This will contain a complete list of proficiencies and spells prepared and known at 20th level. The breakdowns that follow will not, instead listing only the key features that are new to that part of the build. Because he is a cleric with prepared spellcasting, Maru switches up his spell choices a good deal. As such, I will only list new spells known from the Ranger or Eldritch Knight, domain spells that are always prepared, and Cleric spells that Maru gravitates towards the most.
Ranger Spells: Shillelagh, Mold Earth, Mage Hand | Entangle, Fog Cloud, Faerie Fire, Longstrider, Zephy Strike, Speak with Animals
Fighter Spells: Minor Illusion, Prestidigitation | Shield, Absorb Elements, Gift of Alacrity, Protection from Good and Evil | Arcane Lock
Cleric Spells: Booming Blade, Green-Flame Blade, Toll the Dead, Spare the Dying, Thaumaturgy, Guidance | Detect Magic, Magic Missile, Healing Word | Magic Weapon, Nystul's Magic Aura, Aid, Calm Emotions, Blindness/Deafness, Hold Person, Lesser Restoration | Dispel Magic, Magic Circle, Spririt Guardians, Revivify | Arcane Eye, Leomund's Secret Chest, Banishment, Stone Shape, Freedom of Movement | Planar Binding, Teleportation Circle, Insect Plague, Mass Cure Wounds, Geas
On Falthir and the Falthwain
“The Falthwain is a crossroads. Hardly anyone knows it anymore, but these old trees were the birthplace to fey spirits at one point. Each one a beloved home. They are gone now, and no one knows where they went, not even the Archmaester. Somewhere deep in the woods, I s’pose.”
Alosis Kaan, Second Ranger-Captain for the Library at Taan Harada
The Falthwain Forest, simply known as “the Dark Woods” by the human settlements closest to the twisted and eerie-looking trees, is a large expanse of territory with a sinister reputation. It is a place steeped in magic, acting as a crossroads for the Material Plane, Shadowfell and the Feywild. The history of the forest has been lost to most, and in its place, dark tales of horrors unimaginable have grown to become how the average mortal learns about the ancient woods.
To those still connected to the magic of the Falthwain, this is a perception most agree is beneficial in order to keep attention away from the sacred grounds. While such tales persist through an oral history impossible to source, it is common theory among members of the Library that these stories of traumatic evil originated with the powerful trickster fey that once inhabited the forest to scare mortals from invading. The dangerous wildlife, twisted, gnarled look of the trees, dense nature of the foliage and lack of light has made it all too easy to maintain such a reputation.
On the southeastern edge of the forest, a series of towers form in a spiral. The center tower is the tallest, each one constructed from red, rose and green marble, set to impossibly intricate patterns. Surrounding the impressive structures are large gardens and fields used to harvest, the eclectic nature of which makes it hard to tell where the agriculture comes to an end and the forest begins.
This is the Library at Taan Harada, a sacred temple to Boccob, widely considered to be the largest collection of magical knowledge known to mortals. Spellcasters and scholars of all variety have taken up pilgrimage to Taan Harada. The Library is a place of true neutrality. Individuals of all walks of life have found themselves sharing space with those that oppose them morally and ethically. Those few that have tried to steal texts and artifacts or fight with their fellow guests have been dealt with so severely that no one has attempted to break the code in almost one thousand years.
While travelers of all kinds find temporary respite at the Library, it is maintained by a small, insular population known as the Falthir. While it is unknown why the fey retreated from the vast reaches of the forest that stretch into the material plane at least two thousand years ago, it is known, thanks to the ancient historical texts of the Falthir, that Boccob took an uncharacteristically active approach when the process began. It is assumed that Boccob had taken an interest in the Falthwain because of its rather unique magical nature as a crossroads to three planes. In the interest of protecting the space as its natural guardians disappeared, Boccob brokered a deal with a mysterious counsel of Darkling Elders. What they presided over is one of the greatest riddles in the history of the Falthir. Common theory is split; some consider them to have been peaceful emissaries between Shadowfell and their Feywild cousins, while others believe that it was the Darkling’s anger and jealousy towards the Summer Queen that had cursed them so long ago that led to conflict, and the eventual retreat of the trickster spirits. Whatever the truth, it seems Boccob saw the Darkling Elders as the best way to create his own guardians.
Across the continent, in a small urban monastery dedicated to him, Boccob planted visions in the minds of the warrior monks and scholars known as the Askari. These visions of grandeur were of the Library, its glorious towers filled with endless shelves and endless knowledge: a haven for magical understanding. With the vigor of a new mission, this group of humans traveled the land to reach the Falthwain. Upon arriving, Boccob offered to grant them powers he had gathered from the Darklings. In return, they would act as guardians of the forest, and work towards building and maintaining his vision of the Library as the greatest archive of magical knowledge on the material plane. The pilgrims eagerly accepted, overjoyed with the acceptance and attention curried by their normally indifferent god. Of course, Boccob disappeared soon after the Askari had taken up their tasks quite abruptly, never communicating with them again.
Transformed by the magic, the Askari became humanoids similar to Aasimar or Tiefling in nature, but with Fey ancestry. Over time, the Askari of Falthwain became known simply as the Falthir. Their appearance, size and build is rather similar to that of a human, but with pale, alabaster skin and pointed ears. Often, they are mistaken for Elves by the non-Elvish. Their eyes are most often red, light grey or black, and their hair is either a similarly rich black, or silvery white. All are born with some innate magic from their Fey ancestry, which the young are heavily incentivized to practice. The Falthir reach maturity around the same age as a human but live for an average of 200 years thanks to their magical lineage.
Level 1: Basic Training
Fighter 1
8 | 14 | 14 | 10 | 18 | 10
HP: 12
AC: 19 (14 Scale +2 Shield +2 Dex +1 Defense)
The Story:
Maru grew up a happy-go-lucky child, roaming the grounds of Taan Harada, playing trickster with his friends, and reading as many books as possible. With alabaster skin, pale grey eyes and jet-black hair, Maru was the picture of Falthir youth, a constant smile plastered across his face. All Falthir are born gifted with Darkvision and magic passed down by their Darkling heritage. Fey Touched rounds out his wisdom to 18 and provides the Hideous Laughter spell, a common ability among the impulsive and playful youth. Between Hideous Laughter and Misty Step, Maru has been a consummate trickster since before he could walk.
Falthir learn Sylvan and Elvish as well as Common as a toddler. While the Fey have all left the Falthwain, Sylvan is held as a proud Falthir tradition that is still important to be able to read their historical texts. Elvish is similarly important to them as a huge portion of texts in the Library are written in the lavish language. The Falthir generally prefer to speak in Elvish as they enjoy its eloquent cadence.
His mother, Hada, was the Master Gardener and fostered a deep love and curiosity for nature. From a young age he showed a great sensitivity to the subject, which was fueled by constant access to the gardens, woods and library. This is represented by his sage background feature, Researcher, and proficiency in Nature and Animal Handling. Meanwhile, Maru’s father Yarro, Taan Harada’s Brewmaester, tried desperately to instill a love for the science of brewing in his progeny. While young Maru took to the skill easily thanks to his already impressive knowledge of many common ingredients, he found it tedious and constraining. Perhaps that was because his mother’s lush gardens were just outside his father’s brewery. He simply could not stand being inside and fiddling with measurements. His wanderlust was evident from a very young age. Many a time he got in trouble for wandering too far into the woods, while those that punished him secretly looked forward to the blossoming of such a curious and empathic mind.
Like all Falthir youth, Maru began two years of basic training at the age of ten. Despite being a neutral territory unfettered by war, the Falthir zealously train their young to defend the Falthwain in honor of the original purpose bestowed upon them by Boccob. Generally fickle thanks to their fey nature, great discipline is instilled within young trainees to ready them for the responsibilities held by the Maesters and Rangers of the Library. While it is up to the individual, and the talents they display to find purpose within their society, all receive the same basic training.
Trained to fight in scale mail with a shield the Falthir recruits learn to become sturdy warriors, mirroring dexterous, flowing techniques passed on by the original Askari warrior monks. This style is a defensive one that favors patience and counter attacks, as is shown by Maru learning the Defense Fighting Style and his newfound proficiency in perception and insight. Maru will continue to master this fighting style as he grows up, as is shown by certain ability and feat choices later in the build. Maru’s lack of physical prowess led to him training with rapiers and bows, where he displayed nothing more than an average ability. Certainly, his constant day-dreaming about expeditions into the Falthwain did not aid in his abilities as a student of the martial arts.
TLDR; Strategy and Key Features:
Strategy:
Maru starts off as an uninspiring dexterity based fighter with a rapier + shield, scale mail and longbow. At least he has decent AC. Hideous Laughter and Misty Step offer a little trickery, while his animal handling is quite strong at a level where one is more likely to run into mundane beasts. He knows his way around brewer's supplies but lacks the focus and desire to use them.
While his fighting prowess as a youth was nothing more than average, Maru’s natural affinity to the flaura and fauna of the Falthwain led to his placement among the Ranger recruits. Led by a team of Ranger-Captains, this sect of the Falthir are responsible for mapping the Falthwain and other territories, working guard patrols and scouting for exploratory expeditions. At character level two, he begins his training as a ranger, adopting Foe Slayer and Deft Explorer and proficiency in Survival as Maru is taught the basics of exploring the wilderness of the Falthwain. The ranger recruits are taught Gnomish and Dwarvish as many of the expeditions and patrols border a number of Gnomish and Dwarvish settlement who they trade with and share knowledge. Some of the most prized texts in the Library are a small collection of tomes by a long dead Gnomish artificer known only as Fzzt. In general, the Falthir place great importance on learning multiple languages to be able to read and learn from varying sources and the rangers are no different.
Maru's training puts him in direct contact with the forest like never before. What were once small moments stolen before the elders could catch on became regular expeditions into the Falthwain. Maru flourished. His senses alive, he came in contact with many species and quickly proved adept at connecting with them. Now, his natural empathic proclivity towards wildlife was growing with experience. This culminates in Deft Explorer granting expertise in animal handling. At character level 3, Maru becomes a second level ranger, learning some of the nature magic the ranger corps rely on. Entangle, one of the rangers preferred tool for trapping and hunting, provides excellent battlefield control while Zephyr Strike allows Maru chase down prey during a hunt. Mold Earth from Druidic Warrior allows Maru to create dugouts, trenches and other structures on the fly when looking to set up camp. Furthermore, the druidic warrior fighting style provides Shillelagh, which signifies his graduation from ranger training into a fresh-faced cadet as he masters the ancient druidic magic that the Askari fighting style is based upon. Maru puts down his rapier and adopts the favored weapon of Boccob and the ancient Askari, the quarterstaff. Upon reaching such a point the young Falthir rangers are dispatched in small teams, sent on missions designed to test the new cadets as a rite of passage meant to simultaneously bring out their unique qualities and ability to work together.
Maru, part of a four-person squad, was ambushed by a tiger that had stalked them for days. In an act of desperation one of them cast entangle on the beast, and in the confusion, Maru was knocked down the ravine they had been marching along. Without time to think, the others fled, desperately seeking safety.
Maru woke up some hours later, a pounding headache wringing in his ears and blood taste covering his lips. All he could remember was a flash of fur and claws before tumbling down the rocks. He winced as he tried to put weight on his feet. Before he could finish standing, Maru realized the wringing in his ears was not just from his wounded head. All around him, giant humming nests vibrated with life. Utskesh Hunting Bees. Workers buzzed back and forth between the nests. Somehow, he had tumbled down the ravine in just the right way, avoiding hitting all of them by pure, dumb luck. Savage, aggressive little beasts, it was truly a miracle they had not attacked him simply for intruding. But his renewed movement stirred their senses, and just as Maru was realizing what had happened, and how lucky he was, the bees began to flood out in a horrifying mass, pulsating pure danger.
Instinctually, Maru cast Speak with Animals thanks to Primal Awareness, a spell he had never used before, and to his (but not Boccob’s) surprise, was instantly connected to the hivemind of the swarm. For a moment, the bees swarmed Maru as if to kill him, only to break apart and fly upwards in a spiral of stingers and wings. Maru’s mind was flooded with an intelligence completely alien, as were the bees. Neither sentience would ever be the same again. His mind was ablaze. After a vivid display in the air above, the swarm returned to caress Maru and lift him to his feet. He was now a Swarmkeeper. The swarm affords him the ability to use the Mage Hand Cantrip, and an excellent modal combat buff alongside his newfound ability to cast Faerie Fire and Fog Cloud, all of which are various manipulations of his swarm to create the magical effects.
Maru, carefully mounting a nest on either side of his quarterstaff, hauled them back to the Library grounds like carrying buckets of water. Worried about his teammates, but relieved to be going home to friends and family, Maru was not expecting to be greeted with horror. Of course, he forgot to account for the masses of Utskesh Hunting Bees swarming around him, which were feared for their viciousness by the Falthir. As soon as he realized what was causing such alarm, he ushered the bees to do a beautiful dance in the air laughing out loud that it was all right and everyone was safe. The bees had become as much Falthir as Maru himself. He was relieved to see his teammates, battered but alive, come out of the gardens with his parents to greet him. All of them, mouth agape at the spectacle, hardly knew how to approach him despite being elated at his survival.
