I hope that this throwdown finds you all well, in good health and keeping safe! Tis the season to fall off your diets and what kind of host would I be if I didn't try and fend off your growing Cyberpunk addiction by giving you some sweet cinnamon D&D to chew over in the festive season?
The concept: IT'S CHRISTMAS BABY!
This is easy and open, make a character that just evokes Christmas in some way to you, of course if you celebrate something else during this season then feel free create a character that represents that to you, but please include what it is meant to represent so that we may share in it!
Some rules for guidance:
-It has to be seasonal!
-Tasha's material is on the table and that includes chopping and changing your stats etc. and custom lineage
-In the interest of promoting creativity and diversity in these builds, Hexblade will be allowed, but requires a minimum of 5 levels as part of your overall build. If you choose any other Warlock patron this restriction is not applicable.
-No UA, only officially published materials
-You must include a stat array (Point Buy or Standard Array)
-Build to 20 with insights on how the build hands at levels 5, 11, 17 and 20 (include hp and AC at each point for each of reading)
-Multiclassing and feat optional rules in play
-Variants for races available (V. Human, Dragonmarks, SCAG variants)
-No magic items unless you have a way to create them from a class feature
-Normal starting items and gold, mundane armor upgrades be assumed to happen during tier 2 (so you can mention Plate/Half Plate in your commentary but you can only include it in snapshots for levels 11,17 and the final 20).
-Catchy names and fluff are not a requirement but are always nice to read
Suggested format:
Level 20 level split:
Race:
Stats: Str x Dex x Con x Int x Wis x Cha x
Background:
Starting level:
Any guidance or commentary you want
At 5th level:
Any guidance or commentary you want
At 11th level:
Any guidance or commentary you want
At 17th level:
Any guidance or commentary you want
At 20th level and final thoughts:
Voting:
To sort the wheat from the chaff we'll vote on builds and declare a 'winner' (a concept that will hopefully continue in future threads and put the contest into this), to vote simply make a post quoting the build you want to vote for (snipping the content to keep things getting out of hand) and say something that indicates you're voting e.g. +1, get's my vote etc.
-Each user only gets one vote but you can edit your post at any time before the deadline to change your mind.
-If you submit a build, you must vote for someone for your entry to be considered valid
-A user can submit more than one build but they must be in separate posts (and not back to back to respect forum rules)
-You cannot vote for yourself
-Each throwdown thread will run for 7 days after which no new builds will be accepted for contention, when the build deadline has closed votes will be accepted. The voting deadline will be five days after the build deadline, votes will be tallied and the winner announced (any vote edits after the deadline has passed will also not be counted, if the original vote cannot be seen the vote will be null and void).
Christmas build deadline/Voting opens: 23/12/2020 @ 9pm BST/4pm ET
Voting deadline: 28/12/2020 @ 9pm BST/4pm ET
PLEASE NOTE THAT VOTING IS NOW ONLY ONCE THE BUILD DEADLINE HAS PASSED.
I'd also like to take a moment to ask you guys to check out our Youtube channel, we focus on mechanics and character builds (our current videos focus on overviewing Tasha's content with added thoughts and notes) and if you enjoy these contests you may very well enjoy our work too. All of our builds comes with a free to access build guides in the description to help follow along or run the characters in your own games. Thank you for sitting through my waffle!
Damn, I already did a Frosty the Snowman build for a previous throwdown.
I actually built a bunch of Christmas-themed characters recently, but they're all enemy NPCs since I'm running my friends through a one-shot where they'll be sneaking into Santa's workshop to kill Santa and put on his coat to become the new Santa (using "The Santa Clause" rules).
Explanation (in case you don't know who Krampus is):
Krampus is an "anti-Santa" from Central European folklore. He is depicted as an anthropomorphic half-demon, half-goat, which is why I chose satyr as his race. He would punish misbehaving children, and had long, monstrous claws and the ability to jump long distances. It took me awhile to decide whether or not I should multiclass with this build, and which classes I should choose, but I eventually decided to make this be a Beast Barbarian all the way to level 20. Krampus is said to have supernatural strength and resilience, which completely fits the theme of a Barbarian.
Krampus
The night sky is dark and filled with gray clouds, with snow coating everything exposed to the harshness of the winter. The evening is slowly nearing towards midnight, and the jolly old Saint Nicholas has just finished delivering his presents. However, the holiday is not yet over, and the happiness and joy now transitions to fear and cruelty. The fiendish anti-Santa is now journeying to the houses of the naughty to terrorize them, both of children and the mature. This terror of the normally happy night is known as the Krampus, and he punishes those who act wickedly in wicked ways, fighting fire with fire. Krampus's name is whispered in hushed tones, as though he only comes once a year, the night that he does arrive is traumatizing and feared.
The Krampus is the horror of the most famous holiday of the year, the punisher of misbehaving children and adults. He has long, slashing claws on each hand, large, fiendish goat horns on the top of his terrifying head. He lurks in dark places and can jump large distances, as well as seemingly capable of teleporting. He is a master of intimidation, frightening all naughty humans he comes across.
