Arcanum, he will take Scatter. This will allow him to shatter the tactics of opponents. For his seventh Arcanum, he will take Etherealness, allowing him to move about in the space between planes.
The final seal
Now the VOICE said in Elezer's mind. It only took a moment before he flung himself through the gap between worlds to appear behind his prey. The caravan guard died silent, a neat circle punched in his chest. He had bee enhunting this group for a week, waiting to strike until they lay only a day from their destination. The guards were well trained. Despite his near soundless approach from the Ethereal, they spotted him almost immediately. So it would be bloodshed then. So be it.
Elezer let the VOICE consume him. It leaked through the cracks in his brain, spreading like ink through water in his diseased flesh until he was fully suffused by it. The first guard was young. As young as he had ben when he left the temple of Shelesh. The guard stared at him for a brief moment mumbling the title that he had earned through years of horror and death.
"You...you," the guards voice broke. Elezer did not blame him. "Shep-" He did not finish his sentence.
No mo rehewasunmade that would b enou gh- the VOICE was a mere babble of delight- brea kthemall break them all break them all breakthem all breakthemall breakthemall
Elezer moved like a storm across an oasis. The captain's eyes rolled back in his head, vibrating from madness and fear. At last, all of the guards lay dead or mortally wounded.
Elezer swallowed. "I did it. I broke them all." His voice was parched and dry. It was the first he had spoken in months.
He then went into the caravan and opened the strongbox. A familiar stone lay inside. With a word, it was all but dust.
End of All
Great Old One Warlock 19/Knowledge Cleric 1.
Elezer has reached the apotheosis of his power.
For once in eleven rotations, Elezer did not hear the VOICE. The last seal was broken. His work was done. The VOICE should guide him now, hold its final end of the deal. All the knowledge in the world.
He finally felt the VOICE return. It spoke.
Elezer laughed in grief. He was a fool.
It was not just a VOICE. It was a SYMPHONY.
Elezer at last allowed himself to cry.
Elezer at twentieth level- powers and tactics.
To be honest, Warlock 19/Cleric 1 is not a very powerful build. However, if played effectively, I am certain that Elezer can perform well both in and out of combat.
This isn't a bad stat array. Elezer is more focused on mental combat than physical, and won't really last in a prolonged fight.
Spells (Cleric-two first level slots)-
Cantrips: Guidance, Mending, and Spare the Dying.
1st level spells: Detect Magic, Healing Word, Sanctuary.
Spells (Warlock- four fifth level slots, and one of each Arcanum up to ninth level.)
Cantrips: Eldritch Blast, Friends, Minor Illusion, Mage hand.
Spells: Charm Person, Counterspell, Hunger of Hadar, Major Image, Fear, Magic Circle, Shadow of Moil, Sickening Radiance, Synaptic Static and Far Step.
Summon Aberrant Spirit will be on this list when Tasha's is released, but it is currently in UA and should not be considered part of the build.
Arcanum
6th-Scatter
7th-Ethearlness
8th-Maddening Darkness
9th-Psychic Scream
Invocations: Agonizing Blast, Armor of Shadows, Devil's Sight, Eyes of the Rune Keeper, Repelling Blast, Visions of Distant Realms, and Grasp of Hadar.
Playstyle and tactics: Elezer is a very versatile character. He has high mental ability scores, and a variety of spells and invocations that make knowledge easy for him to get. Telepathy is a very powerful ability, useful for intimidating or coercing information from difficult subjects.
Elezer will likely be working alone. He can play many roles in the party, the investigator, the face, and in combat he focuses on control. If he needs minions or servants for a difficult task or journey, Create Thrall allows him to recruit some unwilling helpers. When stalking his prey, he follows them in stealth or the Ethereal Plane. While they sleep or stay on guard, they hear the constant whispers and blasphemous knowledge that he sends to their waiting minds through telepathy. When the moment comes to strike, he uses one of many AOE spells to control groups.