Maru’s return immediately attracted the attention of everyone, especially the Ranger-Captains and counsel of Maesters. Never in the history of the rite had a ranger returned as a Swarmkeeper. This was new magical knowledge, begging to be researched, understood and archived. Despite his abilities being commended by the rangers, it was clear to the Archmaester Olivestus that Maru’s talents and abilities were better used elsewhere. He personally directed Maru to begin studies with the clerics training to become Maesters. This is his fifth character level, where he picks up his first level of Cleric. He takes naturally to the Arcana domain as his newfound, hybrid hivemind-ego conscious sentience allows for quick intake of magical skills. He learns the attacking cantrips, green-flame blade and booming blade; Askari fighting techniques, which he finds combine in wonderful and unexpected ways with his beloved swarm. Maru learns Toll the Dead, Spare the Dying and Thaumaturgy as cantrips. Ever the trickster, Maru loves to play pranks using Thaumaturgy. Generally, he prepares healing word, command, shield of faith and bless. To the amazement of his teachers and peers, Maru’s magic often manifests in ways far different from their own. The closest explanation is that the magic passes through his swarm, although no one really understands it. Healing Word and Spare the Dying is delivered by the bee’s pollen, Toll the Dead is the hellish vibrations of the Utskesh swarm, Shield of Faith is a protective formation by the swarm around the target, etc.
TLDR; Strategy and Key Features:
Strategy:
Maru has fleshed out the basics of his fighting style by now. Gathered Swarm combines wonderfully well with the attack cantrips as it can trigger off of them and not just the attack action. The five foot movement enables hit and run booming blade tactics, while also helping him disengage from tough situations where he goes for a green flame blade and is left surrounded. Forced movement has a value that is hard to quantify, but is definitely strong and extra damage is never bad. As with magic cards, modal abilities are often excellent and Gathered Swarm is no different.
Shillelagh allows this build to be based completely off of wisdom. Entangle and Faerie Fire are top tier tactical concentration spells while Shield of Faith can be used when Maru needs to handle an assault head on. Toll the Dead and Magic Missile are solid ranged options to keep him versatile. He can even act as an emergency field medic thanks to Healing Word and Spare the Dying. Mage Hand, Thaumaturgy, and Command add to Maru's nature as a fey trickster, while alarm, detect magic, arcana proficiency, speak with animals, mold earth and expertise in animal handling offer plenty of additional out of combat play. Maru is fluent in 5 languages now, which while unsupported by persuasion, can still be quite useful for deciphering the texts he reads voraciously.
Key Features:
Gathered Swarm
Arcana, Expertise: Animal Handling
Gnomish, Dwarvish
Cantrips: Shillelagh, Mold Earth, Mage Hand, Toll the Dead, Spare the Dying, Thaumaturgy, Green-Flame Blade, Booming Blade
Spells (1): Faerie Fire, Entangle, Speak with Animals, Zephy Strike, Fog Cloud, Detect Magic, Magic Missile, Shield of Faith, Healing Word, Command, Bless
Level 11: Rebellious Student
Fighter 1/ Ranger 3/ Cleric 7
8 | 14 | 14 | 10 | 18 | 10
HP: 85
AC: 20
The Story:
After beginning his training amongst the prospective Maesters, Maru, now barely 17 after the years of rigorous fighter and ranger schooling, continues to take Cleric levels until level 11. Somewhat more mature and patient, he finds a new passion in brewing the Utskesh honey into mead. His father elated, Maru is gifted space in his shop and the brew quickly becomes one of the most popular at Taan Harada.
Maru constantly chafes at the structured nature of his studies and spends as much time fleeing into the woods with his bees and books as attending his classes. His spellcasting continues to take on unique forms. Hold Person is someone paralyzed by magically enhanced stings, Aid is the consumption of honey harvested from the nests, Revivify is an Utskesh venom adrenaline shot, Arcane Eye is a Bee turned arcane scout, etc.
More than anywhere, this relationship is evident when Maru hits Cleric level 5 and learns to cast Spirit Guardians. The hivemind is in some sense, beyond time, which gives him a connection to the history of the Falthwain that no scholar could hope to read about. This instinctual connection leads to Maru being able to summon fractures of the ancient Fey spirits that had once inhabited the material layer of the forest. These spirits manifest within his swarm as he casts Spirit Guardians, growing some of the bees to epic proportions as radiant energy bursts from them like solar flares. Finding this magic to be intoxicating as his body is rushed with the same feeling that the bees experience, Maru is quick to use this spell often.
Along the way, at character level 8, Maru reaches cleric level 4 and grabs his first ASI. Warcaster makes his concentration saves rock solid. The Maesters spend much time teaching practical applications of spells in combat and other stressful environments, not just the theory of magic. Maru also learns the Guidance cantrip at this level. His connection with the hivemind has been getting deeper and deeper, the expansion of consciousness aiding in all sorts of activities from fighting to spellcasting to the most mundane of tasks. At a certain point, Maru realized he could give others the smallest of glimpses into his world. Not enough for them to understand anything mind you. It was more like a shot of adrenaline and mental focus.
During this time, Maru runs away from the Library many times, his wanderlust growing in tandem with his expanding connection to the swarm. While some of his teachers abhor this behavior, the Archmaester watches with sly mirth. He knows that Maru’s mind is now beyond any of their comprehension and is intensely curious to see what happens as he matures into his powers.
TLDR; Strategy and Key Features:
Strategy:
Up until Cleric level 5, Maru's style does not change much and he focuses on smacking things with cantip fueled quarterstaff attacks. He adds Hold Person to his repertoire as a powerful single target eliminator. Aid is a great use for third level spell slots at the cleric level four when the ranger spellcasting bumps him up to higher level spell slots than he has spells. Spiritual Weapon is a classic, and will offer great additional damage in prolonged fights where Maru doesn't mind losing a turn of it to cast Shillelagh, but it is not the staple that it is on your average cleric build.
Once Spirit Guardians comes online it becomes a staple of his combat routine. Generally, in tough fights turn one will be spent casting Spirit Guardians and Shillelagh, followed by cantrip attacks and various bonus action spells. Dispel Magic is a strong defensive option to always have prepared, and Arcane Eye is one of the best scouting tools in the game. Otherwise most of the Arcana domain spells and the Channel Divinity will not be used much, although Nystul's Magic Aura and Leomund's Secret Chest is congruent with Maru's trickster personality. Fourth level spell slots are likely to be used on upcast Spirit Guardians but Banishment offers premier single target removal. Stone Shape and Freedom of Movement are spells Maru favors heavily while escaping into the Falthwain.
Spells (3): Spirit Guardians, Revivify, Dispel Magic, Magic Circle
Spells (4): Banishment, Stone Shape, Freedom of Movement, Arcane Eye, Leomund's Secret Chest
Level 17: Traveling Scholar
Fighter 4/ Ranger 4/ Cleric 9
8 | 14 | 15 | 10 | 20 | 10
HP: 131
AC: 20 (25 with Shield Spell)
The Story:
After level 11, Maru takes two more levels in Cleric, effectively finishing his formal studies. This affords him his second ASI at character level 12, which he uses to pick up polearm master. The Falthir believe in highly varied educations. Despite spending nearly 10 years studying as a Cleric, he never stopped practicing his martial arts. He had only become more active and curious since connecting with the Utskesh swarm. Frequent sparring helps calm his overactive mind.
Polearm Master is used almost exclusively in combination with Warcaster to enable cantrip reaction attacks when people come into his space. Potent Spellcasting means those cantrips are more deadly than ever. Maru’s fighting prowess, reaction speed and ability to cast in combat continue to grow as he masters the Askari techniques.
Maru unlocks fifth level spells, where he learns to invigorate and weaponize his swarm in a new way. Insect Plague offers ranged crowd control for when Spirit Guardians is not ideal. Maru still prefers to get in the thick of battle however, swinging his quarterstaff and dancing with his bees. As such, those fifth level slots are just as likely to be used for Spirit Guardians. Mass Cure Wounds is an option he likes having access to, even if it is used sparingly. Planar Binding is a kind of magic that does not sit well with Maru ethically, but Teleportation Circle means he can always return to the Library as there is a portal set up in the tower of the counsel of Maesters.
By this point, Maru, had excelled at his studies to the point of being honored as a Maester. Maru rejects the position, asking the Archmaester permission to quest out on his own in search of knowledge to bring back to the Library. Smiling because he knew this to have been inevitable, Olivestus gladly acquiesced, happy to see Maru seek meaning through adventure.
From here, Maru picks up his fourth and final level of ranger at character level 14 as he leaves Taan Harada and embarks on his new journey. He learns the Longstrider spell to aid in his travels. More mature and capable of great patience despite his overactive mind, Maru finally maximizes his wisdom with the ASI. Despite leaving Taan Harada with the purpose of scholarly work, Maru’s road of adventure is fraught with trouble as his curiosity leads him to increasingly dangerous places in search of hidden texts and artifacts. As such, the next three levels are taken in fighter to mirror his expanding combat expertise.
Action Surge signifies Maru’s penchant for intense hyper-activity and ability to focus during battle, enabling double green flame blade bursts or other deadly explosions of spellcasting and weapon attacks. The third level of fighter sees Maru gain more arcane knowledge as he becomes an Eldritch Knight and picks up the Shield and Absorb Element spells as important pieces to his defensive puzzle. Both of which he learns basically by accident as he reacted instinctually to danger, much in the same way he had cast Speak with Animals for the first time so long ago. Gift of Alacrity is Maru’s heightened senses thanks to his hivemind connection. By this point, Maru is in his mid 30's and his innate fey magic has grown in power. This is represented by his learning the Minor Illusion and Prestidigitation cantrips. Finally, at level 17, Maru uses the ASI at fighter level 4 to pick up Crusher. The +1 con is useless for now, but the synergy between the 5 foot push and booming blade is just wonderful. Maru continues to master his craft with the Quarterstaff. Protection from Good and Evil is another defensive spell Maru learns to use as he explores dangerous crypts and ruins for magical secrets.
At this point, Maru is a seasoned adventurer, having embarked on countless expeditions and returning to Taan Harada with a menagerie of rare and important findings. Celebrated by the Archmaester, Counsel and Ranger-Captains, and with his parents old and wrinkled and retired, Maru decides to return to Taan Harada in a more active role.
TLDR; Strategy and Key Features:
Strategy:
Potent Spellcasting fueled cantrip attacks combined with Spirit Guardians is still Maru's bread and butter. Nothing has changed about that, but he has added some interesting new capabilities. Insect Plague can be used to engage enemies from long range with his swarm, while his healing powers have also expanded considerably. Shield and Absorb Elements are key pickups for his defenses. Gift of Alacrity helps his otherwise mediocre initiative and even Longstrider can add value by helping his ability to hit and run.
Crusher adds some really neat synergies when combined with booming blade reaction attacks made with a quarterstaff. My particular favorite is when an enemy tries to approach and triggers the AoO, gets pushed back five feat by a booming blade, and has excess movement speed left over. As they try to reengage they will immediately take the BB secondary damage.
Key Features:
+2 Wisdom
Polearm Master
Action Surge
Spells (1): Longstrider, Shield, Absorb Elements, Gift of Alacrity, Protection from Good and Evil
Spells (5): Insect Plague, Mass Cure Wounds, Planar Binding, Teleportation Circle
Level 20: Veteran Emissary
Fighter 7/ Ranger 4/ Cleric 9
8 | 14 | 16 | 10 | 20 | 10
HP: 175
AC: 20 (25 with Shield Spell)
The Story:
Returning to a more active position at Taan Harada, Maru is appointed ambassador to the Gnomish settlements in the north by Archmaester Olivestus. Maru having fond memories of the gnomes from his training as a ranger, was elated to find reality was even sweeter. He got along swimmingly with the jovial Gnomes, who fell in love with his Honey Mead almost instantly and were fascinated by the Utskesh magic. In turn, their magic and artifice amazed Maru, who did his best to try and understand it.
No longer adventuring as he had been, Maru quickly found himself yearning for the thrill of combat. Alongside his position as Ambassador, Maru takes up training elite ranger units in advanced fighting techniques. Thus, his final levels are taken as Fighter as Maru manages to continue to master the quarterstaff despite returning to a more peaceful life. Extra Attack at level 18 is amusing, but it was never the focus of the build. It's a nice option to have in combination with action surge to allow for Maru to unleash rapid quarterstaff strikes. His last ASI, taken at level 19, is used to pick up Skill Expert to get proficiency and expertise in persuasion. His experiences traveling, and especially as an Ambassador has led to Maru being quite good at communicating and cooling down situations without fighting. Despite his love of combat, Maru is not one for needless violence. He would rather settle a matter over a mug of mead and good conversation than with a deadly dual. Calm Emotions, a spell Maru had mostly overlooked as a young and action ready student, now becomes one of his favorite spells.
Finally, at level 20 and Fighter level 7, Maru learns War Magic, the final evolution of his Askari Quarterstaff fighting. Now capable of great flurries of action in many forms, Maru has achieved his own fighting style, blending the ancient ways of the Askari, the magic of the Maesters and his own unique connection to the Utskesh hivemind.
His father, having passed from old age soon after this point, sent Maru into a spiral of sadness and confusion. Currently, he doesn’t know whether he wants to stay at Taan Harada with his mother, or seek solace in the wilderness of the Falthwain. His heart and mind screams for the adventure and solitude, but he cannot reconcile leaving his mother in her waning years, especially with his dad no longer around. Having set aside his duties, Maru can be found tending his mother’s gardens and using the same small corner of the Brewery his father had let him use so long ago. Dismayed, yet understanding, Archmaester Olivestus (and Boccob) are eager for the time when Maru’s adventures reignite.
TLDR; Strategy and Key Features:
Strategy:
War Magic finally offers a consistent bonus action, although the build has had enough things to do with it to not feel amiss. Still, War Magic is an excellent addition to Maru's cantrip attack routine. Extra Attack will not be used often, but it is nice to be able to fire off five polearm attacks in a round with action surge. Skill Expert rounds up the constitution to a very meaningful 16, while also building a whole new role into Maru's skillset. Arcane Lock is a fun trickster-in-spirit spell, but is mostly inconsequential The spell slot gained by Fighter level 6 means the build just barely squeaks into 13th level spellcasting and the fat 7th level spell slot that comes with. Excellent for upcasting.
Key Features
War Magic
Skill Expert (proficiency and expertise in Persuasion)
Okay Since my first post might not be eligible here's an adaption that works with knifes instead. I know she still doesn't really love to go into melee but at least there's bladed weapons?
Also I'm not really playing this char at this time , I play a similar Crossbow girl Battlesmith artificer Simic Hybrid, but the flavor is completly different - my character isn't as edgy or moody - she's just a happy go lucky character that tries to help(and hasn't yet multiclassed). I'm sorry if I stopped you from posting your first Idea HeironymusZot :S
STR 8 DEX 16 CON 10 INT 17 WIS 10 CHA 13 (Boosting DEX and INT thanks to Tasha's)
Guild Artisan Background
HP: 8 AC:15 (Chain Shirt)
In the beginning the woman later known as "The Unseen Death" seems to just be an average young craftswoman. Oh and she seems the have a passion for Bodymods - thats pretty much all the sources from her early live seem to know. Her first projects where climbin claws that would allow her to see the city she lives in from above. 'It would be so easy to pounce on someone from here...' might have been an idea she got this way, but that is just my personal imagination, I don't have any factual claims for this.
TBH this level kinda sucks. We'll just be a support charakter till then.
Apprentice Assassin Level 5 Artificer 5 (Battlesmith) Stats: STR 8 DEX 16 CON 10 INT 17 WIS 10 CHA 13 HP: AC: Breastplate: 14+2 = 16
At this stage in her life we could find out that she has startet to take jobs with the thieves guild - first just as a lookout or spy and later even for smaller attacks. She seems to have a metallic fox with her from this point on which seems to be her second in comand. Also curiously we have reports of her having wings that don't seem to come up later anymore.
At level 5 we have the first few of our tools: A dagger with the "returning weapon" infusion that let's us throw it twice per turn and an Iron Defender that helps out. We also now attack with our INT thanks to the Battlesmith. As our second Invocation we'll take the Alchemy Jug for now so we can produce poison if we have time before attacking. Also most crazy we have now the Glide Wings of the Simic Hybrid (reflavored) - they let us jump from house to house pretty easy and if we get spottet we can get away extra fast without problems. Lastly our damage is padded quite a bit by the Sharpshooter feat.
Murder for Hire Level 11 Artificer 6 (Battlesmith), Warlock 5 (Hexblade) Stats: STR 8 DEX 16 CON 10 INT 18 WIS 10 CHA 13 HP: AC: Breastplate: 14+2 = 16
This is the point from which on we don't really have clear documents anymore. There are a lot of different 'wanted' pictures that could all be traced to the same patterns of assassination. But none of them seem to show glide wings, altough some seem to mention impossible jumps the person did. The only real connection we seem to find is that a dagger strikes out of nowhere and kills a person. Also there are some ... shady reports of somebody hiring her to kill - but nobody ever seems to have hired her - even under promise of absolution by the king.
At level 11 we have a BUNCH of new tools in our toolkit. The 6th level of artificer gives us Boots of Elvenkind and the Cloak of Elvenkind - we trade in the Alchemy Jug sometimes for this. We also took 5 levels in Warlock, which gives us some helpfull spells (Hex to boost our damage, misty step, darkness and invisibility to get away and some other stuff wich gives use some flexibility. Also we get 3 Invocations: Devil's Sight which lets us see in our Darkness Spell, Mask of many Faces, which let's us cloak our face and glidewings, and last but not least a great damage boost with Eldritch Smite. We go pact of the blade and Hexblade - so from wl lvl 3 on we can make our infused dagger our pact weapon so we can dismiss it when needed. Also Hexblade gives us Hexblades Curse another way of boosting our damage. Also we take the Observant feat to boost our Int up to 18 and get to watch out a bit better.
Noteable Features: Climbing Claws - Climbing Speed(30ft); Gilde Wings; Returning Weapon Dagger with Pact of the Blade; Alchemy Jug; Steel Defender; Battle Ready (INT as our Attack Stat); Extra Attack; Eldritch Smite; Mask of many Faces; Devils Sight Sharpshooter
Skills: Perception, Arcana, Stealth, Persuation Tools: Thieves' tools, tinker's tools, poisoner's tools, alchemist's tools, smith's tools Spells: Artificer: Cantrip: Mending, Message Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism Level 2: Branding Smite, Warding Bond, See Invisibility Warlock: Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp) Spells: Hex, Misty Step, Darkness, Invisibility +++
Assassin for Kings Level 17 Artificer 9 (Battlesmith), Warlock 6 (Hexblade), Rogue 2 Stats: STR 8 DEX 16 CON 10 INT 20 WIS 10 CHA 13 HP: AC: Breastplate: 14+2 = 16
From here on out the chroniclers I spoke to seem to know less than the nobles and kings do. She seems to have ascended to a royal Assassin - she is said to just happen to show up whenever the king has an enemy to dispose of or a thing he needs stolen. Also she seems to be okay with taking a lot of blame on her so the king can stay looking clean. The manhunt for her seems to look for her without looking at her face, but they don't have more luck than with the old wanted posters. She seems to be like the wind - but with daggers of magic.
At level 17 we double down on stuff we already do very well: We take another three levels in Artificer for Flash of Genius and Arcane Jolt - one to boost our to hit and one to boost our damage. also we get more spellslots for our spells or Eldritch Smite. Also we grab INT 20 here. We also have two Levels in Rogue now for Expertise in stealth and "Cunning Action". Another damage boost comes with sneak attack and our Iron defender. The level in Warlock doesn't really mean a lot right now -but that will be the rest of the build.
Just to reitterate: we can now add Sneak Attack, Sharpshooter, Arcane Jolt, Hex or Hexblades Curse and Eldritch Smite for damage. That is a BUNCH of stuff that comes out of nowhere. Our Sneaking is also supreme now: we have +15 on Stealth and Advantage - also everyone that tries to see us has disadvantage.
Noteable Features: Climbing Claws - Climbing Speed(30ft); Gilde Wings; Returning Weapon Dagger with Pact of the Blade; Alchemy Jug; Steel Defender; Battle Ready (INT as our Attack Stat); Extra Attack; Eldritch Smite; Mask of many Faces; Devils Sight Sneak Attack Cunning Action Expertise Arcane Jolt Sharpshooter
Skills: Perception, Arcana, Stealth(Expertise), Persuation, Sleight of Hands Tools: Thieves' tools(Expertise), tinker's tools, poisoner's tools, alchemist's tools, smith's tools Spells: Artificer: Cantrip: Mending, Message Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism Level 2: Branding Smite, Warding Bond, See Invisibility Level 3: Fly, Haste Warlock: Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp) Spells: Hex, Misty Step, Darkness, Invisibility +++
Assassin of Kings Level 20 Artificer 9 (Battlesmith), Warlock 9 (Hexblade), Rogue 2 Stats: STR 8 DEX 16 CON 10 INT 20 WIS 10 CHA 13 HP: AC: Breastplate: 14+2 = 16
So that is the point where we are now, I think you all know what she did. The king is dead. May he rest in the halls of his forefathers. Also she doesn't seem to have done it for money - as far as we know. Our only consolation is the king of our sworn enemys seems to also have been one of her victims. She seems to just murder for her own pleasure now. I can't tell you where she is, I can't tell you who she is. I old you what our investigators could find. Now the new Queen wants us to find her. For her Father.
At level 20 we took to level 9 in Warlock - mostly for higher slots. On the way we take up Fighting Initiate(Archery) for a +2 to hit. The warlock Spells we get we won't need a lot probably. Dimension Door, Far Step and Scrying can still be usefull.
Noteable Features: Climbing Claws - Climbing Speed(30ft); Gilde Wings; Returning Weapon Dagger with Pact of the Blade; Alchemy Jug; Steel Defender; Battle Ready (INT as our Attack Stat); Extra Attack; Eldritch Smite; Mask of many Faces; Devils Sight Sneak Attack Cunning Action Expertise Arcane Jolt Fighting Initiate (Archery) Sharpshooter
Skills: Perception, Arcana, Stealth(Expertise), Persuation, Sleight of Hands Tools: Thieves' tools(Expertise), tinker's tools, poisoner's tools, alchemist's tools, smith's tools Spells: Artificer: Cantrip: Mending, Message Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism Level 2: Branding Smite, Warding Bond, See Invisibility Level 3: Fly, Haste Warlock: Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp) Spells: Hex, Misty Step, Darkness, Invisibility, Dimension Door, Far Step, Scrying+++
Sutlo no worries mate! I certainly don't own a patent on crossbow wielding artificer's lol. I can pocket the build for another time. And I'm quite happy with my new concept.
All right, outside of half-finished builds I think this has gotten what it will get.
So!
This is a 48-HOUR WARNING. Any unfinished builds have the next two days to get ironed out I'll be closing submissions and opening voting on Saturday, the 23rd. Let this be your call to ACTION!. And by action I mean writing.
I'll have to see if I can sneak in under the radar - there's a certain Tortle Warlock something something (beast barbarian? vengeance paladin?) that needs to be fleshed out...
Can you do the original post update thing with peoples names and build linked? I do this on an iPhone, and i have stupid fingers, so it makes reviewing and writing difficult. I don’t want to accidentally forget about someone.
Third_Sundering's Urik Zorhav the Steelwarden +2 points the race switch was interesting thematically, though with the builds low hitpoints I think the half orcs relentless endurance might be more useful on a build with such low hitpoints. AC is definitely amazing, but the hitpoints being so low means criticals will feel ridiculous when they happen, and save effects for half damage may seep through. I play a war wizard that has similar features, and more hitpoints actually, who often goes entire sessions without being directly hit. But when I do take damage, it’s often around half my hitpoints due to it usually being a critical hit. this build also stays invested in the “Gish” guidelines by continually working the integration of magic with melee fighting. Seems like a fun glass cannon to play.
Bobbybaker's Unnamed Eldritch Knight I messed up cause I forgot to actually name by build, and my story isn’t filled with flair like everyone else’s. There are also various mechanical changes I could probably make with spell selection or feats to further improve the build.
Pantagruel's Bonny John +2 points I love the build. Stays true to contest requirements. has good AC for melee while supporting the party. Perhaps could have played into the haste spell and spell storing item interaction a bit more as this combo is very potent, shatter would work well in both effect and theme. Spellstoring items activation is used with the “use an object” action, which is one of the options the extra action granted by haste gives.
HeironymousZot's Boccob's Beekeeper +1 point. seems like a decent build that sticks to contest guidelines. Seems like the build is a little counter intuitive with the feature overlap going for extra attack feature so late.
Sutlo's Unseen Death (Dagger Edition) sharpshooter does not work with daggers. Though you may make a ranged attack with them by effectively using the thrown property, it is not actually a ranged weapon. The damage focus on ranged weapon feats to have competitive damage seems to conflict with the “Gish” idea in that the “Gish” is melding the concepts of magic with melee combat. minor nitpick about jumping roof to roof. With 8 strength this character can jump 2 feet high or 8ft far with a running start. Without a running start this is reduced to 1ft high or 4ft far. The glide is awesome, but the lack of strength or jump feature investment reduces its impact to something more similar to feather fall with mobility added. Jump doubles those numbers, but they’re still quite small and difficult to use. Also, I guess you may be carrying your steel defender with you?
Yeah extra attack on my build so late is kinda weird. A product of my habits. I don't really care about tier 4 at all. Like when does that actually happen in play? So I focus on my builds playing well through tier 3, and Maru was no different. Eldritch Knight hooking it up with War Magic was why I took so many levels, extra attack was kind of just an add on.
A solidly effective build, well supported with backstory and illustration. I confess to never having looked at either Fey Touched or Blood Hunter before. Strength 8 with scale or half-plate is a problem if the game is using the optional encumbrance rules, though switching to chain shirt/breastplate will resolve that at a cost of 1 AC.
Writeup is hard to read, doesn't have level 1/5/11/17/20 stats. Because both Shield and Absorb Elements have somatic components, they cannot be cast while wielding two weapons, or one weapon with a shield (likely a problem with other spells as well).
Nice backstory, clearly written build. Same strength 8 issue. It's not actually possible to cast spirit guardians and shillelagh in the same turn, though other than a possible lost opportunity attack casting shillelagh during round 2 should be fine, as it can be cast the same turn as greenflame blade without penalty. Not getting a second attack until level 18 is a bit of a problem.
There's a bit of a synergy problem, in that you seem built around darkness plus devil's sight (which is a solid combination) but a steel defender cannot see through darkness (and needs vision for its deflect attack ability), nor does it have stealth skill. HP calculation is missing.
Damn, I totally forgot to take warcaster on an Eldritch Knight build. Pretty big foul. Could probably switch one of the feats for it at lower levels to fix the build. Interesting how I got 0 points when my build is as effective at level 11 as most of the other builds are all the way to 20 though.
I guess this wouldn’t be the first time my editing heavily detracted from one of my builds appeal.
Damn, I totally forgot to take warcaster on an Eldritch Knight build. Pretty big foul. Could probably switch one of the feats for it at lower levels to fix the build. Interesting how I got 0 points when my build as as effective at level 11 as most of the other builds are all the way to 20 though.
There's very limited resolution on 5 points, your basic options are "5/-", "4/1/-", "3/2/-", "3/1/1/-", "2/2/1", "2/1/1/1/".
Before I start reviewing the builds and giving out points, I'm going to take a minute to explain how I will be distributing points.
The first point will be granted to the build with the best layout/format. This includes grammar and general readability.
The second point will be granted to the build with the best theme. Whichever build I find the most drawing in terms of backstory and personality will get this point.
The third point will be granted to the build that best fits this throwdown's theme, being a Gish. This will include the best DPR, survivability, and blending magic and melee weapon attacks.
The fourth point will be granted to the build that is the least MAD.
The fifth point will go to whomever I think deserves it the most. If a build has really nice art or an amazing Hero Forge mini, this point will probably be given to that build.
My apologies, Bobbybaker, but your build is hard to read and is lacking in flavor. It took me awhile to understand what your build was doing, and it's simply not as functional as a lot of the other builds here, as you can't use your shield or weapon as an arcane focus. Advantage on attacks is great, and your build is quite good with Nova damage, but it's just not giving me the coolness factor that a "gish" is supposed to give.
Between the strange layout, bad grammar, lack of backstory/evocative feel, and the Eldritch Knight being a sorry excuse for a gish in 5e, this build is probably going to end up getting the short end of the stick in this Throwdown. Your build doesn't fulfill any of the 5 criteria for allocating points that I described above, so I am sorry to tell you that I will not be granting you any points.
Okay, though this build is lacking a bit in the character department, the build is pretty solid and I have a sweet spot for both Gnomes and Armorer Artificers. I love the theme of thunder being music, which is an amazing feel.
However, the build has the issue of deciding between the Attack action and using Booming Blade on their turn. This is most unfortunate, as booming blade fits the Guardian Armorer Artificer's theme very well, making the build always be in a limbo of "should I be cool or should I be effective"?
Despite some of its faults, I am giving your a point for being very SAD (point #4) and another point for being an overall effective gish (point #3).
This is quite good, and I would love to see how you can improve in future Throwdowns.
And here's the backstory and character theme that I like to see in these throwdowns! I love how much work you put into the lore of the character.
However, the mechanics are a bit lacking. This is kind of similar to the first Throwdown build that I made, but a bit less mechanically effective. The AC is decent and the damage is also fine, but it's overall kind of lacking in the mechanical effectiveness department.
Though the build is a bit flawed, the theme, layout, and overall coolness of the build makes up for this. I am granting your build 3 points, one for layout/format (point #1), one for theme (point #2), and another just because I like the character idea so much (point #5).
Sorry Sutlo, but this build doesn't really count as a gish. It breaks the rules by using Sharpshooter and Archery with a thrown weapon, and other issues mentioned by the others, and is kind of all over the place in theme and mechanics. I'm all for multiclassing a lot, but you've got to try a bit harder to have it make sense. You don't really explain being a Hexblade, or Simic Hybrid, or Artificer, so I've got to mark you down for that.
Third_Sundering's Urik Zorhav the Steelwarden +2 points the race switch was interesting thematically, though with the builds low hitpoints I think the half orcs relentless endurance might be more useful on a build with such low hitpoints. AC is definitely amazing, but the hitpoints being so low means criticals will feel ridiculous when they happen, and save effects for half damage may seep through. I play a war wizard that has similar features, and more hitpoints actually, who often goes entire sessions without being directly hit. But when I do take damage, it’s often around half my hitpoints due to it usually being a critical hit. this build also stays invested in the “Gish” guidelines by continually working the integration of magic with melee fighting. Seems like a fun glass cannon to play.
Critical hits would definitely be worrisome, but they're uncommon enough that it won't matter a whole ton in the long run, especially with our Steel Defender using its reaction to grant disadvantage on one weapon attack that would hit us. Also, our HP is not a huge issue at the later levels, especially once we can regain hit points after killing someone, and especially if our Steel Defender manages to take some hits instead of us. As for the spell effects that deal half damage on a successful saving throw, that will occasionally be an issue. However, Urik has resistance (or the ability to get resistance) to the most common damage types, so that's not a build-breaking problem. So "glass cannon" may be a little unfair, as it is more of a ceramic jar surrounded by a shield that can get mended very easily.
Though your concerns are definitely valid, most of them were addressed in my build, and aren't really that huge of an issue. (especially since your build has less AC, HP, Damage Resistances, and Save bonuses than my build. Not bragging. Just saying that this is kind of the pot calling the kettle black.)
A solidly effective build, well supported with backstory and illustration. I confess to never having looked at either Fey Touched or Blood Hunter before. Strength 8 with scale or half-plate is a problem if the game is using the optional encumbrance rules, though switching to chain shirt/breastplate will resolve that at a cost of 1 AC.
Yeah, the weight of the half-plate could be an issue if encumbrance is being used. However, that's not much of an issue in combat, as Haste doubles your speed and if needed, Urik could Misty Step into melee.
I hadn't really looked at Blood Hunter a whole ton before making this build, but awhile back Yurei recommended that I check out the Order of the Profane Soul for a good gish. It seems cool, and fits the theme I was going for with my build.
Thanks, both of you, for the points! I'm excited to see who wins! (It looks like just two more people need to vote in order for their builds to be valid; HeironymusZot and Sutlo.)
Okay, this is my vote post. Vote post alert. Yurei. Vote post.
Third_Sundering's Urik Zorhav the Steelwarden (and Xevon):
I enjoyed this character's story arc very much. A grim tale indeed, which evokes a menacing final form in a powerful way. I really appreciate the work you put into the story, and your heroforge game is on point. Super impressed by the time and effort put into that as well, and they really help tell the story. The way you used artificer to represent the body transformation is giving off some sweet 3.5 fleshshcrafter vibes and I'm lovin it. Bloodhunter on a guy who traded his blood for alchemy is a little odd, but your patron Crypter and its mysterious ways are an easy way make that work for story purposes.
Mechanically, this character levels up as a super solid battlesmith. Hard to find something wrong with that. Profane Soul adds some interesting damage boosts once the character already has that sturdy base, but also doubles up on extra attack, which makes me wince a little. Is the Blood Hunter package better than reaching that sweet artificer capstone? Probably not, but I like what it adds to the story and what it does to your sword swinging in support of the gish and the spirit of the contest.
Score:3 points. I shed a tear for redundant extra attack and then move on as I enjoy a lovely character with a compelling story arc. The mechanics serve flavor and function in interesting ways, which is a tough balance to strike, especially while maintaining a high level of effectiveness like you have. Your backstory and artistry with hero forge really pushed this over the top for me.
Bobbybaker's unnamed Eldritch Knight:
Story is only one part of the build, and an interesting build can stand out without one. This is a very general Eldritch Knight build, with a somewhat puzzling feat order. Mechanically it's fine I suppose, but I would take things in a different order and prioritize maximizing dexterity. Without a story I don't have much else to judge, and I'm left feeling like this build is an acceptable, but unevocative Eldritch Knight.
Score:0 points. Nothing wrong with an Eldritch Knight, but I don't think the story or build intrigue is there.
Pantagruel666's Bonny John:
John Bonham, is that you? A simple, yet compelling character idea. I love imagining those gnomish battle of the bands. Would have loved to see this character idea expanded upon, but even the basic outline is great. I really enjoy how the mechanics build into the flavor here. Thunder damage for sound, flash of genius for insane solos, and spells like hypnotic pattern for crazy stage effects.
Going to give this my vote for most mechanically solid build in the contest. Urik the Steelwarden builds in a more focused way for DPR, but the defenses of the armorer and overall power of finishing out as a straight artificer takes the cake for me.
Score: 2 points. Strong mechanics and a fun concept earn a point and a half. Bonham earns the last .5
Sutlo's Unseen Death:
You have the beginnings of a body transformation arc peeking into the build, but it's never really established. I think using a reskinned Simic Hybrid to represent that mechanically is an interesting angle and it would have been nice to see that written about in a more detailed way. Unfortunately, I don't think this build translated well from crossbows. Gish semantics aside, this build is pretty well set up mechanically to be an assassin. The daggers leave much to desire however and I'm not convinced that is the split of the three classes (artificer/rogue/warlock) I would take to build such a character.
Score: 0 points: The threads of an interesting batman style assassin are there, but just barely. As I'm not sold on the mechanics either, I have a tough time awarding a point.
My posts definitely aren’t edited to the detail like everyone else’s seem to be. I don’t know if the interface is different on my phone but I don’t see any options to be able to do drop downs and boxes like everyone else, I probably just don’t know how to use forums correctly.
I definitely made a huge mistake by not taking the warcaster feat.
I also blatantly ignored the story element of this throw down, which seems to have more of a higher impact on the voting than I was used to in these throw downs. They started off as optimization challenges and seem to have shifted slowly away from that goal.
Although the Eldritch Knight does have the potential for drastic nova damage, the DPR of the Eldritch knights normal sustained damage is at least competitive with every build that was entered, if not higher.
not quite sure how a melee fighter wielding a blade literally made out of magic doesn’t represent a idea of a “Gish” well. I imagine it may have to do with predispositions of how ineffective an Eldritch Knight is when bad spell choices are made when there weren’t competitive bonus action spells. The Eldritch Knight has gotten buffed almost every single time the wizard spell list gets updated.
my biggest error is probably the wall of text and the time I put into actually describing how the build works. Maybe I’ll bare bones it next time and try to work on my story crafting.
I remember in previous throw downs contestants were engaged enough that we actually helped each other with our builds before the deadline was over. Didn’t happen As much in this one, and I feel partially responsible. I should have helped Sutlo's Unseen Death (Dagger Edition)before the deadline.
I typically use the same general layout for my Throwdown builds. It makes it so they are easy to read and get all the information required in, keeping it from being a huge wall of text. I recommend you do something like that in the future. It helps a lot, and seems to win points (I certainly base my votes off of layout, but YMMV).
I feel your pain. I made a mistake like that a throwdown or two ago.
It's required this throwdown, as stated in the OP:
Catchy names and engaging stories are MANDATORY. Entertain us! Demonstrate your ability to weave words as well as numbers!
I typically make sure to do a cool story to complete the build. They may have just started as powergamers creating powerful builds, but now it's more of creating cool and effective characters. Story does seem to have more weight than power in these builds, but power is also important.
IDK. You didn't do a damage breakdown. Your build uses a 3rd-level slot Shadow Blade, right? (Assuming all of them hit) That's 12d8+28 (avg. 82) of psychic damage each round (+2 from Dueling +5 from 20 DEX), or 24d8+56 (avg. 164) on an Action Surge round. If you're in dim light or darkness, that's all made at advantage, which is really nice, but not guaranteed by any means.
So, compared to my final breakdown on damage, assuming neither of our characters are using Action Surge or Forceful Rend, that's just a bit over my build's damage. Your bonus to attack rolls is lower than my builds, making mine 10% more likely to hit at any given moment, effectively increasing its damage a bit. (I'm not good at probabilities, so I can't tell you how much it increases it.)
However, your build requires you to have 3rd-level+ Shadow Blade up, which you're not going to be casting anymore than 4 times a day (or 7 times a day once you get down to your 2nd-level spell slots), taking all of your non-1st level spell slots, only lasting a minute each cast. That's not bad, and isn't going to matter a ton, but takes your concentration and main casting resource. Good luck keeping Shadow Blade up, as if you can't manage to keep it up in a fight, you're going to be burning through your spell slots real fast.
Might just be me. I'm not saying it's not a gish, I'm just saying the Eldritch Knight doesn't gish that well, especially with the inability to use a sword/shield as a spellcasting focus, not being able to summon a magic blade that often, and not being that good at blending magic and melee combat. (TBH, this isn't your fault. It's WotC's fault for not giving Eldritch Knights the same Extra Attack feature as Bladesingers. Battle Smiths and Armorers should be getting this feature, too, and probably Blade Warlocks.)
Side Note: This is nitpicky, but your last statement is mostly untrue. Eldritch Knights only get buffed when Wizards get more spells if and only if the spells they get are cantrips or level 1-4 spells. Even then, I wouldn't really call it a "buff" to get more options for spells most of the time.
That and having a drawing character story. Better luck next time. I hope you win one of these in the future. We need to make the win pool a bit more diverse.
Yeah, I was focusing on my build more this time, as I've recently started college and have less time on my hands to do stuff like this. Next time I'll try to help others out more.
P.S. I hope you don't take any of this personally. I truly don't mean any offense. This is meant to be fun, and we're supposed to compare build strength here (to an extent). I'm just trying to help you in the future.
Boccob's Beekeeper
Level 1-20 Progression:
This will contain a complete list of proficiencies and spells prepared and known at 20th level. The breakdowns that follow will not, instead listing only the key features that are new to that part of the build. Because he is a cleric with prepared spellcasting, Maru switches up his spell choices a good deal. As such, I will only list new spells known from the Ranger or Eldritch Knight, domain spells that are always prepared, and Cleric spells that Maru gravitates towards the most.
AC: 20 (25 with Shield Spell)
HP: 175
Key Equipment: Half-Plate, Shield, Quarterstaff, Brewer's Supplies
Languages: Common, Sylvan, Elvish, Gnomish, Dwarvish
Skills and Tools: Animal Handling, Arcana, Insight, Nature, Persuasion, Survival, Brewer's Supplies
Ranger Spells: Shillelagh, Mold Earth, Mage Hand | Entangle, Fog Cloud, Faerie Fire, Longstrider, Zephy Strike, Speak with Animals
Fighter Spells: Minor Illusion, Prestidigitation | Shield, Absorb Elements, Gift of Alacrity, Protection from Good and Evil | Arcane Lock
Cleric Spells: Booming Blade, Green-Flame Blade, Toll the Dead, Spare the Dying, Thaumaturgy, Guidance | Detect Magic, Magic Missile, Healing Word | Magic Weapon, Nystul's Magic Aura, Aid, Calm Emotions, Blindness/Deafness, Hold Person, Lesser Restoration | Dispel Magic, Magic Circle, Spririt Guardians, Revivify | Arcane Eye, Leomund's Secret Chest, Banishment, Stone Shape, Freedom of Movement | Planar Binding, Teleportation Circle, Insect Plague, Mass Cure Wounds, Geas
On Falthir and the Falthwain
The Falthwain Forest, simply known as “the Dark Woods” by the human settlements closest to the twisted and eerie-looking trees, is a large expanse of territory with a sinister reputation. It is a place steeped in magic, acting as a crossroads for the Material Plane, Shadowfell and the Feywild. The history of the forest has been lost to most, and in its place, dark tales of horrors unimaginable have grown to become how the average mortal learns about the ancient woods.
To those still connected to the magic of the Falthwain, this is a perception most agree is beneficial in order to keep attention away from the sacred grounds. While such tales persist through an oral history impossible to source, it is common theory among members of the Library that these stories of traumatic evil originated with the powerful trickster fey that once inhabited the forest to scare mortals from invading. The dangerous wildlife, twisted, gnarled look of the trees, dense nature of the foliage and lack of light has made it all too easy to maintain such a reputation.
On the southeastern edge of the forest, a series of towers form in a spiral. The center tower is the tallest, each one constructed from red, rose and green marble, set to impossibly intricate patterns. Surrounding the impressive structures are large gardens and fields used to harvest, the eclectic nature of which makes it hard to tell where the agriculture comes to an end and the forest begins.
This is the Library at Taan Harada, a sacred temple to Boccob, widely considered to be the largest collection of magical knowledge known to mortals. Spellcasters and scholars of all variety have taken up pilgrimage to Taan Harada. The Library is a place of true neutrality. Individuals of all walks of life have found themselves sharing space with those that oppose them morally and ethically. Those few that have tried to steal texts and artifacts or fight with their fellow guests have been dealt with so severely that no one has attempted to break the code in almost one thousand years.
While travelers of all kinds find temporary respite at the Library, it is maintained by a small, insular population known as the Falthir. While it is unknown why the fey retreated from the vast reaches of the forest that stretch into the material plane at least two thousand years ago, it is known, thanks to the ancient historical texts of the Falthir, that Boccob took an uncharacteristically active approach when the process began. It is assumed that Boccob had taken an interest in the Falthwain because of its rather unique magical nature as a crossroads to three planes. In the interest of protecting the space as its natural guardians disappeared, Boccob brokered a deal with a mysterious counsel of Darkling Elders. What they presided over is one of the greatest riddles in the history of the Falthir. Common theory is split; some consider them to have been peaceful emissaries between Shadowfell and their Feywild cousins, while others believe that it was the Darkling’s anger and jealousy towards the Summer Queen that had cursed them so long ago that led to conflict, and the eventual retreat of the trickster spirits. Whatever the truth, it seems Boccob saw the Darkling Elders as the best way to create his own guardians.
Across the continent, in a small urban monastery dedicated to him, Boccob planted visions in the minds of the warrior monks and scholars known as the Askari. These visions of grandeur were of the Library, its glorious towers filled with endless shelves and endless knowledge: a haven for magical understanding. With the vigor of a new mission, this group of humans traveled the land to reach the Falthwain. Upon arriving, Boccob offered to grant them powers he had gathered from the Darklings. In return, they would act as guardians of the forest, and work towards building and maintaining his vision of the Library as the greatest archive of magical knowledge on the material plane. The pilgrims eagerly accepted, overjoyed with the acceptance and attention curried by their normally indifferent god. Of course, Boccob disappeared soon after the Askari had taken up their tasks quite abruptly, never communicating with them again.
Transformed by the magic, the Askari became humanoids similar to Aasimar or Tiefling in nature, but with Fey ancestry. Over time, the Askari of Falthwain became known simply as the Falthir. Their appearance, size and build is rather similar to that of a human, but with pale, alabaster skin and pointed ears. Often, they are mistaken for Elves by the non-Elvish. Their eyes are most often red, light grey or black, and their hair is either a similarly rich black, or silvery white. All are born with some innate magic from their Fey ancestry, which the young are heavily incentivized to practice. The Falthir reach maturity around the same age as a human but live for an average of 200 years thanks to their magical lineage.
Level 1: Basic Training
The Story:
Maru grew up a happy-go-lucky child, roaming the grounds of Taan Harada, playing trickster with his friends, and reading as many books as possible. With alabaster skin, pale grey eyes and jet-black hair, Maru was the picture of Falthir youth, a constant smile plastered across his face. All Falthir are born gifted with Darkvision and magic passed down by their Darkling heritage. Fey Touched rounds out his wisdom to 18 and provides the Hideous Laughter spell, a common ability among the impulsive and playful youth. Between Hideous Laughter and Misty Step, Maru has been a consummate trickster since before he could walk.
Falthir learn Sylvan and Elvish as well as Common as a toddler. While the Fey have all left the Falthwain, Sylvan is held as a proud Falthir tradition that is still important to be able to read their historical texts. Elvish is similarly important to them as a huge portion of texts in the Library are written in the lavish language. The Falthir generally prefer to speak in Elvish as they enjoy its eloquent cadence.
His mother, Hada, was the Master Gardener and fostered a deep love and curiosity for nature. From a young age he showed a great sensitivity to the subject, which was fueled by constant access to the gardens, woods and library. This is represented by his sage background feature, Researcher, and proficiency in Nature and Animal Handling. Meanwhile, Maru’s father Yarro, Taan Harada’s Brewmaester, tried desperately to instill a love for the science of brewing in his progeny. While young Maru took to the skill easily thanks to his already impressive knowledge of many common ingredients, he found it tedious and constraining. Perhaps that was because his mother’s lush gardens were just outside his father’s brewery. He simply could not stand being inside and fiddling with measurements. His wanderlust was evident from a very young age. Many a time he got in trouble for wandering too far into the woods, while those that punished him secretly looked forward to the blossoming of such a curious and empathic mind.
Like all Falthir youth, Maru began two years of basic training at the age of ten. Despite being a neutral territory unfettered by war, the Falthir zealously train their young to defend the Falthwain in honor of the original purpose bestowed upon them by Boccob. Generally fickle thanks to their fey nature, great discipline is instilled within young trainees to ready them for the responsibilities held by the Maesters and Rangers of the Library. While it is up to the individual, and the talents they display to find purpose within their society, all receive the same basic training.
Trained to fight in scale mail with a shield the Falthir recruits learn to become sturdy warriors, mirroring dexterous, flowing techniques passed on by the original Askari warrior monks. This style is a defensive one that favors patience and counter attacks, as is shown by Maru learning the Defense Fighting Style and his newfound proficiency in perception and insight. Maru will continue to master this fighting style as he grows up, as is shown by certain ability and feat choices later in the build. Maru’s lack of physical prowess led to him training with rapiers and bows, where he displayed nothing more than an average ability. Certainly, his constant day-dreaming about expeditions into the Falthwain did not aid in his abilities as a student of the martial arts.
TLDR; Strategy and Key Features:
Strategy:
Maru starts off as an uninspiring dexterity based fighter with a rapier + shield, scale mail and longbow. At least he has decent AC. Hideous Laughter and Misty Step offer a little trickery, while his animal handling is quite strong at a level where one is more likely to run into mundane beasts. He knows his way around brewer's supplies but lacks the focus and desire to use them.
Key Features:
Darkvision
Medium Size; 30 foot movement
Fey Touched (Hideous Laughter, Misty Step)
Medium Armor + Shield
Defense Fighting Style
Second Wind
Animal Handling, Nature, Perception, Insight, Brewer's Supplies
Common, Sylvan, Elvish
Level 5: Desperate Discovery
The Story:
While his fighting prowess as a youth was nothing more than average, Maru’s natural affinity to the flaura and fauna of the Falthwain led to his placement among the Ranger recruits. Led by a team of Ranger-Captains, this sect of the Falthir are responsible for mapping the Falthwain and other territories, working guard patrols and scouting for exploratory expeditions. At character level two, he begins his training as a ranger, adopting Foe Slayer and Deft Explorer and proficiency in Survival as Maru is taught the basics of exploring the wilderness of the Falthwain. The ranger recruits are taught Gnomish and Dwarvish as many of the expeditions and patrols border a number of Gnomish and Dwarvish settlement who they trade with and share knowledge. Some of the most prized texts in the Library are a small collection of tomes by a long dead Gnomish artificer known only as Fzzt. In general, the Falthir place great importance on learning multiple languages to be able to read and learn from varying sources and the rangers are no different.
Maru's training puts him in direct contact with the forest like never before. What were once small moments stolen before the elders could catch on became regular expeditions into the Falthwain. Maru flourished. His senses alive, he came in contact with many species and quickly proved adept at connecting with them. Now, his natural empathic proclivity towards wildlife was growing with experience. This culminates in Deft Explorer granting expertise in animal handling. At character level 3, Maru becomes a second level ranger, learning some of the nature magic the ranger corps rely on. Entangle, one of the rangers preferred tool for trapping and hunting, provides excellent battlefield control while Zephyr Strike allows Maru chase down prey during a hunt. Mold Earth from Druidic Warrior allows Maru to create dugouts, trenches and other structures on the fly when looking to set up camp. Furthermore, the druidic warrior fighting style provides Shillelagh, which signifies his graduation from ranger training into a fresh-faced cadet as he masters the ancient druidic magic that the Askari fighting style is based upon. Maru puts down his rapier and adopts the favored weapon of Boccob and the ancient Askari, the quarterstaff. Upon reaching such a point the young Falthir rangers are dispatched in small teams, sent on missions designed to test the new cadets as a rite of passage meant to simultaneously bring out their unique qualities and ability to work together.
Maru, part of a four-person squad, was ambushed by a tiger that had stalked them for days. In an act of desperation one of them cast entangle on the beast, and in the confusion, Maru was knocked down the ravine they had been marching along. Without time to think, the others fled, desperately seeking safety.
Maru woke up some hours later, a pounding headache wringing in his ears and blood taste covering his lips. All he could remember was a flash of fur and claws before tumbling down the rocks. He winced as he tried to put weight on his feet. Before he could finish standing, Maru realized the wringing in his ears was not just from his wounded head. All around him, giant humming nests vibrated with life. Utskesh Hunting Bees. Workers buzzed back and forth between the nests. Somehow, he had tumbled down the ravine in just the right way, avoiding hitting all of them by pure, dumb luck. Savage, aggressive little beasts, it was truly a miracle they had not attacked him simply for intruding. But his renewed movement stirred their senses, and just as Maru was realizing what had happened, and how lucky he was, the bees began to flood out in a horrifying mass, pulsating pure danger.
Instinctually, Maru cast Speak with Animals thanks to Primal Awareness, a spell he had never used before, and to his (but not Boccob’s) surprise, was instantly connected to the hivemind of the swarm. For a moment, the bees swarmed Maru as if to kill him, only to break apart and fly upwards in a spiral of stingers and wings. Maru’s mind was flooded with an intelligence completely alien, as were the bees. Neither sentience would ever be the same again. His mind was ablaze. After a vivid display in the air above, the swarm returned to caress Maru and lift him to his feet. He was now a Swarmkeeper. The swarm affords him the ability to use the Mage Hand Cantrip, and an excellent modal combat buff alongside his newfound ability to cast Faerie Fire and Fog Cloud, all of which are various manipulations of his swarm to create the magical effects.
Maru, carefully mounting a nest on either side of his quarterstaff, hauled them back to the Library grounds like carrying buckets of water. Worried about his teammates, but relieved to be going home to friends and family, Maru was not expecting to be greeted with horror. Of course, he forgot to account for the masses of Utskesh Hunting Bees swarming around him, which were feared for their viciousness by the Falthir. As soon as he realized what was causing such alarm, he ushered the bees to do a beautiful dance in the air laughing out loud that it was all right and everyone was safe. The bees had become as much Falthir as Maru himself. He was relieved to see his teammates, battered but alive, come out of the gardens with his parents to greet him. All of them, mouth agape at the spectacle, hardly knew how to approach him despite being elated at his survival.
Maru’s return immediately attracted the attention of everyone, especially the Ranger-Captains and counsel of Maesters. Never in the history of the rite had a ranger returned as a Swarmkeeper. This was new magical knowledge, begging to be researched, understood and archived. Despite his abilities being commended by the rangers, it was clear to the Archmaester Olivestus that Maru’s talents and abilities were better used elsewhere. He personally directed Maru to begin studies with the clerics training to become Maesters. This is his fifth character level, where he picks up his first level of Cleric. He takes naturally to the Arcana domain as his newfound, hybrid hivemind-ego conscious sentience allows for quick intake of magical skills. He learns the attacking cantrips, green-flame blade and booming blade; Askari fighting techniques, which he finds combine in wonderful and unexpected ways with his beloved swarm. Maru learns Toll the Dead, Spare the Dying and Thaumaturgy as cantrips. Ever the trickster, Maru loves to play pranks using Thaumaturgy. Generally, he prepares healing word, command, shield of faith and bless. To the amazement of his teachers and peers, Maru’s magic often manifests in ways far different from their own. The closest explanation is that the magic passes through his swarm, although no one really understands it. Healing Word and Spare the Dying is delivered by the bee’s pollen, Toll the Dead is the hellish vibrations of the Utskesh swarm, Shield of Faith is a protective formation by the swarm around the target, etc.
TLDR; Strategy and Key Features:
Strategy:
Maru has fleshed out the basics of his fighting style by now. Gathered Swarm combines wonderfully well with the attack cantrips as it can trigger off of them and not just the attack action. The five foot movement enables hit and run booming blade tactics, while also helping him disengage from tough situations where he goes for a green flame blade and is left surrounded. Forced movement has a value that is hard to quantify, but is definitely strong and extra damage is never bad. As with magic cards, modal abilities are often excellent and Gathered Swarm is no different.
Shillelagh allows this build to be based completely off of wisdom. Entangle and Faerie Fire are top tier tactical concentration spells while Shield of Faith can be used when Maru needs to handle an assault head on. Toll the Dead and Magic Missile are solid ranged options to keep him versatile. He can even act as an emergency field medic thanks to Healing Word and Spare the Dying. Mage Hand, Thaumaturgy, and Command add to Maru's nature as a fey trickster, while alarm, detect magic, arcana proficiency, speak with animals, mold earth and expertise in animal handling offer plenty of additional out of combat play. Maru is fluent in 5 languages now, which while unsupported by persuasion, can still be quite useful for deciphering the texts he reads voraciously.
Key Features:
Gathered Swarm
Arcana, Expertise: Animal Handling
Gnomish, Dwarvish
Cantrips: Shillelagh, Mold Earth, Mage Hand, Toll the Dead, Spare the Dying, Thaumaturgy, Green-Flame Blade, Booming Blade
Spells (1): Faerie Fire, Entangle, Speak with Animals, Zephy Strike, Fog Cloud, Detect Magic, Magic Missile, Shield of Faith, Healing Word, Command, Bless
Level 11: Rebellious Student
The Story:
After beginning his training amongst the prospective Maesters, Maru, now barely 17 after the years of rigorous fighter and ranger schooling, continues to take Cleric levels until level 11. Somewhat more mature and patient, he finds a new passion in brewing the Utskesh honey into mead. His father elated, Maru is gifted space in his shop and the brew quickly becomes one of the most popular at Taan Harada.
Maru constantly chafes at the structured nature of his studies and spends as much time fleeing into the woods with his bees and books as attending his classes. His spellcasting continues to take on unique forms. Hold Person is someone paralyzed by magically enhanced stings, Aid is the consumption of honey harvested from the nests, Revivify is an Utskesh venom adrenaline shot, Arcane Eye is a Bee turned arcane scout, etc.
More than anywhere, this relationship is evident when Maru hits Cleric level 5 and learns to cast Spirit Guardians. The hivemind is in some sense, beyond time, which gives him a connection to the history of the Falthwain that no scholar could hope to read about. This instinctual connection leads to Maru being able to summon fractures of the ancient Fey spirits that had once inhabited the material layer of the forest. These spirits manifest within his swarm as he casts Spirit Guardians, growing some of the bees to epic proportions as radiant energy bursts from them like solar flares. Finding this magic to be intoxicating as his body is rushed with the same feeling that the bees experience, Maru is quick to use this spell often.
Along the way, at character level 8, Maru reaches cleric level 4 and grabs his first ASI. Warcaster makes his concentration saves rock solid. The Maesters spend much time teaching practical applications of spells in combat and other stressful environments, not just the theory of magic. Maru also learns the Guidance cantrip at this level. His connection with the hivemind has been getting deeper and deeper, the expansion of consciousness aiding in all sorts of activities from fighting to spellcasting to the most mundane of tasks. At a certain point, Maru realized he could give others the smallest of glimpses into his world. Not enough for them to understand anything mind you. It was more like a shot of adrenaline and mental focus.
During this time, Maru runs away from the Library many times, his wanderlust growing in tandem with his expanding connection to the swarm. While some of his teachers abhor this behavior, the Archmaester watches with sly mirth. He knows that Maru’s mind is now beyond any of their comprehension and is intensely curious to see what happens as he matures into his powers.
TLDR; Strategy and Key Features:
Strategy:
Up until Cleric level 5, Maru's style does not change much and he focuses on smacking things with cantip fueled quarterstaff attacks. He adds Hold Person to his repertoire as a powerful single target eliminator. Aid is a great use for third level spell slots at the cleric level four when the ranger spellcasting bumps him up to higher level spell slots than he has spells. Spiritual Weapon is a classic, and will offer great additional damage in prolonged fights where Maru doesn't mind losing a turn of it to cast Shillelagh, but it is not the staple that it is on your average cleric build.
Once Spirit Guardians comes online it becomes a staple of his combat routine. Generally, in tough fights turn one will be spent casting Spirit Guardians and Shillelagh, followed by cantrip attacks and various bonus action spells. Dispel Magic is a strong defensive option to always have prepared, and Arcane Eye is one of the best scouting tools in the game. Otherwise most of the Arcana domain spells and the Channel Divinity will not be used much, although Nystul's Magic Aura and Leomund's Secret Chest is congruent with Maru's trickster personality. Fourth level spell slots are likely to be used on upcast Spirit Guardians but Banishment offers premier single target removal. Stone Shape and Freedom of Movement are spells Maru favors heavily while escaping into the Falthwain.
Key Features:
Warcaster
Channel Divinity
Cantrip: Guidance
Spells (2): Hold Person, Aid, Spiritual Weapon, Magic Weapon, Nystul's Magic Aura
Spells (3): Spirit Guardians, Revivify, Dispel Magic, Magic Circle
Spells (4): Banishment, Stone Shape, Freedom of Movement, Arcane Eye, Leomund's Secret Chest
Level 17: Traveling Scholar
The Story:
After level 11, Maru takes two more levels in Cleric, effectively finishing his formal studies. This affords him his second ASI at character level 12, which he uses to pick up polearm master. The Falthir believe in highly varied educations. Despite spending nearly 10 years studying as a Cleric, he never stopped practicing his martial arts. He had only become more active and curious since connecting with the Utskesh swarm. Frequent sparring helps calm his overactive mind.
Polearm Master is used almost exclusively in combination with Warcaster to enable cantrip reaction attacks when people come into his space. Potent Spellcasting means those cantrips are more deadly than ever. Maru’s fighting prowess, reaction speed and ability to cast in combat continue to grow as he masters the Askari techniques.
Maru unlocks fifth level spells, where he learns to invigorate and weaponize his swarm in a new way. Insect Plague offers ranged crowd control for when Spirit Guardians is not ideal. Maru still prefers to get in the thick of battle however, swinging his quarterstaff and dancing with his bees. As such, those fifth level slots are just as likely to be used for Spirit Guardians. Mass Cure Wounds is an option he likes having access to, even if it is used sparingly. Planar Binding is a kind of magic that does not sit well with Maru ethically, but Teleportation Circle means he can always return to the Library as there is a portal set up in the tower of the counsel of Maesters.
By this point, Maru, had excelled at his studies to the point of being honored as a Maester. Maru rejects the position, asking the Archmaester permission to quest out on his own in search of knowledge to bring back to the Library. Smiling because he knew this to have been inevitable, Olivestus gladly acquiesced, happy to see Maru seek meaning through adventure.
From here, Maru picks up his fourth and final level of ranger at character level 14 as he leaves Taan Harada and embarks on his new journey. He learns the Longstrider spell to aid in his travels. More mature and capable of great patience despite his overactive mind, Maru finally maximizes his wisdom with the ASI. Despite leaving Taan Harada with the purpose of scholarly work, Maru’s road of adventure is fraught with trouble as his curiosity leads him to increasingly dangerous places in search of hidden texts and artifacts. As such, the next three levels are taken in fighter to mirror his expanding combat expertise.
Action Surge signifies Maru’s penchant for intense hyper-activity and ability to focus during battle, enabling double green flame blade bursts or other deadly explosions of spellcasting and weapon attacks. The third level of fighter sees Maru gain more arcane knowledge as he becomes an Eldritch Knight and picks up the Shield and Absorb Element spells as important pieces to his defensive puzzle. Both of which he learns basically by accident as he reacted instinctually to danger, much in the same way he had cast Speak with Animals for the first time so long ago. Gift of Alacrity is Maru’s heightened senses thanks to his hivemind connection. By this point, Maru is in his mid 30's and his innate fey magic has grown in power. This is represented by his learning the Minor Illusion and Prestidigitation cantrips. Finally, at level 17, Maru uses the ASI at fighter level 4 to pick up Crusher. The +1 con is useless for now, but the synergy between the 5 foot push and booming blade is just wonderful. Maru continues to master his craft with the Quarterstaff. Protection from Good and Evil is another defensive spell Maru learns to use as he explores dangerous crypts and ruins for magical secrets.
At this point, Maru is a seasoned adventurer, having embarked on countless expeditions and returning to Taan Harada with a menagerie of rare and important findings. Celebrated by the Archmaester, Counsel and Ranger-Captains, and with his parents old and wrinkled and retired, Maru decides to return to Taan Harada in a more active role.
TLDR; Strategy and Key Features:
Strategy:
Potent Spellcasting fueled cantrip attacks combined with Spirit Guardians is still Maru's bread and butter. Nothing has changed about that, but he has added some interesting new capabilities. Insect Plague can be used to engage enemies from long range with his swarm, while his healing powers have also expanded considerably. Shield and Absorb Elements are key pickups for his defenses. Gift of Alacrity helps his otherwise mediocre initiative and even Longstrider can add value by helping his ability to hit and run.
Crusher adds some really neat synergies when combined with booming blade reaction attacks made with a quarterstaff. My particular favorite is when an enemy tries to approach and triggers the AoO, gets pushed back five feat by a booming blade, and has excess movement speed left over. As they try to reengage they will immediately take the BB secondary damage.
Key Features:
+2 Wisdom
Polearm Master
Action Surge
Spells (1): Longstrider, Shield, Absorb Elements, Gift of Alacrity, Protection from Good and Evil
Spells (5): Insect Plague, Mass Cure Wounds, Planar Binding, Teleportation Circle
Level 20: Veteran Emissary
The Story:
Returning to a more active position at Taan Harada, Maru is appointed ambassador to the Gnomish settlements in the north by Archmaester Olivestus. Maru having fond memories of the gnomes from his training as a ranger, was elated to find reality was even sweeter. He got along swimmingly with the jovial Gnomes, who fell in love with his Honey Mead almost instantly and were fascinated by the Utskesh magic. In turn, their magic and artifice amazed Maru, who did his best to try and understand it.
No longer adventuring as he had been, Maru quickly found himself yearning for the thrill of combat. Alongside his position as Ambassador, Maru takes up training elite ranger units in advanced fighting techniques. Thus, his final levels are taken as Fighter as Maru manages to continue to master the quarterstaff despite returning to a more peaceful life. Extra Attack at level 18 is amusing, but it was never the focus of the build. It's a nice option to have in combination with action surge to allow for Maru to unleash rapid quarterstaff strikes. His last ASI, taken at level 19, is used to pick up Skill Expert to get proficiency and expertise in persuasion. His experiences traveling, and especially as an Ambassador has led to Maru being quite good at communicating and cooling down situations without fighting. Despite his love of combat, Maru is not one for needless violence. He would rather settle a matter over a mug of mead and good conversation than with a deadly dual. Calm Emotions, a spell Maru had mostly overlooked as a young and action ready student, now becomes one of his favorite spells.
Finally, at level 20 and Fighter level 7, Maru learns War Magic, the final evolution of his Askari Quarterstaff fighting. Now capable of great flurries of action in many forms, Maru has achieved his own fighting style, blending the ancient ways of the Askari, the magic of the Maesters and his own unique connection to the Utskesh hivemind.
His father, having passed from old age soon after this point, sent Maru into a spiral of sadness and confusion. Currently, he doesn’t know whether he wants to stay at Taan Harada with his mother, or seek solace in the wilderness of the Falthwain. His heart and mind screams for the adventure and solitude, but he cannot reconcile leaving his mother in her waning years, especially with his dad no longer around. Having set aside his duties, Maru can be found tending his mother’s gardens and using the same small corner of the Brewery his father had let him use so long ago. Dismayed, yet understanding, Archmaester Olivestus (and Boccob) are eager for the time when Maru’s adventures reignite.
TLDR; Strategy and Key Features:
Strategy:
War Magic finally offers a consistent bonus action, although the build has had enough things to do with it to not feel amiss. Still, War Magic is an excellent addition to Maru's cantrip attack routine. Extra Attack will not be used often, but it is nice to be able to fire off five polearm attacks in a round with action surge. Skill Expert rounds up the constitution to a very meaningful 16, while also building a whole new role into Maru's skillset. Arcane Lock is a fun trickster-in-spirit spell, but is mostly inconsequential The spell slot gained by Fighter level 6 means the build just barely squeaks into 13th level spellcasting and the fat 7th level spell slot that comes with. Excellent for upcasting.
Key Features
War Magic
Skill Expert (proficiency and expertise in Persuasion)
Extra Attack
Spells: Arcane Lock
Okay Since my first post might not be eligible here's an adaption that works with knifes instead. I know she still doesn't really love to go into melee but at least there's bladed weapons?
Also I'm not really playing this char at this time , I play a similar Crossbow girl Battlesmith artificer Simic Hybrid, but the flavor is completly different - my character isn't as edgy or moody - she's just a happy go lucky character that tries to help(and hasn't yet multiclassed).
I'm sorry if I stopped you from posting your first Idea HeironymusZot :S
The Unseen Death
https://www.heroforge.com/load_config=14385344/
(link edited for dagger)
Simic Hybrid - Artificer Battlesmith 9, Rogue 2, Hexblade Warlock 9
Girl with a Knife: Level 1
STR 8
DEX 16
CON 10
INT 17
WIS 10
CHA 13
(Boosting DEX and INT thanks to Tasha's)
Guild Artisan Background
HP: 8
AC:15 (Chain Shirt)
In the beginning the woman later known as "The Unseen Death" seems to just be an average young craftswoman. Oh and she seems the have a passion for Bodymods - thats pretty much all the sources from her early live seem to know. Her first projects where climbin claws that would allow her to see the city she lives in from above. 'It would be so easy to pounce on someone from here...' might have been an idea she got this way, but that is just my personal imagination, I don't have any factual claims for this.
TBH this level kinda sucks. We'll just be a support charakter till then.
Noticable Features: Climbing Claws - Climbing Speed(30ft)
Skills: Perception, Arcana, Stealth, Persuation
Tools: Thieves' tools, tinker's tools, poisoner's tools, alchemist's tools
Spells:
Cantrip: Mending, Message
Level 1: Cure Wounds, Feather Fall, Disguise Self, Identify
Apprentice Assassin Level 5
Artificer 5 (Battlesmith)
Stats:
STR 8
DEX 16
CON 10
INT 17
WIS 10
CHA 13
HP:
AC: Breastplate: 14+2 = 16
At this stage in her life we could find out that she has startet to take jobs with the thieves guild - first just as a lookout or spy and later even for smaller attacks. She seems to have a metallic fox with her from this point on which seems to be her second in comand. Also curiously we have reports of her having wings that don't seem to come up later anymore.
At level 5 we have the first few of our tools: A dagger with the "returning weapon" infusion that let's us throw it twice per turn and an Iron Defender that helps out. We also now attack with our INT thanks to the Battlesmith. As our second Invocation we'll take the Alchemy Jug for now so we can produce poison if we have time before attacking. Also most crazy we have now the Glide Wings of the Simic Hybrid (reflavored) - they let us jump from house to house pretty easy and if we get spottet we can get away extra fast without problems. Lastly our damage is padded quite a bit by the Sharpshooter feat.
Noteable Features:
Climbing Claws - Climbing Speed(30ft); Gilde Wings;
Returning Weapon Dagger
Alchemy Jug;
Steel Defender;
Battle Ready (INT as our Attack Stat);
Extra Attack;
Sharpshooter
Skills: Perception, Arcana, Stealth, Persuation
Tools: Thieves' tools, tinker's tools, poisoner's tools, alchemist's tools, smith's tools
Spells:
Artificer:
Cantrip: Mending, Message
Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism, Disguise Self
Level 2: Branding Smite, Warding Bond
Murder for Hire Level 11
Artificer 6 (Battlesmith), Warlock 5 (Hexblade)
Stats:
STR 8
DEX 16
CON 10
INT 18
WIS 10
CHA 13
HP:
AC: Breastplate: 14+2 = 16
This is the point from which on we don't really have clear documents anymore. There are a lot of different 'wanted' pictures that could all be traced to the same patterns of assassination. But none of them seem to show glide wings, altough some seem to mention impossible jumps the person did. The only real connection we seem to find is that a dagger strikes out of nowhere and kills a person. Also there are some ... shady reports of somebody hiring her to kill - but nobody ever seems to have hired her - even under promise of absolution by the king.
At level 11 we have a BUNCH of new tools in our toolkit. The 6th level of artificer gives us Boots of Elvenkind and the Cloak of Elvenkind - we trade in the Alchemy Jug sometimes for this.
Noteable Features:We also took 5 levels in Warlock, which gives us some helpfull spells (Hex to boost our damage, misty step, darkness and invisibility to get away and some other stuff wich gives use some flexibility. Also we get 3 Invocations: Devil's Sight which lets us see in our Darkness Spell, Mask of many Faces, which let's us cloak our face and glidewings, and last but not least a great damage boost with Eldritch Smite.
We go pact of the blade and Hexblade - so from wl lvl 3 on we can make our infused dagger our pact weapon so we can dismiss it when needed. Also Hexblade gives us Hexblades Curse another way of boosting our damage.
Also we take the Observant feat to boost our Int up to 18 and get to watch out a bit better.
Climbing Claws - Climbing Speed(30ft); Gilde Wings;
Returning Weapon Dagger with Pact of the Blade;
Alchemy Jug;
Steel Defender;
Battle Ready (INT as our Attack Stat);
Extra Attack;
Eldritch Smite;
Mask of many Faces;
Devils Sight
Sharpshooter
Skills: Perception, Arcana, Stealth, Persuation
Tools: Thieves' tools, tinker's tools, poisoner's tools, alchemist's tools, smith's tools
Spells:
Artificer:
Cantrip: Mending, Message
Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism
Level 2: Branding Smite, Warding Bond, See Invisibility
Warlock:
Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp)
Spells: Hex, Misty Step, Darkness, Invisibility +++
Assassin for Kings Level 17
Artificer 9 (Battlesmith), Warlock 6 (Hexblade), Rogue 2
Stats:
STR 8
DEX 16
CON 10
INT 20
WIS 10
CHA 13
HP:
AC: Breastplate: 14+2 = 16
From here on out the chroniclers I spoke to seem to know less than the nobles and kings do. She seems to have ascended to a royal Assassin - she is said to just happen to show up whenever the king has an enemy to dispose of or a thing he needs stolen. Also she seems to be okay with taking a lot of blame on her so the king can stay looking clean. The manhunt for her seems to look for her without looking at her face, but they don't have more luck than with the old wanted posters. She seems to be like the wind - but with daggers of magic.
At level 17 we double down on stuff we already do very well: We take another three levels in Artificer for Flash of Genius and Arcane Jolt - one to boost our to hit and one to boost our damage. also we get more spellslots for our spells or Eldritch Smite. Also we grab INT 20 here. We also have two Levels in Rogue now for Expertise in stealth and "Cunning Action". Another damage boost comes with sneak attack and our Iron defender.
Noteable Features:The level in Warlock doesn't really mean a lot right now -but that will be the rest of the build.
Just to reitterate: we can now add Sneak Attack, Sharpshooter, Arcane Jolt, Hex or Hexblades Curse and Eldritch Smite for damage. That is a BUNCH of stuff that comes out of nowhere.
Our Sneaking is also supreme now: we have +15 on Stealth and Advantage - also everyone that tries to see us has disadvantage.
Climbing Claws - Climbing Speed(30ft); Gilde Wings;
Returning Weapon Dagger with Pact of the Blade;
Alchemy Jug;
Steel Defender;
Battle Ready (INT as our Attack Stat);
Extra Attack;
Eldritch Smite;
Mask of many Faces;
Devils Sight
Sneak Attack
Cunning Action
Expertise
Arcane Jolt
Sharpshooter
Skills: Perception, Arcana, Stealth(Expertise), Persuation, Sleight of Hands
Tools: Thieves' tools(Expertise), tinker's tools, poisoner's tools, alchemist's tools, smith's tools
Spells:
Artificer:
Cantrip: Mending, Message
Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism
Level 2: Branding Smite, Warding Bond, See Invisibility
Level 3: Fly, Haste
Warlock:
Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp)
Spells: Hex, Misty Step, Darkness, Invisibility +++
Assassin of Kings Level 20
Artificer 9 (Battlesmith), Warlock 9 (Hexblade), Rogue 2
Stats:
STR 8
DEX 16
CON 10
INT 20
WIS 10
CHA 13
HP:
AC: Breastplate: 14+2 = 16
So that is the point where we are now, I think you all know what she did. The king is dead. May he rest in the halls of his forefathers. Also she doesn't seem to have done it for money - as far as we know. Our only consolation is the king of our sworn enemys seems to also have been one of her victims. She seems to just murder for her own pleasure now. I can't tell you where she is, I can't tell you who she is. I old you what our investigators could find. Now the new Queen wants us to find her. For her Father.
At level 20 we took to level 9 in Warlock - mostly for higher slots. On the way we take up Fighting Initiate(Archery) for a +2 to hit. The warlock Spells we get we won't need a lot probably. Dimension Door, Far Step and Scrying can still be usefull.
Noteable Features:Climbing Claws - Climbing Speed(30ft); Gilde Wings;
Returning Weapon Dagger with Pact of the Blade;
Alchemy Jug;
Steel Defender;
Battle Ready (INT as our Attack Stat);
Extra Attack;
Eldritch Smite;
Mask of many Faces;
Devils Sight
Sneak Attack
Cunning Action
Expertise
Arcane Jolt
Fighting Initiate (Archery)
Sharpshooter
Skills: Perception, Arcana, Stealth(Expertise), Persuation, Sleight of Hands
Tools: Thieves' tools(Expertise), tinker's tools, poisoner's tools, alchemist's tools, smith's tools
Spells:
Artificer:
Cantrip: Mending, Message
Level 1: Cure Wounds, Feather Fall, Jump, Detect Magic, Identify, Shield, Heroism
Level 2: Branding Smite, Warding Bond, See Invisibility
Level 3: Fly, Haste
Warlock:
Cantrips: Mage Hand,Minor Illusion, True Strike (yes really - It can work when we have a round of prepp)
Spells: Hex, Misty Step, Darkness, Invisibility, Dimension Door, Far Step, Scrying+++
Sutlo no worries mate! I certainly don't own a patent on crossbow wielding artificer's lol. I can pocket the build for another time. And I'm quite happy with my new concept.
All right, outside of half-finished builds I think this has gotten what it will get.
So!
This is a 48-HOUR WARNING. Any unfinished builds have the next two days to get ironed out I'll be closing submissions and opening voting on Saturday, the 23rd. Let this be your call to ACTION!. And by action I mean writing.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
Yeah, gonna finish today. Sorry about that. Been quite busy lately, but got a clear day today.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'll have to see if I can sneak in under the radar - there's a certain Tortle Warlock something something (beast barbarian? vengeance paladin?) that needs to be fleshed out...
Okay, I finished my build. Sorry it took so long.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
All right. It's later than I thought, but heck - these are for fun anyway.
SUBMISSIONS CLOSED. Let the voting process begin.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
Can you do the original post update thing with peoples names and build linked? I do this on an iPhone, and i have stupid fingers, so it makes reviewing and writing difficult. I don’t want to accidentally forget about someone.
Done. I see five valid entries, entered just below the Voting section of the original post.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
Third_Sundering's Urik Zorhav the Steelwarden +2 points
the race switch was interesting thematically, though with the builds low hitpoints I think the half orcs relentless endurance might be more useful on a build with such low hitpoints. AC is definitely amazing, but the hitpoints being so low means criticals will feel ridiculous when they happen, and save effects for half damage may seep through. I play a war wizard that has similar features, and more hitpoints actually, who often goes entire sessions without being directly hit. But when I do take damage, it’s often around half my hitpoints due to it usually being a critical hit. this build also stays invested in the “Gish” guidelines by continually working the integration of magic with melee fighting. Seems like a fun glass cannon to play.
Bobbybaker's Unnamed Eldritch Knight
I messed up cause I forgot to actually name by build, and my story isn’t filled with flair like everyone else’s. There are also various mechanical changes I could probably make with spell selection or feats to further improve the build.
Pantagruel's Bonny John +2 points
I love the build. Stays true to contest requirements. has good AC for melee while supporting the party. Perhaps could have played into the haste spell and spell storing item interaction a bit more as this combo is very potent, shatter would work well in both effect and theme. Spellstoring items activation is used with the “use an object” action, which is one of the options the extra action granted by haste gives.
HeironymousZot's Boccob's Beekeeper +1 point.
seems like a decent build that sticks to contest guidelines. Seems like the build is a little counter intuitive with the feature overlap going for extra attack feature so late.
Sutlo's Unseen Death (Dagger Edition)
sharpshooter does not work with daggers. Though you may make a ranged attack with them by effectively using the thrown property, it is not actually a ranged weapon. The damage focus on ranged weapon feats to have competitive damage seems to conflict with the “Gish” idea in that the “Gish” is melding the concepts of magic with melee combat.
minor nitpick about jumping roof to roof. With 8 strength this character can jump 2 feet high or 8ft far with a running start. Without a running start this is reduced to 1ft high or 4ft far. The glide is awesome, but the lack of strength or jump feature investment reduces its impact to something more similar to feather fall with mobility added. Jump doubles those numbers, but they’re still quite small and difficult to use. Also, I guess you may be carrying your steel defender with you?
Yeah extra attack on my build so late is kinda weird. A product of my habits. I don't really care about tier 4 at all. Like when does that actually happen in play? So I focus on my builds playing well through tier 3, and Maru was no different. Eldritch Knight hooking it up with War Magic was why I took so many levels, extra attack was kind of just an add on.
Voting Post:
Third_Sundering's Urik Zorhav the Steelwarden (3p)
A solidly effective build, well supported with backstory and illustration. I confess to never having looked at either Fey Touched or Blood Hunter before. Strength 8 with scale or half-plate is a problem if the game is using the optional encumbrance rules, though switching to chain shirt/breastplate will resolve that at a cost of 1 AC.
Bobbybaker's Unnamed Eldritch Knight
Writeup is hard to read, doesn't have level 1/5/11/17/20 stats. Because both Shield and Absorb Elements have somatic components, they cannot be cast while wielding two weapons, or one weapon with a shield (likely a problem with other spells as well).
HeironymousZot's Boccob's Beekeeper (2p)
Nice backstory, clearly written build. Same strength 8 issue. It's not actually possible to cast spirit guardians and shillelagh in the same turn, though other than a possible lost opportunity attack casting shillelagh during round 2 should be fine, as it can be cast the same turn as greenflame blade without penalty. Not getting a second attack until level 18 is a bit of a problem.
Sutlo's Unseen Death (Dagger Edition)
There's a bit of a synergy problem, in that you seem built around darkness plus devil's sight (which is a solid combination) but a steel defender cannot see through darkness (and needs vision for its deflect attack ability), nor does it have stealth skill. HP calculation is missing.
Damn, I totally forgot to take warcaster on an Eldritch Knight build. Pretty big foul. Could probably switch one of the feats for it at lower levels to fix the build. Interesting how I got 0 points when my build is as effective at level 11 as most of the other builds are all the way to 20 though.
I guess this wouldn’t be the first time my editing heavily detracted from one of my builds appeal.
There's very limited resolution on 5 points, your basic options are "5/-", "4/1/-", "3/2/-", "3/1/1/-", "2/2/1", "2/1/1/1/".
VOTE POST
Before I start reviewing the builds and giving out points, I'm going to take a minute to explain how I will be distributing points.
Bobbybaker's Unnamed Eldritch Knight (+0 Points)
My apologies, Bobbybaker, but your build is hard to read and is lacking in flavor. It took me awhile to understand what your build was doing, and it's simply not as functional as a lot of the other builds here, as you can't use your shield or weapon as an arcane focus. Advantage on attacks is great, and your build is quite good with Nova damage, but it's just not giving me the coolness factor that a "gish" is supposed to give.
Between the strange layout, bad grammar, lack of backstory/evocative feel, and the Eldritch Knight being a sorry excuse for a gish in 5e, this build is probably going to end up getting the short end of the stick in this Throwdown. Your build doesn't fulfill any of the 5 criteria for allocating points that I described above, so I am sorry to tell you that I will not be granting you any points.
Pantagruel's Bonny John (+2 Point)
Okay, though this build is lacking a bit in the character department, the build is pretty solid and I have a sweet spot for both Gnomes and Armorer Artificers. I love the theme of thunder being music, which is an amazing feel.
However, the build has the issue of deciding between the Attack action and using Booming Blade on their turn. This is most unfortunate, as booming blade fits the Guardian Armorer Artificer's theme very well, making the build always be in a limbo of "should I be cool or should I be effective"?
Despite some of its faults, I am giving your a point for being very SAD (point #4) and another point for being an overall effective gish (point #3).
This is quite good, and I would love to see how you can improve in future Throwdowns.
HeironymousZot's Boccob's Beekeeper (+3 Points)
And here's the backstory and character theme that I like to see in these throwdowns! I love how much work you put into the lore of the character.
However, the mechanics are a bit lacking. This is kind of similar to the first Throwdown build that I made, but a bit less mechanically effective. The AC is decent and the damage is also fine, but it's overall kind of lacking in the mechanical effectiveness department.
Though the build is a bit flawed, the theme, layout, and overall coolness of the build makes up for this. I am granting your build 3 points, one for layout/format (point #1), one for theme (point #2), and another just because I like the character idea so much (point #5).
Sutlo's Unseen Death (Dagger Edition) (+0 Points)
Sorry Sutlo, but this build doesn't really count as a gish. It breaks the rules by using Sharpshooter and Archery with a thrown weapon, and other issues mentioned by the others, and is kind of all over the place in theme and mechanics. I'm all for multiclassing a lot, but you've got to try a bit harder to have it make sense. You don't really explain being a Hexblade, or Simic Hybrid, or Artificer, so I've got to mark you down for that.
Better luck next time, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Critical hits would definitely be worrisome, but they're uncommon enough that it won't matter a whole ton in the long run, especially with our Steel Defender using its reaction to grant disadvantage on one weapon attack that would hit us. Also, our HP is not a huge issue at the later levels, especially once we can regain hit points after killing someone, and especially if our Steel Defender manages to take some hits instead of us. As for the spell effects that deal half damage on a successful saving throw, that will occasionally be an issue. However, Urik has resistance (or the ability to get resistance) to the most common damage types, so that's not a build-breaking problem. So "glass cannon" may be a little unfair, as it is more of a ceramic jar surrounded by a shield that can get mended very easily.
Though your concerns are definitely valid, most of them were addressed in my build, and aren't really that huge of an issue. (especially since your build has less AC, HP, Damage Resistances, and Save bonuses than my build. Not bragging. Just saying that this is kind of the pot calling the kettle black.)
Yeah, the weight of the half-plate could be an issue if encumbrance is being used. However, that's not much of an issue in combat, as Haste doubles your speed and if needed, Urik could Misty Step into melee.
I hadn't really looked at Blood Hunter a whole ton before making this build, but awhile back Yurei recommended that I check out the Order of the Profane Soul for a good gish. It seems cool, and fits the theme I was going for with my build.
Thanks, both of you, for the points! I'm excited to see who wins! (It looks like just two more people need to vote in order for their builds to be valid; HeironymusZot and Sutlo.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, this is my vote post. Vote post alert. Yurei. Vote post.
Third_Sundering's Urik Zorhav the Steelwarden (and Xevon):
I enjoyed this character's story arc very much. A grim tale indeed, which evokes a menacing final form in a powerful way. I really appreciate the work you put into the story, and your heroforge game is on point. Super impressed by the time and effort put into that as well, and they really help tell the story. The way you used artificer to represent the body transformation is giving off some sweet 3.5 fleshshcrafter vibes and I'm lovin it. Bloodhunter on a guy who traded his blood for alchemy is a little odd, but your patron Crypter and its mysterious ways are an easy way make that work for story purposes.
Mechanically, this character levels up as a super solid battlesmith. Hard to find something wrong with that. Profane Soul adds some interesting damage boosts once the character already has that sturdy base, but also doubles up on extra attack, which makes me wince a little. Is the Blood Hunter package better than reaching that sweet artificer capstone? Probably not, but I like what it adds to the story and what it does to your sword swinging in support of the gish and the spirit of the contest.
Score: 3 points. I shed a tear for redundant extra attack and then move on as I enjoy a lovely character with a compelling story arc. The mechanics serve flavor and function in interesting ways, which is a tough balance to strike, especially while maintaining a high level of effectiveness like you have. Your backstory and artistry with hero forge really pushed this over the top for me.
Bobbybaker's unnamed Eldritch Knight:
Story is only one part of the build, and an interesting build can stand out without one. This is a very general Eldritch Knight build, with a somewhat puzzling feat order. Mechanically it's fine I suppose, but I would take things in a different order and prioritize maximizing dexterity. Without a story I don't have much else to judge, and I'm left feeling like this build is an acceptable, but unevocative Eldritch Knight.
Score: 0 points. Nothing wrong with an Eldritch Knight, but I don't think the story or build intrigue is there.
Pantagruel666's Bonny John:
John Bonham, is that you? A simple, yet compelling character idea. I love imagining those gnomish battle of the bands. Would have loved to see this character idea expanded upon, but even the basic outline is great. I really enjoy how the mechanics build into the flavor here. Thunder damage for sound, flash of genius for insane solos, and spells like hypnotic pattern for crazy stage effects.
Going to give this my vote for most mechanically solid build in the contest. Urik the Steelwarden builds in a more focused way for DPR, but the defenses of the armorer and overall power of finishing out as a straight artificer takes the cake for me.
Score: 2 points. Strong mechanics and a fun concept earn a point and a half. Bonham earns the last .5
Sutlo's Unseen Death:
You have the beginnings of a body transformation arc peeking into the build, but it's never really established. I think using a reskinned Simic Hybrid to represent that mechanically is an interesting angle and it would have been nice to see that written about in a more detailed way. Unfortunately, I don't think this build translated well from crossbows. Gish semantics aside, this build is pretty well set up mechanically to be an assassin. The daggers leave much to desire however and I'm not convinced that is the split of the three classes (artificer/rogue/warlock) I would take to build such a character.
Score: 0 points: The threads of an interesting batman style assassin are there, but just barely. As I'm not sold on the mechanics either, I have a tough time awarding a point.
My posts definitely aren’t edited to the detail like everyone else’s seem to be. I don’t know if the interface is different on my phone but I don’t see any options to be able to do drop downs and boxes like everyone else, I probably just don’t know how to use forums correctly.
I definitely made a huge mistake by not taking the warcaster feat.
I also blatantly ignored the story element of this throw down, which seems to have more of a higher impact on the voting than I was used to in these throw downs. They started off as optimization challenges and seem to have shifted slowly away from that goal.
Although the Eldritch Knight does have the potential for drastic nova damage, the DPR of the Eldritch knights normal sustained damage is at least competitive with every build that was entered, if not higher.
not quite sure how a melee fighter wielding a blade literally made out of magic doesn’t represent a idea of a “Gish” well. I imagine it may have to do with predispositions of how ineffective an Eldritch Knight is when bad spell choices are made when there weren’t competitive bonus action spells. The Eldritch Knight has gotten buffed almost every single time the wizard spell list gets updated.
my biggest error is probably the wall of text and the time I put into actually describing how the build works. Maybe I’ll bare bones it next time and try to work on my story crafting.
I remember in previous throw downs contestants were engaged enough that we actually helped each other with our builds before the deadline was over. Didn’t happen As much in this one, and I feel partially responsible. I should have helped Sutlo's Unseen Death (Dagger Edition) before the deadline.
I typically use the same general layout for my Throwdown builds. It makes it so they are easy to read and get all the information required in, keeping it from being a huge wall of text. I recommend you do something like that in the future. It helps a lot, and seems to win points (I certainly base my votes off of layout, but YMMV).
I feel your pain. I made a mistake like that a throwdown or two ago.
It's required this throwdown, as stated in the OP:
I typically make sure to do a cool story to complete the build. They may have just started as powergamers creating powerful builds, but now it's more of creating cool and effective characters. Story does seem to have more weight than power in these builds, but power is also important.
IDK. You didn't do a damage breakdown. Your build uses a 3rd-level slot Shadow Blade, right? (Assuming all of them hit) That's 12d8+28 (avg. 82) of psychic damage each round (+2 from Dueling +5 from 20 DEX), or 24d8+56 (avg. 164) on an Action Surge round. If you're in dim light or darkness, that's all made at advantage, which is really nice, but not guaranteed by any means.
So, compared to my final breakdown on damage, assuming neither of our characters are using Action Surge or Forceful Rend, that's just a bit over my build's damage. Your bonus to attack rolls is lower than my builds, making mine 10% more likely to hit at any given moment, effectively increasing its damage a bit. (I'm not good at probabilities, so I can't tell you how much it increases it.)
However, your build requires you to have 3rd-level+ Shadow Blade up, which you're not going to be casting anymore than 4 times a day (or 7 times a day once you get down to your 2nd-level spell slots), taking all of your non-1st level spell slots, only lasting a minute each cast. That's not bad, and isn't going to matter a ton, but takes your concentration and main casting resource. Good luck keeping Shadow Blade up, as if you can't manage to keep it up in a fight, you're going to be burning through your spell slots real fast.
Might just be me. I'm not saying it's not a gish, I'm just saying the Eldritch Knight doesn't gish that well, especially with the inability to use a sword/shield as a spellcasting focus, not being able to summon a magic blade that often, and not being that good at blending magic and melee combat. (TBH, this isn't your fault. It's WotC's fault for not giving Eldritch Knights the same Extra Attack feature as Bladesingers. Battle Smiths and Armorers should be getting this feature, too, and probably Blade Warlocks.)
Side Note: This is nitpicky, but your last statement is mostly untrue. Eldritch Knights only get buffed when Wizards get more spells if and only if the spells they get are cantrips or level 1-4 spells. Even then, I wouldn't really call it a "buff" to get more options for spells most of the time.
That and having a drawing character story. Better luck next time. I hope you win one of these in the future. We need to make the win pool a bit more diverse.
Yeah, I was focusing on my build more this time, as I've recently started college and have less time on my hands to do stuff like this. Next time I'll try to help others out more.
P.S. I hope you don't take any of this personally. I truly don't mean any offense. This is meant to be fun, and we're supposed to compare build strength here (to an extent). I'm just trying to help you in the future.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms