Yeah don't worry about any mistakes, they can be corrected any time before the deadline, though if you edit afterwards... Well you know, rocks fall and all that >>
DF, would you consider yourself the DM of these Throwdowns? I am wondering as I would like to have a yeti, as per the spell 'Find greater stead?' The only difference between that and a Saber-toothed tiger is 1 HP more on the tiger, and a bit more damage on the yeti side. What do you say to it?
DF, would you consider yourself the DM of these Throwdowns? I am wondering as I would like to have a yeti, as per the spell 'Find greater stead?' The only difference between that and a Saber-toothed tiger is 1 HP more on the tiger, and a bit more damage on the yeti side. What do you say to it?
I'd say I count as the Dm for making rulings yeah, I'd say to be conservative (and to make these builds as useable by bystanders as possible) it'd be safer to just choose a mechanical form stated in the spell and provide the description/flavour of the Yeti.
If you're the DM to consider the things, I hope my crazy flying Santa is okay with your rules? I know a mechanical reindeer as a Iron Defender shouldn't be a big thing but it wearing a pair of winged boots might be on the crazy side for some dms?
If you're the DM to consider the things, I hope my crazy flying Santa is okay with your rules? I know a mechanical reindeer as a Iron Defender shouldn't be a big thing but it wearing a pair of winged boots might be on the crazy side for some dms?
A Steel Defender is a creature, no reason why it can't benefit from magic items! Whilst I think some DMs may say no, I think most will allow it even if some would require the attunement to go against your own slots.
Actually took me quite a while to figure out an approach for this contest. Christmas is a surprisingly difficult theme, especially when many of the good ideas were already used in Icebreaker. But I believe I've hit upon a truly delightful notion now. It'll take some time to assemble, more so than most of my entries. Hopefully I can make it in under the deadline, working over the weekend...
I was wondering when the queen would turn up. But, as they say 'a wizard is never early nor is he late. He arrives precisely when he means to!'. Guess you've got a bit of magic in making these builds.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Actually took me quite a while to figure out an approach for this contest. Christmas is a surprisingly difficult theme, especially when many of the good ideas were already used in Icebreaker. But I believe I've hit upon a truly delightful notion now. It'll take some time to assemble, more so than most of my entries. Hopefully I can make it in under the deadline, working over the weekend...
It was hard for me to think of an idea, too. There's not a ton that work well with D&D. I still haven't finished by Krampus build, as that's a pretty difficult thing to replicate in this system.
Can't wait to see what you came up with, Yurei!
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Please check out my homebrew, I would appreciate feedback:
Race; Lightfoot Halfling - +2 Dex and +1 Cha, hide-y abilities, lucky and brave, all lend to character idea, common and dwarvish (cause it’s more freljordian),
Background; Folk hero, taking animal handling and survival, cartographers’ supplies (Nunu wants to make a map of the WHOLE Freljord!). Rustic Hospitality means everyone loves the lovely little boy!
Starting Stats; Str 8, Dex 16, Con 12, Int 10, Wis 15, Cha 14.
Starting Class; Bard We start off in bard, which gives us 2 cantrips (minor illusion and vicious mockery - as a kid, Willump doesn’t mean to insult people, it just comes out that way!, while he has a HUGE imagination) and 4 known spells (heroism, longstrider, tasha’s hideous laughter and sleep- Nunu loves stories, and knows all about singing lullabies, making people laugh and how to be a great warrior ). He also gets bardic inspiration, to let him help his friends - that is what Snowdown is all about, right! Nunu’s adventuring equipment is; a club (reasons soon!), leather armour, entertainers’ pack, daggers, folk hero stuff (including cartographers’ tools) and his flute! HP: 9, AC: 14.