Sickening Radiance, Hunger of Hadar, and Maddening Darkness all pose a huge danger to those that find themselves inside the spell. And Elezer is able to move people around the battlefield with ease using his Grasp of Hadar and Repelling Blasts. If he is surrounded by combatants, Scatter rearranges the battlefield, possibly hurling someone into a deadly AOE. Synaptic Static can slow those attempting to escape one of his voids. And if he is in true danger, Psychic Scream will not only deal huge damage but also freeze a target in place-allowing them to be exposed even longer to the darkness behind the stars.
Note on the writing:
The misspellings, strange sp aces and other oddities are meant to give you a small glance into the mind of Elezer. The plot of the story is really just a string of clichés tied together with some terrible prose. Make of it what you will. I'll probably regret posting this tomorrow.
Excited to see a more eldritch horror theme! It feels like a cross between Call of Cthulhu and the Name of the Rose (a murder mystery in a medieval monastery. I was going to let you know your formatting was acting up until I read the could flavor note you gave us at the end. Don't worry about bad prose. It's cool to see the narrative and atmosphere behind the builds. Thanks for posting!
Okay, here goes. This build is meant to be a very monster hunter build, but with some definite mystery solving. Picking up elements of Van Helsing, and Scooby Doo. But also something far greater.
The Dark Hunter; The King of Hallow's Eve!
Level 20 Split: Mastermind Rogue 14/College of Whispers Bard 3/Order of the Ghostslayer Blood Hunter 3
Race: Half elf (taking +1 int and dex, arcana and history for skills, and abyssal language.)
Background: Haunted one (derrrrrr.......)
Stats: Str 8, Dex 15 (+1), Con 12, Int 14 (+1), Wis 10, Cha 13 (+1)
Starting class: Rogue
He wandered down the lonely road. A cloak lay over his head, and it barely moved as the traveller wandered down the road. He had just left the house. The manor that was owned by the family of Dark. It's symbol was laid upon his back, a silver D, and a purple jewel inset. His life of privilege was at an end. The thing that had whispered to him for so long had stopped. A nearby rustling in the bushes brought a smile on their face. He looked over and saw the toad leap out at him. The smile faded. And then came the whispering.....
We start in rogue! This gives us a load of skills, expertise and thieves cant for utility. We can find our prey easily enough. At the moment that's just standard thieves and cultists. Our equipment consists of a rapier and daggers for melee, with shortbow and said daggers for ranged attacks. We have leather armour, thieves tools, burglars pack, monster hunter pack and some clothes. Our damage is pretty decent for level 1, 1d8+3+1d6. AC: 14, HP: 9
Level 5: Mastermind Rogue 4/Bard 1
The whispering never left him. Never. He heard it day and night, lurking in the shadows. And he started to notice symbols would appear. Wherever he went. They were black and purple, glowing and looked like a fanged maw. The Dark Hunter was to be found wherever the darkness was. And he knew where his current quarry was. He had seen them. And the spells had helped as well. Now he just needed to kill them...
The Dark Hunter has started to get better at this. He has become a mastermind, able to find clues and track down the culprit. His ability to imitate others makes him perfect for missions among the dreaded, especially undead, which he has learned to loathe. But most importantly, he can now cast spells. Pick up dancing lights and blade ward for cantrips. Blade ward allows the Dark Hunter to shrug off many blows, and helps with his not so high HP. Take Bane (multi target debuff), Dissonant Whispers (for the creepy element), cure wounds (he needs to be able to heal himself) and Sleep (for utility and ending the fight more easily). His ASI goes into Dex so that he can more accurately hit targets with his rapier, increases his AC and saves. Sneak attack is 2d6. Meh. AC: 15, HP: 33
The symbol branded on his forehead burned. It was hidden beneath his silvery hair. He now knew what the whispers were: the Ghostslayers were calling him. The Unseen beckoned him. Their symbol, one he had seen so many times before, was now branded of his forehead. And the Dark Hunter had risen in their ranks. Undead, bloodless or not, lycanthropes, fiends and all other creatures of the night fear the name the Dark Hunter.