Okay, there's not a lot of important stuff at this level. We currently just attack with our horns and rage in combat. We have advantage on all saving throws against spells and other magical effects, and our long jumps are currently 17 feet + 1d8, which is pretty good for a goat demon who specializes in jumping.
Okay, our subclass is the Beast Barbarian, taking claws when we transform. We also take the Skill Expert feat to increase your Strength by one and gain expertise in Intimidation and proficiency in Stealth, as Krampus is a master of frightening and skulking in the dark. Our long jumps are now 18 + 1d8 feet, a bit better than before.
Each turn we make three claw attacks, dealing 1d6 + 6 damage each hit. On average each turn, we deal 28.5 slashing damage. We reckless attack each turn, giving advantage one each of the attack rolls and granting advantage on attacks against us.
Bestial Soul grants us magical weapon attacks. We also take the Jumping benefit from this feature, allowing us to add our Athletics roll to our jump total, granting our jumps a grand total of 29 + 1d20 + 1d8 feet. On average, that's 44 feet (which all costs movement, but if we start our rage this turn, we're able to do all of that at once, due to Instinctive Pounce). We use our ASI to max out our Strength at a 20.
We also become more unkillable, gaining Relentless Rage, allowing us to be able to rage beyond what would normally kill us.
Each turn, we still make 3 claw attacks, but our damage increases quite a bit, from 1d6 + 6 slashing each attack to 1d6 + 8 slashing damage each attack. The average damage of this is 34.5 magical slashing damage. If we get a critical hit, our attack deals 3d6 + 8 slashing damage, due to Brutal Critical.
This level, we use our first ASI to get Telepathic, increasing our Charisma score by 1. This gives us telepathy, dialing up the Creepy-'o-meter quite a bit, as well as allowing us to cast detect thoughts once a long rest, letting us know if the people we come across are naughty or nice. Call the Hunt allows us to aid a companion and grant ourselves some temporary hit points (we don't care much about this feature, but it is helpful when we use it). Persistent Rage lets us rage 100% of the time, so we never drop our claws unless we want to.
Our next feat is for Fey Touched, allowing us to increase your Charisma score by another one, making us be a master of frightening others. We also get the ability to cast Misty Step once, making us even creepier, and we also take the gift of alacrity spell, making us even quicker in combat.
Our jumps at this level are 31 + 1d20 + 1d8, for an average of 46 feet for a jump.
Now, Brutal Critical causes us to do a total of 5d6 + 9 magical slashing damage on a critical hit. On a normal non-critical turn, we do 1d6 + 9 magical slashing damage thrice, for an average of 38.5 magical slashing damage.
Our last ASI goes to increasing our Charisma score to 20, making us a pure master of terror. The absolute lowest score we can get for an Intimidation check is 18, and the maximum is 37. Our jumps are now 40 + 1d20 + 1d8 (If we roll lower than 4 on the d20, our roll automatically becomes 48 + 1d8). On average, we jump 55 feet with a long jump, making us masters of jumping long distances.
Our claws now deal 1d6 + 11 magical slashing damage each, for an average of 43.5 magical slashing damage each turn. If we score a critical hit, the attack is 5d6 + 11.
I know I'll fail this specific theme, so I'll wait until next time to make a build for this.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
10/12(14)/14/14(16)/13/10 Guild Artisan Background HP: 10 AC: 16+2 scale mail + shield (21 with Shield spell)
A humble Toysmith: Level 1 At this Point Santa is just a normal Toysmith, although a good one with a really big hearth. If a kid comes into his Shop, hell always have something it can afford - even if it has to be free for that. No kid will ever go out of his shop and be sad.
Santa uses the one thing about the Tasha's Lineage Syystem I don't like: He switches ALL of his racial weapon and armor proficiency for a BUNCH of tool proficiencys in addition to those from his normal origin, the background and the artificer class. As a weapon I'll give him a slingshot - because I can and I think he could throw coals at bad guys (don't know if thats a german thing or where I heared that Santa brings coal to naughty guys). He uses all those cool tool proficiencys to build nice toys!
Giftgiver to the Town: Level 5 Artificer 3, Ranger 2 Stats: Unchanged HP: 40 AC: 16+2 scale mail + shield (23 with Shield spell)
“Jingle bells, jingle bells Jingle all the way Oh what fun it is to ride In a one-horse open sleigh, hey Jingle bells, jingle bells Jingle all the way Oh what fun it is to ride In a one-horse open sleigh"
At level 5 he has had his 3rd level in Artificer, now he is a Battlesmith and has build his first reindeer - it is Rudolph! - he has a red nose that is glowing as you might know - thanks to the artificers "Magical Tinkering". He also aquired the proficiency for his sled and Rudolph will pull him through the town so he can make the children happy all over the town! He is also now a Ranger(2) - the snow doesn't slow him down anymore and when someone is really naughty they'll get some coals out of his magic slingshot.
He also has a little elven helper - his homunculus Trixi.
Spells(Artficer): Mending, Magic Stone, Cure Wounds, Shield - and some
Notable Features(Artificer): Infused Items: Repeating Shot, homunculus (Trixi), The Right tool for the Job, Steel Defender, Proficiency with Vehicles(Sled)
Notable Features(Ranger): Archery Fighting Style, Favored Enemy, Natural Explorer
I hear him, I hear him, I hear him on the roof! The reindeer are coming, I hear each prancing hoof.
With a jingle, jingle bell, and a clop, clop, clop, and a clatter, clatter, clatter on the chimney top!
At this stage Santa starts to have bigger dreams of doing good. He want's to fly so he can reach more people in the short time he has. He found Vixen(A Beast of the Air), the first flying one he has. He has not yet found a way to fly, but he has already started climbing down Chimneys with his Rope of Climbing. He also has Expertise in ALL of his tools now and maxed his Int.
New notable spells Artificer: Levitate, Rope Trick, Invisibility, Spider Climb
New Notable Features: Tool expertise, Flash of Genius, Beast Companion (Beast of the Sky)
New Infusions: Bag of Holding (duh.)
The Real Santa Clause: Level 17 Artificer Battlemaster(12), Ranger Beastmaster(5) Stats: 10/14/14/20/14/10 HP: AC: 17+2 Half Plate+ shield (24 with Shield spell)
“You better watch out You better not cry You better not pout I'm telling you why
Santa Claus is coming to town He's making a list, He's checking it twice, He's gonna find out who's naughty or nice Santa Claus is coming to town”
He is flying! Rudoph has now gotten "Winged Boots" from his maker and can now, together with Vixen(Beast of the Sky) and Dasher (summoned by the "Summon Beast" spell) the pull his weightless(thanks Rudolph, you are really great with that "Spell Storing Item" - "Levitate"!) sled through the sky and can now fly over the world and bring christmas Joy everywhere!
Also if you're a kid - go to sleep or he'll make you sleep when he comes! (of course in the nicest way possible - the Sleep spell)
Notable new Spells: Summon Beast, a few more
Notable new features: Spell Storing Item (used for Levitate) - used by Rudolph, Infusion:Winged Boots - used by Rudolph, Feat:Fey Touched( Misty Step and Sleep)
"Two merry blue eyes A very big nose A long snowy beard And cheeks like a rose
A round chubby Man A big bulging pack Hurrah for Old Santa We're glad he's come back!"
Santa is now known all over the world for his magic toys and flying sled. He flies all around the world and brings Joy to the children. His last three levels give him his magic belt (Amulett of Health) that keeps his massive belly in his pants. He also gets an upgrade for Rudolph. His skills in creating magic toys is now unprecedented(Magic item Savant).
Notable new Features - Infusion (Amulett of Health), Magic item Savant, Improved Defender
Notable new Spells: Artificer lvl 4 spells - Fabricate!
Ok, I am starting on a build that isn't entirely super optimised, but is super heavy on the theme of Christmas and this time of year. Can't wait to see everyone's builds!
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
At level 1, Kevin is clever and quick, but not much else. He's an actual child, so his strength and con is below average, but he's reasonably perceptive and has some charm. He has expertise in Thieve's Tools, not necessarily for disarming traps, but for creating them. He also has expertise in Deception, perfect for fooling would-be robbers or charming his way into a 5 Star Hotel. Kevin also doesn't wear armor because, well... he's just a kid. As a variant human he starts with the Skulker feat, taking advantage of his short size to hide and making sure he keeps his stealth if an attack doesn't land.
At 5th level: Level 3 Thief Rogue/ Level 2 Artificer
Str 8 Dex 15 Con 8 Int 15 Wis 12 Cha 13
HP 19 AC 12
Three levels into Rogue gets Kevin into the Thief Archetype. He's a fast climber, sure, but the main point is to get Fast Hands. Kevin uses Sleight of Hand to manipulate and embarrass his enemies, but most importantly he can use objects as a bonus action, which is key to setting off traps at just the right moment. He's also getting more into his trap making, taking 2 levels of Artificer. This gives him proficiency in firearms, perfect for wielding his trusty BB Gun. Magical Tinkering also gives him access to his Talkboy voice recorder. For his cantrips he takes Guidance to give himself a boost of confidence in dire situations, and Magic Stone to assist him when he chucks bricks onto someone's head from a 3rd story building. For his leveled spells, what else is there to choose but Grease and Snare? For his artificer Infusions he takes Homonculus Servant, which is basically any remote control device he needs. He also takes Returning Weapon, so when he whacks someone in the bean with Paint Can it can swing back to let him do it again.
At 11th level: Thief Rogue 6/Artillerist Artificer 5
Str 8 Dex 16 Con 8 Int 16 Wis 12 Cha 14
HP 47 AC 13
Kevin finally hits a couple ASI's, so he first rounds out Dex and Int to a solid 16 each, and also takes the Actor feat to convince others that he's, say... his own father reserving a hotel room, or a gangster ready to execute an intruder. Kevin also gets expertise in two more skills, and he goes for Persuasion to talk his way out of tricky situations where Deception isn't necessary, and Sleight of Hand to make sure he can manipulate his opponents in close quarters. Kevin specializes in Artillerist... rarely creating guns for handheld use, but instead setting up traps like Flamethrowers to cook Joe Pesci's dome when he opens the wrong door. He learns a few more spells... Faerie Fire, which is basically blasting his opponents in the face with a handful of glue and a bucket of glitter, and Catapult to launch seemingly mundane objects at his opponents (like, say... a paint can). For his second level spells he takes Heat Metal to really punish anyone who grabs a doorknob without checking it first, and Magic Mouth to set up recordings to go off at key moments to deceive his enemies.
At 17th level: Thief Rogue 10/Artillerist Artificer 7
Str 8 Dex 18 Con 8 Int 18 Wis 12 Cha 14
HP 55 AC 14
From Rogue, Kevin gets two more ASI's, which are used to bump up DEX and INT to 18 each. He also gets the Supreme Sneak feature, which works perfectly for someone who focuses on setting traps and fortifying his location rather than sneaking into other places... he can afford to move less from his superior location and still maintain stealth from invaders. Artificer-side, Kevin gets Tool Expertise... I'm not sure how that interacts with his existing Expertise in Thieve's Tools... I'm going to go ahead and say they don't combine, but I can see the argument being made. Either way, anything he needs to craft as part of a trap is much easier for Kevin to create. Kevin's BB Gun is now an Arcane Firearm to trigger traps, and his Flash of Genius helps him to turn seeming failures into brilliant success. He also learns Glyph of Warding, using it to set deadly traps at key locations. He also finally gets one more Infusion, and uses it to transform his warm mittens into Gloves of Thievery to assist in his many Sleight of Hand checks.
At 20th level and final thought: Thief Rogue 13/Artillerist Artificer 7
Str 8 Dex 18 Con 8 Int 18 Wis 12 Cha 16
HP 83 AC 14
Kevin hits one more ASI, and he puts into CHA to help with Deception checks and general charisma to charm and/or manipulate others. Reliable Talent means Kevin is the unmistakable Trap Master. Any trap set by Kevin has a minimum DC 26 to find and disarm. As a Thief he gains access to the Use Magic Device feature, and I know the Throwdowns don't take into account magic items outside of what the character can craft themselves... but just in case he comes across one, Kevin can take advantage of anything he comes across, regardless of whether it has a racial or class limitation.
This build definitely isn't optimized. Kevin spends his whole adventuring career with garbage health and he never wears armor. But for a child left home alone he has all the skills needed to fortify a location against intruders, and he can talk his way out of almost any social situation he finds himself in. If caught off guard or simply overwhelmed by a stronger opponent he's not great at defending himself, but given time to prepare and access to resources, there's no one better to have on your side.
Oh, **** ***. I was going to make a Kevin build, similar to yours. Glad I didn't, cause it'd look like copying 😅. Nice builds so far!
Ah, I hope you didn't have anything too thoroughly planned out. I was basically just figuring it out as I built it. Actually, do you have any suggestions on improving the build? I'm still not 100% confident in my Infusion choices.
I hope that this throwdown finds you all well, in good health and keeping safe! Tis the season to fall off your diets and what kind of host would I be if I didn't try and fend off your growing Cyberpunk addiction by giving you some sweet cinnamon D&D to chew over in the festive season?
The concept: IT'S CHRISTMAS BABY!
This is easy and open, make a character that just evokes Christmas in some way to you, of course if you celebrate something else during this season then feel free create a character that represents that to you, but please include what it is meant to represent so that we may share in it!
Some rules for guidance:
-It has to be seasonal!
-Tasha's material is on the table and that includes chopping and changing your stats etc. and custom lineage
-In the interest of promoting creativity and diversity in these builds, Hexblade will be allowed, but requires a minimum of 5 levels as part of your overall build. If you choose any other Warlock patron this restriction is not applicable.
-No UA, only officially published materials
-You must include a stat array (Point Buy or Standard Array)
-Build to 20 with insights on how the build hands at levels 5, 11, 17 and 20 (include hp and AC at each point for each of reading)
-Multiclassing and feat optional rules in play
-Variants for races available (V. Human, Dragonmarks, SCAG variants)
-No magic items unless you have a way to create them from a class feature
-Normal starting items and gold, mundane armor upgrades be assumed to happen during tier 2 (so you can mention Plate/Half Plate in your commentary but you can only include it in snapshots for levels 11,17 and the final 20).
-Catchy names and fluff are not a requirement but are always nice to read
Suggested format:
Level 20 level split:
Race:
Stats: Str x Dex x Con x Int x Wis x Cha x
Background:
Starting level:
Any guidance or commentary you want
At 5th level:
Any guidance or commentary you want
At 11th level:
Any guidance or commentary you want
At 17th level:
Any guidance or commentary you want
At 20th level and final thoughts:
Voting:
To sort the wheat from the chaff we'll vote on builds and declare a 'winner' (a concept that will hopefully continue in future threads and put the contest into this), to vote simply make a post quoting the build you want to vote for (snipping the content to keep things getting out of hand) and say something that indicates you're voting e.g. +1, get's my vote etc.
-Each user only gets one vote but you can edit your post at any time before the deadline to change your mind.
-If you submit a build, you must vote for someone for your entry to be considered valid
-A user can submit more than one build but they must be in separate posts (and not back to back to respect forum rules)
-You cannot vote for yourself
-Each throwdown thread will run for 7 days after which no new builds will be accepted for contention, when the build deadline has closed votes will be accepted. The voting deadline will be five days after the build deadline, votes will be tallied and the winner announced (any vote edits after the deadline has passed will also not be counted, if the original vote cannot be seen the vote will be null and void).
Christmas build deadline/Voting opens: 23/12/2020 @ 9pm BST/4pm ET
Voting deadline: 28/12/2020 @ 9pm BST/4pm ET
PLEASE NOTE THAT VOTING IS NOW ONLY ONCE THE BUILD DEADLINE HAS PASSED.
Previous winners:
Throwdown #1: The Gish - Yurei1453's 'Aine, Avandra's Blade'
Throwdown #2: The Terminator - Yurei's 'ATLAS'
Throwdown #3: The Solo Tour- GoodBovine's 'The Dark Angel'
Throwdown #4: Powergamer's Potluck- Yurei1453's 'Yferna the Feywarden'
Throwdown #5: Spooky Circumstances-Archaeolexi's 'Arissa, the Dark Princess'
Throwdown #6: Magus Maximus-Third_Sundering's 'Impending Doom'
I'd also like to take a moment to ask you guys to check out our Youtube channel, we focus on mechanics and character builds (our current videos focus on overviewing Tasha's content with added thoughts and notes) and if you enjoy these contests you may very well enjoy our work too. All of our builds comes with a free to access build guides in the description to help follow along or run the characters in your own games. Thank you for sitting through my waffle!
Without further ado, LET'S THROWDOWN!
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!
Yesssss!!!! If I don't win this I can't win anything, cause Christmas is the Most Wonderful Time of the Year!!! (Thought I'd throw that in!).
'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!
Damn, I already did a Frosty the Snowman build for a previous throwdown.
I actually built a bunch of Christmas-themed characters recently, but they're all enemy NPCs since I'm running my friends through a one-shot where they'll be sneaking into Santa's workshop to kill Santa and put on his coat to become the new Santa (using "The Santa Clause" rules).
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Explanation (in case you don't know who Krampus is):
Krampus is an "anti-Santa" from Central European folklore. He is depicted as an anthropomorphic half-demon, half-goat, which is why I chose satyr as his race. He would punish misbehaving children, and had long, monstrous claws and the ability to jump long distances. It took me awhile to decide whether or not I should multiclass with this build, and which classes I should choose, but I eventually decided to make this be a Beast Barbarian all the way to level 20. Krampus is said to have supernatural strength and resilience, which completely fits the theme of a Barbarian.
Krampus
The night sky is dark and filled with gray clouds, with snow coating everything exposed to the harshness of the winter. The evening is slowly nearing towards midnight, and the jolly old Saint Nicholas has just finished delivering his presents. However, the holiday is not yet over, and the happiness and joy now transitions to fear and cruelty. The fiendish anti-Santa is now journeying to the houses of the naughty to terrorize them, both of children and the mature. This terror of the normally happy night is known as the Krampus, and he punishes those who act wickedly in wicked ways, fighting fire with fire. Krampus's name is whispered in hushed tones, as though he only comes once a year, the night that he does arrive is traumatizing and feared.
Krampus
Satyr Beast Barbarian 20
Ability Scores: 24 | 10 | 18 | 8 | 8 | 18
Hit Points: 225
AC: 14
The Krampus is the horror of the most famous holiday of the year, the punisher of misbehaving children and adults. He has long, slashing claws on each hand, large, fiendish goat horns on the top of his terrifying head. He lurks in dark places and can jump large distances, as well as seemingly capable of teleporting. He is a master of intimidation, frightening all naughty humans he comes across.
Level 1: Demonic Goat
Satyr Barbarian 1
Ability Scores: 17 | 14 | 10 | 8 | 8 | 16
Background: Haunted One fits the best, I guess
HP: 12
AC: 17 (Scale Mail, Shield)
Skills: Athletics +5, Intimidation +5, Investigation +1, Insight +1, Perception +1, Survival +1
Speed: 35 feet
Other Proficiencies: Abyssal, Horn
Okay, there's not a lot of important stuff at this level. We currently just attack with our horns and rage in combat. We have advantage on all saving throws against spells and other magical effects, and our long jumps are currently 17 feet + 1d8, which is pretty good for a goat demon who specializes in jumping.
Level 5: Fearmiser
Satyr Beast Barbarian 5
Ability Scores: 18 | 14 | 10 | 8 | 8 | 16
HP: 40
AC: 17 (Scale Mail, Shield)
Skills: Athletics +7, Intimidation +9, Investigation +2, Insight +2, Perception +2, Stealth +5, Survival +2
Speed: 45 feet
Okay, our subclass is the Beast Barbarian, taking claws when we transform. We also take the Skill Expert feat to increase your Strength by one and gain expertise in Intimidation and proficiency in Stealth, as Krampus is a master of frightening and skulking in the dark. Our long jumps are now 18 + 1d8 feet, a bit better than before.
Each turn we make three claw attacks, dealing 1d6 + 6 damage each hit. On average each turn, we deal 28.5 slashing damage. We reckless attack each turn, giving advantage one each of the attack rolls and granting advantage on attacks against us.
Level 11: Demonic Leaper
Satyr Beast Barbarian 11
Ability Scores: 20 | 14 | 10 | 8 | 8 | 16
HP: 82
AC: Same as before
Skills: Athletics +9, Intimidation +11, Investigation +3, Insight +3, Perception +3, Stealth +6, Survival +3
Speed: 45 feet
Bestial Soul grants us magical weapon attacks. We also take the Jumping benefit from this feature, allowing us to add our Athletics roll to our jump total, granting our jumps a grand total of 29 + 1d20 + 1d8 feet. On average, that's 44 feet (which all costs movement, but if we start our rage this turn, we're able to do all of that at once, due to Instinctive Pounce). We use our ASI to max out our Strength at a 20.
We also become more unkillable, gaining Relentless Rage, allowing us to be able to rage beyond what would normally kill us.
Level 17: Terror Demon
Satyr Beast Barbarian 17
Ability Scores: 20 | 14 | 10 | 8 | 8 | 18
HP: 124
AC: Same as before
Skills: Athletics +11, Intimidation +16, Investigation +5, Insight +5, Perception +5, Stealth +8, Survival +5
Speed: 45 feet
This level, we use our first ASI to get Telepathic, increasing our Charisma score by 1. This gives us telepathy, dialing up the Creepy-'o-meter quite a bit, as well as allowing us to cast detect thoughts once a long rest, letting us know if the people we come across are naughty or nice. Call the Hunt allows us to aid a companion and grant ourselves some temporary hit points (we don't care much about this feature, but it is helpful when we use it). Persistent Rage lets us rage 100% of the time, so we never drop our claws unless we want to.
Our next feat is for Fey Touched, allowing us to increase your Charisma score by another one, making us be a master of frightening others. We also get the ability to cast Misty Step once, making us even creepier, and we also take the gift of alacrity spell, making us even quicker in combat.
Our jumps at this level are 31 + 1d20 + 1d8, for an average of 46 feet for a jump.
Now, Brutal Critical causes us to do a total of 5d6 + 9 magical slashing damage on a critical hit. On a normal non-critical turn, we do 1d6 + 9 magical slashing damage thrice, for an average of 38.5 magical slashing damage.
Level 20: The Nightmare Before Christmas
Satyr Beast Barbarian 20
Ability Scores: 24 | 14 | 14 | 8 | 8 | 20
HP: 183
AC: Same as before
Skills: Athletics +16, Intimidation +17, Investigation +5, Insight +5, Perception +5, Stealth +8, Survival +5
Speed: 45 feet
Our last ASI goes to increasing our Charisma score to 20, making us a pure master of terror. The absolute lowest score we can get for an Intimidation check is 18, and the maximum is 37. Our jumps are now 40 + 1d20 + 1d8 (If we roll lower than 4 on the d20, our roll automatically becomes 48 + 1d8). On average, we jump 55 feet with a long jump, making us masters of jumping long distances.
Our claws now deal 1d6 + 11 magical slashing damage each, for an average of 43.5 magical slashing damage each turn. If we score a critical hit, the attack is 5d6 + 11.
Okay, that's the build. I hope you like it!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm confused. the name says "dash action through difficult terrain," but the OP said "Its Christmas Baby". which one am I supposed to be doing?
I am an average mathematics enjoyer.
>Extended Signature<
I know I'll fail this specific theme, so I'll wait until next time to make a build for this.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
YES! MY TIME HAS COME! I will possibly be doing a collab for this one :)
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Santa Clause
https://www.heroforge.com/load_config=13238129/
Mountain Dwarf - Artificer Battlesmith 12, Ranger Beastmaster 5
10/12(14)/14/14(16)/13/10
Guild Artisan Background
HP: 10
AC: 16+2 scale mail + shield (21 with Shield spell)
A humble Toysmith: Level 1
At this Point Santa is just a normal Toysmith, although a good one with a really big hearth. If a kid comes into his Shop, hell always have something it can afford - even if it has to be free for that. No kid will ever go out of his shop and be sad.
Santa uses the one thing about the Tasha's Lineage Syystem I don't like: He switches ALL of his racial weapon and armor proficiency for a BUNCH of tool proficiencys in addition to those from his normal origin, the background and the artificer class. As a weapon I'll give him a slingshot - because I can and I think he could throw coals at bad guys (don't know if thats a german thing or where I heared that Santa brings coal to naughty guys). He uses all those cool tool proficiencys to build nice toys!
Skills: Insight, Persuasion, Arcana, Sleight of Hand
Tools: thieves's tools, tinker's tools, smith's tools, carpenter's tools, cobbler's tools, cook's utensils, glassblower's tools, jeweler's tools, painter's supplies, woodcarver's tools, weaver's tools
Spells: Mending, Magic Stone
Giftgiver to the Town: Level 5
Artificer 3, Ranger 2
Stats: Unchanged
HP: 40
AC: 16+2 scale mail + shield (23 with Shield spell)
“Jingle bells, jingle bells
Jingle all the way
Oh what fun it is to ride
In a one-horse open sleigh, hey
Jingle bells, jingle bells
Jingle all the way
Oh what fun it is to ride
In a one-horse open sleigh"
At level 5 he has had his 3rd level in Artificer, now he is a Battlesmith and has build his first reindeer - it is Rudolph! - he has a red nose that is glowing as you might know - thanks to the artificers "Magical Tinkering". He also aquired the proficiency for his sled and Rudolph will pull him through the town so he can make the children happy all over the town! He is also now a Ranger(2) - the snow doesn't slow him down anymore and when someone is really naughty they'll get some coals out of his magic slingshot.
He also has a little elven helper - his homunculus Trixi.
Spells(Artficer): Mending, Magic Stone, Cure Wounds, Shield - and some
Spells (Ranger): Hunter's Mark, Animal Friendship, Longstrider
Notable Features(Artificer): Infused Items: Repeating Shot, homunculus (Trixi), The Right tool for the Job, Steel Defender, Proficiency with Vehicles(Sled)
Notable Features(Ranger): Archery Fighting Style, Favored Enemy, Natural Explorer
First trys to fly: Level 11
Artificer Battlesmith(8) / Ranger Beastmaster (3)
Stats: 10/14/14/20/13/10
HP: 83
AC: 17+2 Half Plate+ shield (24 with Shield spell)
I hear him, I hear him,
I hear him on the roof!
The reindeer are coming,
I hear each prancing hoof.
With a jingle, jingle bell,
and a clop, clop, clop,
and a clatter, clatter, clatter
on the chimney top!
At this stage Santa starts to have bigger dreams of doing good. He want's to fly so he can reach more people in the short time he has. He found Vixen(A Beast of the Air), the first flying one he has. He has not yet found a way to fly, but he has already started climbing down Chimneys with his Rope of Climbing. He also has Expertise in ALL of his tools now and maxed his Int.
New notable spells Artificer: Levitate, Rope Trick, Invisibility, Spider Climb
New Notable Features: Tool expertise, Flash of Genius, Beast Companion (Beast of the Sky)
New Infusions: Bag of Holding (duh.)
The Real Santa Clause: Level 17
Artificer Battlemaster(12), Ranger Beastmaster(5)
Stats: 10/14/14/20/14/10
HP:
AC: 17+2 Half Plate+ shield (24 with Shield spell)
“You better watch out
You better not cry
You better not pout
I'm telling you why
He's making a list,
He's checking it twice,
He's gonna find out who's naughty or nice
Santa Claus is coming to town”
He is flying! Rudoph has now gotten "Winged Boots" from his maker and can now, together with Vixen(Beast of the Sky) and Dasher (summoned by the "Summon Beast" spell) the pull his weightless(thanks Rudolph, you are really great with that "Spell Storing Item" - "Levitate"!) sled through the sky and can now fly over the world and bring christmas Joy everywhere!
Also if you're a kid - go to sleep or he'll make you sleep when he comes! (of course in the nicest way possible - the Sleep spell)
Notable new Spells: Summon Beast, a few more
Notable new features: Spell Storing Item (used for Levitate) - used by Rudolph, Infusion:Winged Boots - used by Rudolph, Feat:Fey Touched( Misty Step and Sleep)
Final Clause: Level 20
Artificer Battlemaster(15), Ranger Beastmaster(5)
Stats: 10/14/14(19)/20/14/10
HP: 148 (168)
AC: 17+2 Half Plate+ shield (24 with Shield spell)
"Two merry blue eyes
A very big nose
A long snowy beard
And cheeks like a rose
A round chubby Man
A big bulging pack
Hurrah for Old Santa
We're glad he's come back!"
Santa is now known all over the world for his magic toys and flying sled. He flies all around the world and brings Joy to the children. His last three levels give him his magic belt (Amulett of Health) that keeps his massive belly in his pants. He also gets an upgrade for Rudolph. His skills in creating magic toys is now unprecedented(Magic item Savant).
Notable new Features - Infusion (Amulett of Health), Magic item Savant, Improved Defender
Notable new Spells: Artificer lvl 4 spells - Fabricate!
This was what I was aiming for, it's clearly not as amusing as I thought it was >.>
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I mean I am usually clueless, but I got the joke!
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Fair amount of overlap with the icebreaker, but something else should be doable.
oooohhhh, now I get it. thanks!
I am an average mathematics enjoyer.
>Extended Signature<
Ok, I am starting on a build that isn't entirely super optimised, but is super heavy on the theme of Christmas and this time of year. Can't wait to see everyone's 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!
Merry Christmas, you Filthy Animals... and a Happy New Year. Prepare to get left Home Alone, because it's...
Kevin McCallister
Level 20 level split: Thief Rogue 13/Artillerist Artificer 7
Race: Variant Human (Feat: Skulker)
Stats: Str 8 Dex 15 Con 8 Int 15 Wis 12 Cha 13
Background: Folk Hero
Starting level: Level 1 Rogue
Str 8 Dex 15 Con 8 Int 15 Wis 12 Cha 13
HP 7 AC 12
At level 1, Kevin is clever and quick, but not much else. He's an actual child, so his strength and con is below average, but he's reasonably perceptive and has some charm. He has expertise in Thieve's Tools, not necessarily for disarming traps, but for creating them. He also has expertise in Deception, perfect for fooling would-be robbers or charming his way into a 5 Star Hotel. Kevin also doesn't wear armor because, well... he's just a kid. As a variant human he starts with the Skulker feat, taking advantage of his short size to hide and making sure he keeps his stealth if an attack doesn't land.
At 5th level: Level 3 Thief Rogue/ Level 2 Artificer
Str 8 Dex 15 Con 8 Int 15 Wis 12 Cha 13
HP 19 AC 12
Three levels into Rogue gets Kevin into the Thief Archetype. He's a fast climber, sure, but the main point is to get Fast Hands. Kevin uses Sleight of Hand to manipulate and embarrass his enemies, but most importantly he can use objects as a bonus action, which is key to setting off traps at just the right moment. He's also getting more into his trap making, taking 2 levels of Artificer. This gives him proficiency in firearms, perfect for wielding his trusty BB Gun. Magical Tinkering also gives him access to his Talkboy voice recorder. For his cantrips he takes Guidance to give himself a boost of confidence in dire situations, and Magic Stone to assist him when he chucks bricks onto someone's head from a 3rd story building. For his leveled spells, what else is there to choose but Grease and Snare? For his artificer Infusions he takes Homonculus Servant, which is basically any remote control device he needs. He also takes Returning Weapon, so when he whacks someone in the bean with Paint Can it can swing back to let him do it again.
At 11th level: Thief Rogue 6/Artillerist Artificer 5
Str 8 Dex 16 Con 8 Int 16 Wis 12 Cha 14
HP 47 AC 13
Kevin finally hits a couple ASI's, so he first rounds out Dex and Int to a solid 16 each, and also takes the Actor feat to convince others that he's, say... his own father reserving a hotel room, or a gangster ready to execute an intruder. Kevin also gets expertise in two more skills, and he goes for Persuasion to talk his way out of tricky situations where Deception isn't necessary, and Sleight of Hand to make sure he can manipulate his opponents in close quarters. Kevin specializes in Artillerist... rarely creating guns for handheld use, but instead setting up traps like Flamethrowers to cook Joe Pesci's dome when he opens the wrong door. He learns a few more spells... Faerie Fire, which is basically blasting his opponents in the face with a handful of glue and a bucket of glitter, and Catapult to launch seemingly mundane objects at his opponents (like, say... a paint can). For his second level spells he takes Heat Metal to really punish anyone who grabs a doorknob without checking it first, and Magic Mouth to set up recordings to go off at key moments to deceive his enemies.
At 17th level: Thief Rogue 10/Artillerist Artificer 7
Str 8 Dex 18 Con 8 Int 18 Wis 12 Cha 14
HP 55 AC 14
From Rogue, Kevin gets two more ASI's, which are used to bump up DEX and INT to 18 each. He also gets the Supreme Sneak feature, which works perfectly for someone who focuses on setting traps and fortifying his location rather than sneaking into other places... he can afford to move less from his superior location and still maintain stealth from invaders. Artificer-side, Kevin gets Tool Expertise... I'm not sure how that interacts with his existing Expertise in Thieve's Tools... I'm going to go ahead and say they don't combine, but I can see the argument being made. Either way, anything he needs to craft as part of a trap is much easier for Kevin to create. Kevin's BB Gun is now an Arcane Firearm to trigger traps, and his Flash of Genius helps him to turn seeming failures into brilliant success. He also learns Glyph of Warding, using it to set deadly traps at key locations. He also finally gets one more Infusion, and uses it to transform his warm mittens into Gloves of Thievery to assist in his many Sleight of Hand checks.
At 20th level and final thought: Thief Rogue 13/Artillerist Artificer 7
Str 8 Dex 18 Con 8 Int 18 Wis 12 Cha 16
HP 83 AC 14
Kevin hits one more ASI, and he puts into CHA to help with Deception checks and general charisma to charm and/or manipulate others. Reliable Talent means Kevin is the unmistakable Trap Master. Any trap set by Kevin has a minimum DC 26 to find and disarm. As a Thief he gains access to the Use Magic Device feature, and I know the Throwdowns don't take into account magic items outside of what the character can craft themselves... but just in case he comes across one, Kevin can take advantage of anything he comes across, regardless of whether it has a racial or class limitation.
This build definitely isn't optimized. Kevin spends his whole adventuring career with garbage health and he never wears armor. But for a child left home alone he has all the skills needed to fortify a location against intruders, and he can talk his way out of almost any social situation he finds himself in. If caught off guard or simply overwhelmed by a stronger opponent he's not great at defending himself, but given time to prepare and access to resources, there's no one better to have on your side.
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Oh, **** ***. I was going to make a Kevin build, similar to yours. Glad I didn't, cause it'd look like copying 😅. Nice builds so far!
'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!
Ah, I hope you didn't have anything too thoroughly planned out. I was basically just figuring it out as I built it. Actually, do you have any suggestions on improving the build? I'm still not 100% confident in my Infusion choices.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Hey, HomebrewDragonSlayer, you need a Charisma of at least 13 to multiclass into Warlock.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
oh... well, I already lost, and now my build is invalid.
well, good luck ya'll, and have fun!
I am an average mathematics enjoyer.
>Extended Signature<
You can edit your build to fix it. As long as you don't edit it after the last day for posting builds, the build is still valid.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
ok, good. thanks!
I am an average mathematics enjoyer.
>Extended Signature<