Level 5; Valour bard 5
Nunu is now a very brave boy! He has learnt how to use some more advanced weapons thanks to the Frostguard he has met, and wear better armour (but he likes his mothers’ more, a gift on his 4th nameday). He has learnt to help his friends in battle, by telling stories of great Iceborn and Frost Guards. Nunu has learnt to survive without his mother, and now knows most rudimentary things (he met a very nice old man who helped him!), and he excels at dealing with animals, as well as knowing the natural world (nature). His songs soothe his pains of loss, and the love he once felt. Nunu knows more magic now, and focuses on those that involve his imagination (pick up any that fit the theme, aka imagination or winter). His Charisma is now at 16, and he can charm his way into any place, and loves to dress up as a Yeti. But now he looks to kill one, and prove himself a great warrior… HP; 33, AC; 14
Level 11: Shepard Druid 5/Valour Bard 6
Nunu met the yeti! His name is Willump. Turns out he isn’t bad, he just doesn’t have a family, like Nunu… Now Nunu knows more nature magic! He specialises in icy cold spells, and ones that help in the freezing wastes of the Freljord. Nunu’s ability to counter influencing magic is great for the duo’s adventures, saving and helping people who need it most. Nunu can now attack twice with his club/flute, which now does a d8 + 3 damage (wis is now 17 thanks to the ASI), or he can use the sling he found and sling magic stones at people. Take that! He can now summon a spectral creature, a spirit of the Freljord! Nunu mostly uses these to keep him and Willump healthy (bear and unicorn). He can speak to animals, something Willump taught him. Speaking of which, Willump uses the statistics of a polar bear, as if summoned by the spell Summon Beast. (For the moment, he only lasts for a set time - 1 hour. However, this is the best at the moment). Nunu is very happy now, and the two of them have set out on a great quest, to find Nunu’s mother, and explore and save the WHOLE Freljord. By now he has gathered a set of studded leather armour as well, his mothers’ but slightly tweaked to be better for adventures! HP; 69, AC; 15
Level 17; Shepard Druid 7/Valour Bard 10
Willump is better! Thanks to the Find Greater steed spell, he sticks around forever! He now takes the form of a Sabre-Toothed tiger, because it’s got good survivability (better thanks to Mighty summoner, which increases his HP by 14) and decent damage (magical as well!). The best bit is, Nunu picks up the feat mounted combatant, which gives him advantage on any creature that is medium or smaller, as well as better survivability for Willump! This means he can really get into the habit of staying on Willump’s back as he attacks, and slinging spells or hitting people with his magic flute/club. Hallucinatory terrain is fun for both messing with enemies, as well as having fun with people they meet. His cantrips are better, although magic stone isn’t very good. Create Bonfire is good, as is Create flame. Nunu is even better at helping people, and knows how to survive in snowy forests and mountains alike (persuasion and survival expertise). HP; 105, AC; 15.
Level 20; Shepard Druid 10/Valour Bard 10
Nunu is amazing! Him and Willump have had such incredible adventures, and had so much fun. Willump regains HP when near the Bear spirit, giving him even more survivability. Nunu’s last ASI goes into con, making it 14. HP; 143, AC; 15. That’s about it, but let’s see what Nunu and Willump can do: Damage; between Nunu’s 2 attacks a turn, and Willump dealing damage as well, they have some pretty solid and sustainable damage. Cone of cold upcast to level 9? Yes please! Snilloc's snowball swarm is also very useful. Defense; thanks to mighty summoner and guardian spirit as well as bear totem, Willump becomes really beefy and Nunu gets a bit more protected. Create bonfire can be used to block attackers, and minor illusion to create fake walls and such. Utility; Yes! The bard and druid classes are filled with utility, and Nunu has so much! He has jack of all trades, and expertise in 4 skills. Willump can knock people prone, allowing them to do so many things to the baddies!
So I may have ended up a little up my own butt in worldbuilding and ended up making a character more than a Christmas trope. And perhaps inventing a world where 'Naughtiness' is a force of malignant, corrupting darkness only barely held in check by Santa's Little Helpers, a batch of gnomes (Santa's Little Helpers are gnomes, NOT 'elves', and I will fight anyone who tells me different DX) who are both master toymakers and guerilla strike ops soldiers.
Not winning any Throwdowns with this, but on the other hand I have one hell of a Christmas one-shot for next year.
“Far to the north, where the coldest winds blow There exists a place of which all children know.
A workshop, for toys! So wondrous and grand! The most magical place in all of the land!
Here in the shop, all day and all night Saint Nick’s little helpers create new delights
With a rasp and a clatter of tools and toys Out comes a new present, for a good girl or boy.
But sometimes, the Naughty decide to invade And Saint Nick’s little helpers must fend off the raid
So they gather their gear, their war-canes and suits Their arcane grenades and their combat boots.
They shake out in formation, with Saint Nick looking on And they vow not to rest until the enemy is gone.
With XMS-25s and arcane ordinance galore They cover the snow with Naughty blood and gore.
Once the fighting is done, they come back to blow off steam Just another day in the life of Saint Nick’s Security Team.”
Little Helper: Private
Saint Nick’s latest Little Helper joins up the same way all of them do – as a freshly trained artificer versed in the tools and equipment used to make delightful new toys for all the Good Children on Saint Nick’s list, as well as the weapons and armor used to defend the Workshop from incursions of the Naughty. There’s little to differentiate our Little Helper at this level from any other snot-nosed private fresh out of Basic. So far as his superiors are concerned, he couldn’t carve a toy rocking horse or operate an emplaced siege staff if his life literally depended on it. Their only hope is that no major incursions happen while he’s working up, or surely he’ll be just another stain on the snow like so many unfortunate Little Helpers before him...
Skills: Skills: Athletics, Intimidation, Investigation, Medicine Tools: Tinker’s, Thieves, Woodcarver’s, Land Vehicles Spells: Fire Bolt, Message, Minor Illusion, 3 Artificer
Little Helper: Corporal
HP: 38 AC: 18 (Scale Mail + Shield)
By fifth level, our Little Helper has survived the harrowing trials of early life in the Workshop, earning his stripes. Literally, in this case – the Little Helper has learned how to imbue and maintain the XMS-25 Warcane, taking an ordinary painted wooden candy cane and transforming it into a destructive weapon via Enhanced Arcane Focus and Arcane Firearm. This is our Little Helper’s chief tool in the endless struggle to fend off the Naughty, but it’s not his only one. Mission-specific Infusions are also available, as is second-level magic. By fifth level, frequent fighting against the Naughty has left its mark on the Little Helper in the form of the Shadow-Touched feat. This rounds our Intelligence to 18, and allows the Little Helper to both cloak himself and move unseen as well as granting him the ability to disguise his position in the field with Silent Image. It still takes fortitude, teamwork, and a dose of Christmas cheer to get through a Naughty raid, but the Little Helper pulls his weight in the field now.
Skills: Athletics, Intimidation, Investigation, Medicine Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding Spells: Fire Bolt, Message, Minor Illusion, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, +6 Artificer
Little Helper: Sergeant HP: 80 AC: 19 (half-plate + shield), 22 (w/Enhanced Defense and Repulsion Shield)
By eleventh level, the Little Helper has become an important figure in the Workshop’s defense plans. A sturdy and experienced soldier as well as a master toymaker, the Little Helper is a respected senior assistant in the Workshop. We’ve achieved maximum Intelligence, giving us the most bang for our buck from Flash of Genius and the highest contest-possible number of prepared spells. The Little Helper’s XMS-25 bumps up to a +2 boost as does his Enhanced Defense whenever the mission calls for intense combat. Shocking Grasp, though late, provides a close-range defense option compatible with the XMS-25. Between the improved Eldritch Cannon and the addition of Spell-Storing Item, the Little Helper is an impressively destructive slayer of Naughties, when he’s not in the Workshop pursuing his primary vocation of making new toys. Four active Infusions allows mission-specific loadouts aplenty, though the XMS-25 never leaves. Enhanced Defense and Winged Boots are common, with a final slot reserved for whatever best fits the mission on deck.
Skills: Athletics, Intimidation, Investigation, Medicine Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Guidance, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, +10 Artificer
At 17 level, the Little Helper is one of the oldest surviving Helpers in the Workshop. Half a lifetime of fending off Naughty raids have left their mark, and while the Little Helper still prefers to spend his days simply carving some new toys, he’s become a force to be reckoned with when the Naughty creeps out from its hollows.
At 12 level, the Little Helper makes an unusual choice – the Healer feat. He’s spent long enough being an engine of destruction; war-weary and feeling his Christmas cheer flagging, the Little Helper turns to restoring his allies both with and without magic. Between SSI: Cure Wounds when applicable and keeping a well-stocked Healer’s Kit, the Little Helper can patch the wounds of his allies twenty times in the field without expending a single spell slot. As he progresses, the Little Helper accrues more Infusion choices and the ability to grant half-cover to anything within ten feet of one of his Eldritch Cannons With the ability to create two of them (which typically take the form of a pair of wooden horses with saddle-slung weaponry), one is almost always a Protector. As deadly as he is, as much destructive force as the Little Helper wields, he’s more valued at this point for his ability to bring the younger generation back home and fostor cheer in the Workshop. Much like an oddly small BattleMech from days yonder, the Little Helper only grows harder to drop as he accrues more high-magitech toys and learns greater spellcraft.
The Little Helper’s second feat in this tier is Tough, because old soldiers tend to be that way. A grizzled vet of many battles against the Naughty, the Little Helper nevertheless always has a word of advice or a handy tip for new toymakers, and a little pouch of minty candies that always seems to have just one more treat in it. What’s the point of all the fighting, after all, if one loses their Christmas cheer?
Skills: Athletics, Intimidation, Investigation, Medicine Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness, Amulet of Health, Horn of Blasting Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, Ice Storm, Wall of Fire, Cone of Cold, Wall of Force, +13 Artificer
Little Helper: Old Dog HP: 183 (normal), 223 (Amulet of Health) AC: 19 to 24, item-dependent.
At the culmination of his career, the Little Helper is second in the Workshop only to Saint Nick and his family. There’s not a single damn thing the Naughty can pull that the Little Helper hasn’t seen at least twice, and even if he’s getting old and slowing down, sheer weight of experience – and a nearly unmatched arsenal of toys both wonderful and terrible – keep him at the forefront of the Workshop’s efforts against the Naughty. In his later years, the Little Helper tries to spend more time making toys for good children than he does smiting the Naughty, but an old warhorse never truly retires. Two final infusion choices and the ability to wield six of them at a time grant the Little Helper a dense profusion of magical assistance in the field, while the artificer’s infamously powerful capstone supercharges his saves and grants him the ability to trade a toy for another moment of life.
The final feat in this build is Lucky. Normally Lucky doesn’t feature in many builds, but for the Little Helper? A bit of supernatural luck explains how he got so old. Perhaps it was a gift from Saint Nick himself, or even a gift from the gods to a gnome destined to save countless lives on the battlefield, or maybe the Little Helper just has a knack for coming through when it counts. There’s no time to waste on failed rolls on Christmas Eve, when Saint Nick journeys out to take the year’s toys to all the good little girls and boys...and the Naughty inevitably launches the biggest raid of the year.
Skills: Athletics, Intimidation, Investigation, Medicine Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness, Amulet of Health, Horn of Blasting, Alchemy Jug, Ring of Protection Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, Ice Storm, Wall of Fire, Cone of Cold, Wall of Force, +14 Artificer
And in case I don't post again before the day, Merry Christmas to those that celebrate, happy holidays to those that celebrate other festivities and happy Friday to everyone else!
I vote for sutlo's Santa build, but Kevin was so close. I chose Santa cause we need him for the whole thing (and Jesus as well).
Edit: HomebrewDragonSlayer's build was actually quite good. The only thing you need to add is a bit more about low level tactics, as the build is only really good at high levels. It was a good theme though!
I, too, will vote for Yurei's Santa's Little Helper. Thanks for the idea for next Xmas's oneshot!
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Yeah don't worry about any mistakes, they can be corrected any time before the deadline, though if you edit afterwards... Well you know, rocks fall and all that >>
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!
Edited for consistency.
DF, would you consider yourself the DM of these Throwdowns? I am wondering as I would like to have a yeti, as per the spell 'Find greater stead?' The only difference between that and a Saber-toothed tiger is 1 HP more on the tiger, and a bit more damage on the yeti side. What do you say to it?
'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'd say I count as the Dm for making rulings yeah, I'd say to be conservative (and to make these builds as useable by bystanders as possible) it'd be safer to just choose a mechanical form stated in the spell and provide the description/flavour of the Yeti.
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!
If you're the DM to consider the things, I hope my crazy flying Santa is okay with your rules? I know a mechanical reindeer as a Iron Defender shouldn't be a big thing but it wearing a pair of winged boots might be on the crazy side for some dms?
A Steel Defender is a creature, no reason why it can't benefit from magic items! Whilst I think some DMs may say no, I think most will allow it even if some would require the attunement to go against your own slots.
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!
Actually took me quite a while to figure out an approach for this contest. Christmas is a surprisingly difficult theme, especially when many of the good ideas were already used in Icebreaker. But I believe I've hit upon a truly delightful notion now. It'll take some time to assemble, more so than most of my entries. Hopefully I can make it in under the deadline, working over the weekend...
Please do not contact or message me.
I was wondering when the queen would turn up. But, as they say 'a wizard is never early nor is he late. He arrives precisely when he means to!'. Guess you've got a bit of magic in making these builds.
'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!
It was hard for me to think of an idea, too. There's not a ton that work well with D&D. I still haven't finished by Krampus build, as that's a pretty difficult thing to replicate in this system.
Can't wait to see what you came up with, Yurei!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Nunu and Willump; It's Me and You! (https://www.youtube.com/watch?v=mKISuOpQniQ - Get ready to cry. I might have. Or it was snow in my eye. Definitely snow...)
Level 20 Split; Shepard Druid 10/Valour Bard 10
Race; Lightfoot Halfling - +2 Dex and +1 Cha, hide-y abilities, lucky and brave, all lend to character idea, common and dwarvish (cause it’s more freljordian),
Background; Folk hero, taking animal handling and survival, cartographers’ supplies (Nunu wants to make a map of the WHOLE Freljord!). Rustic Hospitality means everyone loves the lovely little boy!
Starting Stats; Str 8, Dex 16, Con 12, Int 10, Wis 15, Cha 14.
Starting Class; Bard
We start off in bard, which gives us 2 cantrips (minor illusion and vicious mockery - as a kid, Willump doesn’t mean to insult people, it just comes out that way!, while he has a HUGE imagination) and 4 known spells (heroism, longstrider, tasha’s hideous laughter and sleep- Nunu loves stories, and knows all about singing lullabies, making people laugh and how to be a great warrior ). He also gets bardic inspiration, to let him help his friends - that is what Snowdown is all about, right! Nunu’s adventuring equipment is; a club (reasons soon!), leather armour, entertainers’ pack, daggers, folk hero stuff (including cartographers’ tools) and his flute! HP: 9, AC: 14.
Level 5; Valour bard 5
Nunu is now a very brave boy! He has learnt how to use some more advanced weapons thanks to the Frostguard he has met, and wear better armour (but he likes his mothers’ more, a gift on his 4th nameday). He has learnt to help his friends in battle, by telling stories of great Iceborn and Frost Guards. Nunu has learnt to survive without his mother, and now knows most rudimentary things (he met a very nice old man who helped him!), and he excels at dealing with animals, as well as knowing the natural world (nature). His songs soothe his pains of loss, and the love he once felt. Nunu knows more magic now, and focuses on those that involve his imagination (pick up any that fit the theme, aka imagination or winter). His Charisma is now at 16, and he can charm his way into any place, and loves to dress up as a Yeti. But now he looks to kill one, and prove himself a great warrior… HP; 33, AC; 14
Level 11: Shepard Druid 5/Valour Bard 6
Nunu met the yeti! His name is Willump. Turns out he isn’t bad, he just doesn’t have a family, like Nunu… Now Nunu knows more nature magic! He specialises in icy cold spells, and ones that help in the freezing wastes of the Freljord. Nunu’s ability to counter influencing magic is great for the duo’s adventures, saving and helping people who need it most. Nunu can now attack twice with his club/flute, which now does a d8 + 3 damage (wis is now 17 thanks to the ASI), or he can use the sling he found and sling magic stones at people. Take that! He can now summon a spectral creature, a spirit of the Freljord! Nunu mostly uses these to keep him and Willump healthy (bear and unicorn). He can speak to animals, something Willump taught him. Speaking of which, Willump uses the statistics of a polar bear, as if summoned by the spell Summon Beast. (For the moment, he only lasts for a set time - 1 hour. However, this is the best at the moment). Nunu is very happy now, and the two of them have set out on a great quest, to find Nunu’s mother, and explore and save the WHOLE Freljord. By now he has gathered a set of studded leather armour as well, his mothers’ but slightly tweaked to be better for adventures! HP; 69, AC; 15
Level 17; Shepard Druid 7/Valour Bard 10
Willump is better! Thanks to the Find Greater steed spell, he sticks around forever! He now takes the form of a Sabre-Toothed tiger, because it’s got good survivability (better thanks to Mighty summoner, which increases his HP by 14) and decent damage (magical as well!). The best bit is, Nunu picks up the feat mounted combatant, which gives him advantage on any creature that is medium or smaller, as well as better survivability for Willump! This means he can really get into the habit of staying on Willump’s back as he attacks, and slinging spells or hitting people with his magic flute/club. Hallucinatory terrain is fun for both messing with enemies, as well as having fun with people they meet. His cantrips are better, although magic stone isn’t very good. Create Bonfire is good, as is Create flame. Nunu is even better at helping people, and knows how to survive in snowy forests and mountains alike (persuasion and survival expertise). HP; 105, AC; 15.
Level 20; Shepard Druid 10/Valour Bard 10
Nunu is amazing! Him and Willump have had such incredible adventures, and had so much fun. Willump regains HP when near the Bear spirit, giving him even more survivability. Nunu’s last ASI goes into con, making it 14. HP; 143, AC; 15.
That’s about it, but let’s see what Nunu and Willump can do:
Damage; between Nunu’s 2 attacks a turn, and Willump dealing damage as well, they have some pretty solid and sustainable damage. Cone of cold upcast to level 9? Yes please! Snilloc's snowball swarm is also very useful.
Defense; thanks to mighty summoner and guardian spirit as well as bear totem, Willump becomes really beefy and Nunu gets a bit more protected. Create bonfire can be used to block attackers, and minor illusion to create fake walls and such.
Utility; Yes! The bard and druid classes are filled with utility, and Nunu has so much! He has jack of all trades, and expertise in 4 skills. Willump can knock people prone, allowing them to do so many things to the baddies!
Enjoy the Music; https://www.youtube.com/watch?v=fY_PTerocRI
(Just need to add in story, then all good to go!)
'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!
So I may have ended up a little up my own butt in worldbuilding and ended up making a character more than a Christmas trope. And perhaps inventing a world where 'Naughtiness' is a force of malignant, corrupting darkness only barely held in check by Santa's Little Helpers, a batch of gnomes (Santa's Little Helpers are gnomes, NOT 'elves', and I will fight anyone who tells me different DX) who are both master toymakers and guerilla strike ops soldiers.

Not winning any Throwdowns with this, but on the other hand I have one hell of a Christmas one-shot for next year.
Santa’s Little Helper
Forest Gnome Artillerist Artificer
8 | 13(14) | 14 | 15 (17) | 12 | 10
Soldier background (for contest purposes only)
HP: 10
AC: 18 (scale mail + shield)
“Far to the north, where the coldest winds blow
There exists a place of which all children know.
A workshop, for toys! So wondrous and grand!
The most magical place in all of the land!
Here in the shop, all day and all night
Saint Nick’s little helpers create new delights
With a rasp and a clatter of tools and toys
Out comes a new present, for a good girl or boy.
But sometimes, the Naughty decide to invade
And Saint Nick’s little helpers must fend off the raid
So they gather their gear, their war-canes and suits
Their arcane grenades and their combat boots.
They shake out in formation, with Saint Nick looking on
And they vow not to rest until the enemy is gone.
With XMS-25s and arcane ordinance galore
They cover the snow with Naughty blood and gore.
Once the fighting is done, they come back to blow off steam
Just another day in the life of Saint Nick’s Security Team.”
Little Helper: Private
Saint Nick’s latest Little Helper joins up the same way all of them do – as a freshly trained artificer versed in the tools and equipment used to make delightful new toys for all the Good Children on Saint Nick’s list, as well as the weapons and armor used to defend the Workshop from incursions of the Naughty. There’s little to differentiate our Little Helper at this level from any other snot-nosed private fresh out of Basic. So far as his superiors are concerned, he couldn’t carve a toy rocking horse or operate an emplaced siege staff if his life literally depended on it. Their only hope is that no major incursions happen while he’s working up, or surely he’ll be just another stain on the snow like so many unfortunate Little Helpers before him...
Skills: Skills: Athletics, Intimidation, Investigation, Medicine
Tools: Tinker’s, Thieves, Woodcarver’s, Land Vehicles
Spells: Fire Bolt, Message, Minor Illusion, 3 Artificer
Little Helper: Corporal
HP: 38
AC: 18 (Scale Mail + Shield)
By fifth level, our Little Helper has survived the harrowing trials of early life in the Workshop, earning his stripes. Literally, in this case – the Little Helper has learned how to imbue and maintain the XMS-25 Warcane, taking an ordinary painted wooden candy cane and transforming it into a destructive weapon via Enhanced Arcane Focus and Arcane Firearm. This is our Little Helper’s chief tool in the endless struggle to fend off the Naughty, but it’s not his only one. Mission-specific Infusions are also available, as is second-level magic. By fifth level, frequent fighting against the Naughty has left its mark on the Little Helper in the form of the Shadow-Touched feat. This rounds our Intelligence to 18, and allows the Little Helper to both cloak himself and move unseen as well as granting him the ability to disguise his position in the field with Silent Image. It still takes fortitude, teamwork, and a dose of Christmas cheer to get through a Naughty raid, but the Little Helper pulls his weight in the field now.
Skills: Athletics, Intimidation, Investigation, Medicine
Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles
Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding
Spells: Fire Bolt, Message, Minor Illusion, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, +6 Artificer
Little Helper: Sergeant
HP: 80
AC: 19 (half-plate + shield), 22 (w/Enhanced Defense and Repulsion Shield)
By eleventh level, the Little Helper has become an important figure in the Workshop’s defense plans. A sturdy and experienced soldier as well as a master toymaker, the Little Helper is a respected senior assistant in the Workshop. We’ve achieved maximum Intelligence, giving us the most bang for our buck from Flash of Genius and the highest contest-possible number of prepared spells. The Little Helper’s XMS-25 bumps up to a +2 boost as does his Enhanced Defense whenever the mission calls for intense combat. Shocking Grasp, though late, provides a close-range defense option compatible with the XMS-25. Between the improved Eldritch Cannon and the addition of Spell-Storing Item, the Little Helper is an impressively destructive slayer of Naughties, when he’s not in the Workshop pursuing his primary vocation of making new toys. Four active Infusions allows mission-specific loadouts aplenty, though the XMS-25 never leaves. Enhanced Defense and Winged Boots are common, with a final slot reserved for whatever best fits the mission on deck.
Skills: Athletics, Intimidation, Investigation, Medicine
Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles
Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness
Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Guidance, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, +10 Artificer
Little Helper: Master Sergeant
HP: 156 (normal), 190 (Amulet of Health)
AC: 19 (half-plate, shield), 22 (Enhanced Defense + Repulsion Shield)
At 17 level, the Little Helper is one of the oldest surviving Helpers in the Workshop. Half a lifetime of fending off Naughty raids have left their mark, and while the Little Helper still prefers to spend his days simply carving some new toys, he’s become a force to be reckoned with when the Naughty creeps out from its hollows.
At 12 level, the Little Helper makes an unusual choice – the Healer feat. He’s spent long enough being an engine of destruction; war-weary and feeling his Christmas cheer flagging, the Little Helper turns to restoring his allies both with and without magic. Between SSI: Cure Wounds when applicable and keeping a well-stocked Healer’s Kit, the Little Helper can patch the wounds of his allies twenty times in the field without expending a single spell slot. As he progresses, the Little Helper accrues more Infusion choices and the ability to grant half-cover to anything within ten feet of one of his Eldritch Cannons With the ability to create two of them (which typically take the form of a pair of wooden horses with saddle-slung weaponry), one is almost always a Protector. As deadly as he is, as much destructive force as the Little Helper wields, he’s more valued at this point for his ability to bring the younger generation back home and fostor cheer in the Workshop. Much like an oddly small BattleMech from days yonder, the Little Helper only grows harder to drop as he accrues more high-magitech toys and learns greater spellcraft.
The Little Helper’s second feat in this tier is Tough, because old soldiers tend to be that way. A grizzled vet of many battles against the Naughty, the Little Helper nevertheless always has a word of advice or a handy tip for new toymakers, and a little pouch of minty candies that always seems to have just one more treat in it. What’s the point of all the fighting, after all, if one loses their Christmas cheer?
Skills: Athletics, Intimidation, Investigation, Medicine
Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles
Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness, Amulet of Health, Horn of Blasting
Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, Ice Storm, Wall of Fire, Cone of Cold, Wall of Force, +13 Artificer
Little Helper: Old Dog
HP: 183 (normal), 223 (Amulet of Health)
AC: 19 to 24, item-dependent.
At the culmination of his career, the Little Helper is second in the Workshop only to Saint Nick and his family. There’s not a single damn thing the Naughty can pull that the Little Helper hasn’t seen at least twice, and even if he’s getting old and slowing down, sheer weight of experience – and a nearly unmatched arsenal of toys both wonderful and terrible – keep him at the forefront of the Workshop’s efforts against the Naughty. In his later years, the Little Helper tries to spend more time making toys for good children than he does smiting the Naughty, but an old warhorse never truly retires. Two final infusion choices and the ability to wield six of them at a time grant the Little Helper a dense profusion of magical assistance in the field, while the artificer’s infamously powerful capstone supercharges his saves and grants him the ability to trade a toy for another moment of life.
The final feat in this build is Lucky. Normally Lucky doesn’t feature in many builds, but for the Little Helper? A bit of supernatural luck explains how he got so old. Perhaps it was a gift from Saint Nick himself, or even a gift from the gods to a gnome destined to save countless lives on the battlefield, or maybe the Little Helper just has a knack for coming through when it counts. There’s no time to waste on failed rolls on Christmas Eve, when Saint Nick journeys out to take the year’s toys to all the good little girls and boys...and the Naughty inevitably launches the biggest raid of the year.
Skills: Athletics, Intimidation, Investigation, Medicine
Tools: Tinker’s, Thieves, Woodcarver’s, Cobbler’s, Land Vehicles
Infusions: Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Bag of Holding, Winged Boots, Repulsion Shield, Cloak of Protection, Helm of Awareness, Amulet of Health, Horn of Blasting, Alchemy Jug, Ring of Protection
Spells: Fire Bolt, Message, Minor Illusion, Shocking Grasp, Shield, Thunderwave, Silent Image, Scorching Ray, Shatter, Invisibility, Fireball, Wind Wall, Ice Storm, Wall of Fire, Cone of Cold, Wall of Force, +14 Artificer
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Just watching Arthur Christmas, and that build reminds me of the 'elves' in it. You could win with it Yurei!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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HELL YUREI! YOU BL**DY WELL STOLE OUR NAME!
(I am not actually upset tho lol)
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
SUBMISSIONS ARE NOW CLOSED AND VOTING IS NOW OPEN
And in case I don't post again before the day, Merry Christmas to those that celebrate, happy holidays to those that celebrate other festivities and happy Friday to everyone else!
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I vote for this Yurei1453's Santa's Little Helper.
I am an average mathematics enjoyer.
>Extended Signature<
Wooh! Finished my build just in time.
I also vote for Yurei's Santa's Little Helper. You are absolutely correct that Santa's "Elves" are actually gnomes in D&D terms.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I cast my vote for Nunu and Willump.
I like the creative reflavoring to accomplish all the theming you were going for while still sticking to the rules so clearly.
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I vote for sutlo's Santa build, but Kevin was so close. I chose Santa cause we need him for the whole thing (and Jesus as well).
Edit: HomebrewDragonSlayer's build was actually quite good. The only thing you need to add is a bit more about low level tactics, as the build is only really good at high levels. It was a good theme though!
'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'll vote for the Kevin McCallister build, I am seriously considering to build a trap master now ! :)
Krampus would be my close second and yureis build my bronze
I, too, will vote for Yurei's Santa's Little Helper. Thanks for the idea for next Xmas's oneshot!
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.