The Dark Hunter has begun to really shine. With uncanny dodge, cunning action, blade ward and invisibility (2nd level bard spell), his ok AC and low HP don't matter too much, as it's so hard to hit him. He has further studied spells, and can now cast level 2 spells. His level 2 spells are invisibility and hold person, for detaining cultists and undead alike. He has taken the College of Whispers, and is able to make all fear him. And now blades of pure will can form in his hand, stronger than any steel. Speaking of which, he now has a silver rapier, silver hand crossbow bolts and daggers. You can never be too careful. He also has a hand crossbow, to replace the shortbow, and studded leather armour to increase AC. But the Dark Hunter has taken it upon himself to further study this power, unlocking the potential of hemocraft. He has taken the blood curse of the fallen puppet, allowing him to manipulate others even in death. He can track fey, fiends and undead with ease. He can now duel better than many (duelling fighting style) and has the rite of the storm, as well as rite of the dawn, thanks to being a ghostlayer. He can also use his blood curse again, and against targets with or without blood. Pretty scary.... Oh and sneak attack is 3d6! AC: 16, HP: 72
He walked among the cultists and stood beside the vampire. He suppressed a smirk; this was all? The great vampire, almost dead. And now the killing blow shall be struck. He did so. And he returned back to his home, to the home of his kind. The Ghostslayers. The elders asked him how he did it. He answered as he always did: skill and magic were his preferred method. That and manipulating people: he just had that profound ability to see if they are in or superior. Never were they the latter.
Wow. The Dark Hunter is really popping off. His evasion adds to his ability to dodge anything. Reliable talent lets him succeed on many of his checks to stay hidden, and to find others. Insightful manipulator is very powerful, allowing us to find out more about the one we are killing. Our first ASI goes into Dex again, making it max, and the second into elven accuracy, making our int go up to 16. This increases our blood hunter DC. Also, sneak attack is up to 6d6 now. Damage is in no shortage round here! AC: 17, HP: 108
This was it. He knelt down before the elders. They placed the candle in his hand. And then he knew, that he was the greatest of any of the unseen. The greatest ghostslayer they had seen. The Dark Hunter was to be feared. And what better night to have them hear his name, than Hallow's Eve. Now the creatures of the Night ran, they hid, for fear of the one they called The Dark Hunter, king of the Ghostslayers. And King of Hallow's Eve!
Well then. Scary stuff. The Dark Hunter is now able to dodge almost everything, thanks to misdirection, and have others take damage in his place. And no cooldown. Blindsense allows him to find all the vampires, werewolves, fey and fiendish lords that think being hidden will help. Silver weapons to overcome resistances. Manipulation to get within the cults, and slay them from the inside out. And his final ASI goes into Cha, up to 16, improving DC on bane save. Not to mention his utility is through the moon (joke, see?), with expertise in 6 skills and thieves cant. And his sneak attack is 7d6. So very scary. Now let the King of Hallow's eve come down and rain terror upon the monsters of the Night! AC: 17, HP: 126.
Damage stuff: 1d8+5+2+7d6+1d4 (2d4 if undead) damage. (Edit: add another 2d6 psychic damage from psychic blades). Yep. Add in his fallen puppet curse twice. And you've got a king of utility, defence and some good damage. Hope you enjoyed, and let the King of Hallow's Eve reign over all!
Fit in with the concept of 'truly optimised' Yurei? And now we know who's better than werewolves AND vampires AND werecows. Him. (I think. I sure do HOPE)
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Excited to see a more eldritch horror theme! It feels like a cross between Call of Cthulhu and the Name of the Rose (a murder mystery in a medieval monastery. I was going to let you know your formatting was acting up until I read the could flavor note you gave us at the end. Don't worry about bad prose. It's cool to see the narrative and atmosphere behind the builds. Thanks for posting!
Thank you. I was attempting a Lovecraftian style, but also trying to preserve the mystery of cosmic horror. I feel that when you start giving Great Old Ones a name and description, it starts to feel less terrifying and more pulp.
Fit in with the concept of 'truly optimised' Yurei? And now we know who's better than werewolves AND vampires AND werecows. Him. (I think. I sure do HOPE)
He may be able to hunt lycanthropes and vampires, but he may find it difficult to slay a sword.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Sure is hard to win a contest without any blood in your body. Not that anyone'll find the fang marks beneath all that man-Wookie body hair.
#2fangs2hot
:P
Please do not contact or message me.
*hisses in Barovian*
Careful, you might find our bite is bigger than our bark *vv*
I actually wanted to build a charismatic vampire that specialized in life drain abilities with something like vampiric touch, the wizard's grim harvest ability, and either hexblade's curse or dark one's own blessing. Maybe some sorceror quicken spell for a bonus attack. I couldn't quite put it all together though. Excited to see if someone comes up with a "drain" build.
...Did I start a Twilight war?
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!
Calm down, I have 2 builds that'll kill em all. Or guide them. Your choice i guess....
'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!
Bite your tongue, DF! DX
Vampires vs. werewolves existed long before Sparkleboiz: the Toxic Relationship Story did and will exist long after! At least up until the fuzzy pupperinos admit who the true Lords of the Night are. Hueh.
Please do not contact or message me.
Yes. Cause we all know Mystery Inc. WILL unmask 'em and make 'em cry. Just another fake monster. Watch out!
'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!
Hey now, I didn't start the Twihard references!
But I can't let that ^ nonsense stand, Werewolves are clearly cooler and superior! Just ask Mr Harbinger about it...
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!
Tis' not true. Were-cows are clearly superior
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
. . . Aren't Minotaurs already a thing?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
NO! WERE COWS ARE SUPERIOR TO ALL OTHER BOVINES, WHO ARE SUPERIOR TO ALL OTHER CREATURES
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Oh, do you mean this werecow?
https://www.shadowlordinc.com/media/P/Phineas_Ferb/078A-DrDoofenshmirtzintoWere-Cow2.jpg
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
No, this one
https://photos1.blogger.com/blogger/1825/2216/1600/were-cow.jpg
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Werewolves, vampires, how...terrestrial. Quite quaint, really.
Elezer Nerex, herald of the outer gods, shepherd of madness, progeny of insanity. Great Old One Warlock 19/Knowledge Cleric 1.
(This is very much a flavour, and not mechanics build.)
Backstory:
Elezer Nerex was the second son of a minor noble house. He did not aspire for power, nor did he want wealth. Rather, he sought what he believed had true value: knowledge. When he reached twelve rotations old, he pledged himself to the god Shelesh, who he believed could truly enlighten him. For the next seven years, he studied hard under the cruel but fair monks of Shelesh. After his seventh rotation was completed, the doors to the temple library finally opened to him. Little did he know that what lay behind those doors would break his faith, mind, and possibly the world itself...
Level 1: Knowledge Cleric 1. Species: Variant Human (Keen mind.)
Strength: 9 Dexterity: 10 Constitution: 9 Intelligence: 14 Wisdom 16 Charisma: 15
At level one, Elezer had a single level in Cleric. He has devoted himself to worship of Shelesh, deity of learning and patron of scholars and scribes. Cleric is a solid start, granting him simple weapons, shields, and medium armor. Elezer will take the guidance cantrip, allowing him to reach for supernatural aid when his natural intellect fails him.
The darkness behind the library doors:
The tomes whispered to Elezer. He spent the first day reading the first thing he got his hands on, and then the next day and the day after that. Movement was only necessary to find his next book. His bones ached and eyes were heavy with the weight of awakeness, but his mind flew many miles overhead, trading words with the great philosophers and scientists of the time. He dismissed the monks that came to check on him; what did they know, fools unliberated from the burden of ignorance that lay upon some many heads. It wasafter tha tfifth day that he began to hear the VOICE, telling him with sibilant tones and a language only he could hear and understand hewa s morethan everyoneel se w hysh ould he have to sleep, sleep was for idiots and lessers who were far, far beneath his. min.d. It told him to just open his EYES, to look around and really see, remember, and not
Level 5: Great Old One Warlock4/Knowledge Cleric 1.
Within the must confines of Shelesh's library, Elezer has contacted something that is far from holy. It makes a deal with him, placing him far above the monks and other worshippers of the god he devoted his life to. He leaves the temple in the night, glowing with new power.
Elezer now has the ability to communicate telepathically from his bond with his patron, the VOICE. He will take the Devil's Sight invocation, insuring that nothing is hidden from his gaze. For his other invocation, he will take Fiendish Vigor. This represents his unholy resilience that belies his thin and almost sickly frame. For cantrips he will take Eldritch Blast, to smite those foolish enough so attempt physical confrontation with him. Prestidigitation will be his second cantrip-simple exertions of will over the world.
The shadow grows:
The Sodden Pheasant was a barrier against the cold of the night and the touch of evil it brings. The inn's windows shone like a cheery lantern for what looked like a mile. Inside, the room bustled with life. A woman stood at the bar, wiping it down while waiting for a new patrons to arrive. One finally did, stumbling inside like a bird after a thunderstorm. His form was lanky, ranging to emaciated. After a second of looking around, he hobbled to the bar.
"What can I get you?" The innkeeper smiled. There was something slightly off putting about the way the man stood, but she had seen far stranger in her term as bartender than bad posture. The man looked up, and his face shocked her. He couldn't have been more than twenty rotations, yet he held himself like one that had seen seventy.
"Levha, please." She smiled in response to this. Levha was a spiced, lightly alcoholic beverage. It was a good companion after a harsh day of traveling. She placed the drink in front of him, and he handed her a coin. Even after she walked away, she still couldn't shake her feeling of strangeness that the man had created. It kept her awake for hours after dark, until he finally stumbled upon what it was.
When he spoke, he hadn't moved his lips.
Elezer now travels the world, searching for his own breed of knowledge. His patrons gives him tasks fair and foul, and he completes both with ease.
Warlock 9/Cleric 1
Elezer's arcane might, as well as his madness, grows in power. He now bears a boon form his patron, in the shape of a slim notebook. All of the pages are blank, yet he writes in it every day. Additionally, the VOICE allows him to briefly shift reality to protect himself, and strike truly against what would harm him. He also get second and thirds level spells, manifesting most importantly in Hunger of Hadar.
A shield against the world
The creature was no mortal beast. It stood as tall as an oak, with limbs like slabs of stone. A pair of children ran from it, as fast as their legs could carry them. But it would not be enough. In mere seconds the colossus would be upon them, their bodies in its enormous jaws.
Elezer Nerex had other plans. He stepped from the trees, advancing slowly but purposefully behind the great beast. Without breaking his stealth, he composed himself as much as he could and spoke to the children:
"Stay far away."
He did not wait for a nod of confirmation. With a twitch of his hands, the sky broke apart.
It did not take long. The giant lay prone on the ground, it's skin frozen and flayed by the energy Elezer had released. He knelt down near its waist, and removed a chunk of stone from the giant's massive haversack. The stone was the size of a fist, and carved in ways that even his gaze could not decipher. The VOICE spoke to him again, and he did as it commanded. The stone was crushed in his hand. He wiped the stone dust from his fingers, and set off down the road again.
He did not look back.
Level 15 14 Great Old One Warlock/1 Knowledge Cleric
Elezer is now truly powerful. His spell slots are now fifth level, and he has up to seventh level Mystic Arcanum. For his sixth level Arcanum, he will take Scatter. This will allow him to shatter the tactics of opponents. For his seventh Arcanum, he will take Etherealness, allowing him to move about in the space between planes.
The final seal
Now the VOICE said in Elezer's mind. It only took a moment before he flung himself through the gap between worlds to appear behind his prey. The caravan guard died silent, a neat circle punched in his chest. He had bee enhunting this group for a week, waiting to strike until they lay only a day from their destination. The guards were well trained. Despite his near soundless approach from the Ethereal, they spotted him almost immediately. So it would be bloodshed then. So be it.
Elezer let the VOICE consume him. It leaked through the cracks in his brain, spreading like ink through water in his diseased flesh until he was fully suffused by it. The first guard was young. As young as he had ben when he left the temple of Shelesh. The guard stared at him for a brief moment mumbling the title that he had earned through years of horror and death.
"You...you," the guards voice broke. Elezer did not blame him. "Shep-" He did not finish his sentence.
No mo rehewasunmade that would b enou gh- the VOICE was a mere babble of delight- brea kthemall break them all break them all breakthem all breakthemall breakthemall
Elezer moved like a storm across an oasis. The captain's eyes rolled back in his head, vibrating from madness and fear. At last, all of the guards lay dead or mortally wounded.
Elezer swallowed. "I did it. I broke them all." His voice was parched and dry. It was the first he had spoken in months.
He then went into the caravan and opened the strongbox. A familiar stone lay inside. With a word, it was all but dust.
End of All
Great Old One Warlock 19/Knowledge Cleric 1.
Elezer has reached the apotheosis of his power.
For once in eleven rotations, Elezer did not hear the VOICE. The last seal was broken. His work was done. The VOICE should guide him now, hold its final end of the deal. All the knowledge in the world.
He finally felt the VOICE return. It spoke.
Elezer laughed in grief. He was a fool.
It was not just a VOICE. It was a SYMPHONY.
Elezer at last allowed himself to cry.
Elezer at twentieth level- powers and tactics.
To be honest, Warlock 19/Cleric 1 is not a very powerful build. However, if played effectively, I am certain that Elezer can perform well both in and out of combat.
Final Stats: Strength: 9 Dexterity: 10 Constitution: 10 Intelligence: 18 Wisdom: 16 Charisma 20
HP: 128
Feats: Keen Mind.
This isn't a bad stat array. Elezer is more focused on mental combat than physical, and won't really last in a prolonged fight.
Spells (Cleric-two first level slots)-
Cantrips: Guidance, Mending, and Spare the Dying.
1st level spells: Detect Magic, Healing Word, Sanctuary.
Spells (Warlock- four fifth level slots, and one of each Arcanum up to ninth level.)
Cantrips: Eldritch Blast, Friends, Minor Illusion, Mage hand.
Spells: Charm Person, Counterspell, Hunger of Hadar, Major Image, Fear, Magic Circle, Shadow of Moil, Sickening Radiance, Synaptic Static and Far Step.
Summon Aberrant Spirit will be on this list when Tasha's is released, but it is currently in UA and should not be considered part of the build.
Arcanum
6th-Scatter
7th-Ethearlness
8th-Maddening Darkness
9th-Psychic Scream
Invocations: Agonizing Blast, Armor of Shadows, Devil's Sight, Eyes of the Rune Keeper, Repelling Blast, Visions of Distant Realms, and Grasp of Hadar.
Playstyle and tactics: Elezer is a very versatile character. He has high mental ability scores, and a variety of spells and invocations that make knowledge easy for him to get. Telepathy is a very powerful ability, useful for intimidating or coercing information from difficult subjects.
Elezer will likely be working alone. He can play many roles in the party, the investigator, the face, and in combat he focuses on control. If he needs minions or servants for a difficult task or journey, Create Thrall allows him to recruit some unwilling helpers. When stalking his prey, he follows them in stealth or the Ethereal Plane. While they sleep or stay on guard, they hear the constant whispers and blasphemous knowledge that he sends to their waiting minds through telepathy. When the moment comes to strike, he uses one of many AOE spells to control groups.
Sickening Radiance, Hunger of Hadar, and Maddening Darkness all pose a huge danger to those that find themselves inside the spell. And Elezer is able to move people around the battlefield with ease using his Grasp of Hadar and Repelling Blasts. If he is surrounded by combatants, Scatter rearranges the battlefield, possibly hurling someone into a deadly AOE. Synaptic Static can slow those attempting to escape one of his voids. And if he is in true danger, Psychic Scream will not only deal huge damage but also freeze a target in place-allowing them to be exposed even longer to the darkness behind the stars.
Note on the writing:
The misspellings, strange sp aces and other oddities are meant to give you a small glance into the mind of Elezer. The plot of the story is really just a string of clichés tied together with some terrible prose. Make of it what you will. I'll probably regret posting this tomorrow.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
@JoeltheWalrus
Excited to see a more eldritch horror theme! It feels like a cross between Call of Cthulhu and the Name of the Rose (a murder mystery in a medieval monastery. I was going to let you know your formatting was acting up until I read the could flavor note you gave us at the end. Don't worry about bad prose. It's cool to see the narrative and atmosphere behind the builds. Thanks for posting!
Okay, my build is almost completely done, I just need to do the conclusion. The building is done, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, here goes. This build is meant to be a very monster hunter build, but with some definite mystery solving. Picking up elements of Van Helsing, and Scooby Doo. But also something far greater.
The Dark Hunter; The King of Hallow's Eve!
Level 20 Split: Mastermind Rogue 14/College of Whispers Bard 3/Order of the Ghostslayer Blood Hunter 3
Race: Half elf (taking +1 int and dex, arcana and history for skills, and abyssal language.)
Background: Haunted one (derrrrrr.......)
Stats: Str 8, Dex 15 (+1), Con 12, Int 14 (+1), Wis 10, Cha 13 (+1)
Starting class: Rogue
He wandered down the lonely road. A cloak lay over his head, and it barely moved as the traveller wandered down the road. He had just left the house. The manor that was owned by the family of Dark. It's symbol was laid upon his back, a silver D, and a purple jewel inset. His life of privilege was at an end. The thing that had whispered to him for so long had stopped. A nearby rustling in the bushes brought a smile on their face. He looked over and saw the toad leap out at him. The smile faded. And then came the whispering.....
We start in rogue! This gives us a load of skills, expertise and thieves cant for utility. We can find our prey easily enough. At the moment that's just standard thieves and cultists. Our equipment consists of a rapier and daggers for melee, with shortbow and said daggers for ranged attacks. We have leather armour, thieves tools, burglars pack, monster hunter pack and some clothes. Our damage is pretty decent for level 1, 1d8+3+1d6. AC: 14, HP: 9
Level 5: Mastermind Rogue 4/Bard 1
The whispering never left him. Never. He heard it day and night, lurking in the shadows. And he started to notice symbols would appear. Wherever he went. They were black and purple, glowing and looked like a fanged maw. The Dark Hunter was to be found wherever the darkness was. And he knew where his current quarry was. He had seen them. And the spells had helped as well. Now he just needed to kill them...
The Dark Hunter has started to get better at this. He has become a mastermind, able to find clues and track down the culprit. His ability to imitate others makes him perfect for missions among the dreaded, especially undead, which he has learned to loathe. But most importantly, he can now cast spells. Pick up dancing lights and blade ward for cantrips. Blade ward allows the Dark Hunter to shrug off many blows, and helps with his not so high HP. Take Bane (multi target debuff), Dissonant Whispers (for the creepy element), cure wounds (he needs to be able to heal himself) and Sleep (for utility and ending the fight more easily). His ASI goes into Dex so that he can more accurately hit targets with his rapier, increases his AC and saves. Sneak attack is 2d6. Meh. AC: 15, HP: 33
Level 11: Mastermind Rogue 5/Whsipers Bard 3/Ghostslayer Blood Hunter 3
The symbol branded on his forehead burned. It was hidden beneath his silvery hair. He now knew what the whispers were: the Ghostslayers were calling him. The Unseen beckoned him. Their symbol, one he had seen so many times before, was now branded of his forehead. And the Dark Hunter had risen in their ranks. Undead, bloodless or not, lycanthropes, fiends and all other creatures of the night fear the name the Dark Hunter.
The Dark Hunter has begun to really shine. With uncanny dodge, cunning action, blade ward and invisibility (2nd level bard spell), his ok AC and low HP don't matter too much, as it's so hard to hit him. He has further studied spells, and can now cast level 2 spells. His level 2 spells are invisibility and hold person, for detaining cultists and undead alike. He has taken the College of Whispers, and is able to make all fear him. And now blades of pure will can form in his hand, stronger than any steel. Speaking of which, he now has a silver rapier, silver hand crossbow bolts and daggers. You can never be too careful. He also has a hand crossbow, to replace the shortbow, and studded leather armour to increase AC. But the Dark Hunter has taken it upon himself to further study this power, unlocking the potential of hemocraft. He has taken the blood curse of the fallen puppet, allowing him to manipulate others even in death. He can track fey, fiends and undead with ease. He can now duel better than many (duelling fighting style) and has the rite of the storm, as well as rite of the dawn, thanks to being a ghostlayer. He can also use his blood curse again, and against targets with or without blood. Pretty scary.... Oh and sneak attack is 3d6! AC: 16, HP: 72
Level 17: Mastermind Rogue 11/Whispers Bard 3/Ghostslayer 3
He walked among the cultists and stood beside the vampire. He suppressed a smirk; this was all? The great vampire, almost dead. And now the killing blow shall be struck. He did so. And he returned back to his home, to the home of his kind. The Ghostslayers. The elders asked him how he did it. He answered as he always did: skill and magic were his preferred method. That and manipulating people: he just had that profound ability to see if they are in or superior. Never were they the latter.
Wow. The Dark Hunter is really popping off. His evasion adds to his ability to dodge anything. Reliable talent lets him succeed on many of his checks to stay hidden, and to find others. Insightful manipulator is very powerful, allowing us to find out more about the one we are killing. Our first ASI goes into Dex again, making it max, and the second into elven accuracy, making our int go up to 16. This increases our blood hunter DC. Also, sneak attack is up to 6d6 now. Damage is in no shortage round here! AC: 17, HP: 108
Level 20: Mastermind Rogue 14/Whispers Bard 3/Ghostslayer 3
This was it. He knelt down before the elders. They placed the candle in his hand. And then he knew, that he was the greatest of any of the unseen. The greatest ghostslayer they had seen. The Dark Hunter was to be feared. And what better night to have them hear his name, than Hallow's Eve. Now the creatures of the Night ran, they hid, for fear of the one they called The Dark Hunter, king of the Ghostslayers. And King of Hallow's Eve!
Well then. Scary stuff. The Dark Hunter is now able to dodge almost everything, thanks to misdirection, and have others take damage in his place. And no cooldown. Blindsense allows him to find all the vampires, werewolves, fey and fiendish lords that think being hidden will help. Silver weapons to overcome resistances. Manipulation to get within the cults, and slay them from the inside out. And his final ASI goes into Cha, up to 16, improving DC on bane save. Not to mention his utility is through the moon (joke, see?), with expertise in 6 skills and thieves cant. And his sneak attack is 7d6. So very scary. Now let the King of Hallow's eve come down and rain terror upon the monsters of the Night! AC: 17, HP: 126.
Damage stuff: 1d8+5+2+7d6+1d4 (2d4 if undead) damage. (Edit: add another 2d6 psychic damage from psychic blades). Yep. Add in his fallen puppet curse twice. And you've got a king of utility, defence and some good damage. Hope you enjoyed, and let the King of Hallow's Eve reign over all!
'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!
Fit in with the concept of 'truly optimised' Yurei? And now we know who's better than werewolves AND vampires AND werecows. Him. (I think. I sure do HOPE)
'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!
Thank you. I was attempting a Lovecraftian style, but also trying to preserve the mystery of cosmic horror. I feel that when you start giving Great Old Ones a name and description, it starts to feel less terrifying and more pulp.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
He may be able to hunt lycanthropes and vampires, but he may find it difficult to slay a sword.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms