You may all notice that I am not DorkForge. However, with DF taking some time off and given a few ideas I’ve been ruminating over on these (and the fact that it’s time somebody else won one for a change) I’ve decided to try my hand at a BACKUP BAND Throwdown, modeled on DF’s forum events and with much the same effect. I’m taking it upon myself to prototype a new voting system, in the hopes of getting people a bit more involved in the feedback process post-entry and also allowing a larger number of builds to shine.
Rather than steal a theme idea from DF, I’m going to try rerunning an older contest, giving people a chance to take my merit badge away from me. Ergo:
Concept: The Gish 2: Booming Boogaloo The keening howl of a blade. The sharp crackle of magic. A flash of steel, a snap of thunder. These mighty warriors wield blade and spell with equal ease, scorning those who train only their mind or their body. Warrior-magicians who walk the battlefield unafraid of merely mortal foes, the Gish is unafraid to look their prey in the face as it bleeds on on their blade, whispering words of power as their foe fades... A reminder for people entering builds:
Gishes rely on martial combat with melee weapons as their primary focus, enhancing their weapons work with spellcasting. Builds should focus on magic-enhanced arcane combat and striking down enemies in close quarters with supercharged steel. Sword (or sword-adjacent object) first, magic second.
ZA RUUURUS _______________________________________________________________________________
-No UA or homebrew permitted, only published material. Critical Role content (Gunslingers, Cobalt Soul/Oath of the Open Sea, Blood Hunters) is permitted because this is my contest nao and I’m allowed to fangirl for CR.
-Stats must be included at each point of the build. Stat arrays can utilize either standard array or point buy, as the builder desires.
-Demonstrate how your build grows, with a description of how it performs at levels 1, 5, 11, 17, and 20
-Multiclassing is in play; multiclass prereqs are as per the book (no matter how much I hate them). Feats are also in play.
-Any legal species, subspecies, or variant species is valid.
-Magic items are not allowed, unless you’re an artificer using Infusions or otherwise have a way to get magic items from your features. EXCEPTION: Characters can use common items with no significant in-game effects, such as prosthetic limbs, capes of billowing, or other ‘fluff’ items to help sell their aesthetic/character.
-Your character can use any weapon from first level outward. Expensive armor (anything above a hundred gold) is assumed to be obtained after level 5.
-Catchy names and engaging stories are MANDATORY. Entertain us! Demonstrate your ability to weave words as well as numbers!
-You can edit your post to fix mistakes or make changes to your build entry(s) at any time before submissions are closed and voting begins. Edits caught after that period will disqualify your build. Catch your typos before the deadline, folks!
Remember! The free online program HeroForge now has a color editor option! You're encouraged to use HeroForge to create a customized miniature for your character to show off your imagination in visual as well as written form. Artwork, both HeroForge-generated and otherwise, is by no means required to win but it's always nice to look at. _______________________________________________________________________________
VOTING
It wouldn’t be a Throwdown without a winner, and that means a vote to pick that winner. This is where I’m diverging pretty heavily from DorkForge’s established pattern.
In this contest, each person who votes gets five points they can distribute as they please amongst any/all builds in the Throwdown. Love one build to death? Give it all five points! Can’t quite pick between two great builds? Give one three points and one two! Wanna spread the love? Give five different builds a point each (if you have to, anyways). The winner of the Throwdown will be the build that accumulates the most points once voting is tallied.
Some additional rules: >Each poster only gets one voting post. You’re more than welcome to vote even if you didn’t enter. >If you enter a build, you must submit a vote as well for your build to qualify to win. >Clearly Label your voting post. Don’t bank on me ‘getting it’, make sure I know which post you’re assigning your points in. >You cannot assign points to your own build(s). >You can enter more than one build, so long as they respect the forum’s rules against double posting. >Votes must be cast after the end of submission and the opening of voting. Any votes cast or points assigned prior to that date will be ignored. Everybody gets a chance to enter. >To encourage feedback: anyone who writes feedback on everyone else’s build in the Throwdown (even just a line or two) gets a bonus point added to their own entry. If they have more than one build, the point will be added to their highest-scoring entry.
This experiment will run until January 19 (or thereabouts), when I will close submissions and open voting. Until I post and say submissions are closed, feel free to enter a build. After that, voting will run for roughly a week before I announce an end to the voting stage and start tabulating up a winner. Don't gimme sass if I'm not on-the-dot punctual, there's a new PoE league coming up and thus gaming may interfere with running forum contest X_X
I can offer no prizes save the satisfaction of victory, the camaraderie of building characters together with friends, and a guarantee that wordy Yurei hussy won’t win this time. Hopefully that will be enough! _______________________________________________________________________________
Sutlo's Unseen Death (Dagger Edition) _______________________________________________________________________________
DorkForge, the originator of these Throwdown contests here in DDB, has a Youtube channel discussing D&D 5e mechanics, character builds, and newly released character options. Recently, DF’s been plugging through the big mess of nonsense that came from Tasha’s Cauldron. Give it a look-see if you enjoy that sort of content.
All right, let’s see how this shit works with spoopy ghosties at the helm instead of hammerers of nerds. Just the one time, because why not. Let us, as they say, THROWDOWN!
This build both an explanation of how warforged can be introduced in a fantasy world that typically doesn't have them as well as also just being a generally cool "Terminator"-themed PC. The idea here is similar to how Lizardfolk feel about humans and other races, thinking that they are inferior when compared to Lizardfolk due to fleshy-races lacking scales and claws. Urik is a unique half-orc without the inherent strength and constitution that other members of his race, choosing to lob off parts of his weak body so that he could replace them with magical prosthetics to himself the life that he always wanted.
Urik Zorhav the Steelwarden
Urik Zorhav is unique half-orc. Born to the Orc Tribe Zorhav in the Wastes of Yishik, Urik was raised in the Wastes in his tribe's communal family until the age of 5, when it became apparent that he was different from the other orc and half-orc children. His muscles were far weaker from the other orclings his age, he grew tired much more often than the others, and was constantly near the edge of death by the hand of the many diseases present in Yishik. The Tribe Mother feared that his life would be at risk in the Wastes, and sent an underling to deliver Urik to the town Olras, where he would be met by a gnome crafter that volunteered to take him in.
This gnome crafter, Zefth Nohjair (NAH-jsh-AIR), was Olras's town's blacksmith, tinker, and healer, a creator of many inventions that aided the townsfolk. Thus, he was highly respected and renown in the regions surrounding the town, known to rehabilitate and heal any in need. When he gave Urik a home, he had been planning on sending him back to his tribe in the Wastes of Yishik after he recovered. Unfortunately, every tincture and every invention that Zefth tried to use to heal Urik failed, only having minor temporary effects that were nowhere near effective enough to make Urik be as a "normal" orc should. When it was clear that Urik would never be physically abled enough to live among his people in his homeland, Zefth adopted Urik as his son and decided to teach him his profession. Though Zefth could not cure Urik, he was able to create leg and arm braces that would at least allow Urik to walk and write as a human would.
The last time I saw my true family I was 5. They took me from my homeland and abandoned me in Olras because I was a weak, and therefore useless as an orc. My adopted father, Zefth, has been kind and loving as a parent, but I am going to return to my homeland and confront my tribe. They need to answer for what they did to my life, one way or the other. Zefth wants to keep me back, help him with his project and wait until it's done to leave. I told 'im no. I've got to do it without the aid of his project. That would be seen as cheating. Orcs don't like cheaters. If I want to be a true orc, I have to do this on my own and with my own skills.
I just said farewell to my adopted father, Zefth. He begged me not to go. I told 'im I had to prove myself to my clan, show that I'm not worthless. 'e tried to convince me that they didn't throw me out because they thought I was worthless, futilely claiming that they missed me as much as he would miss me once I was gone. I didn't believe 'im. I know orcs, and that's not what they're about. Might and endurance is the orcish way, not brains and speed. I'll show 'em that I've got more than enough orcish blood in my body and proving both of my families wrong.
Zefth wished me well. He sent me with Willie, but I'm not ridin' him. It can carry my pack, but that's it. I'm walking on my own.
Urik Zorhav the Steelwarden
Half Orc-Warforged Order of the Profane Soul Blood Hunter 6/Battle Smith Artificer 14 Ability Scores: 8 | 16 | 12 | 20 | 13 | 10 HP: AC: 23 (+2 Breastplate, +1 Shield) Background: Guild Artisan
Quote from Urik Zorhav:
"Steel is perfect. Steel is resilient. Steel will survive what flesh cannot stand. There is no part of the humanoid body that cannot be improved through steel."
Urik Zorhav has just left the hometown of his adopted father, Zefth, who taught him the basics of crafting. He currently just uses a light hammer and shield in combat, giving him an AC of 18.
If ever forced into combat, Urik currently tries to stay back and ward off enemies with catapult or by throwing his light hammers (he has two). At the start of combat, he casts Expeditious Retreat. He has used his Magical Tinkering to imbue his light hammers with the ability to create the noise of a scream whenever he taps it. He taps the hammer against his shield arm and then throws it, using it as a distraction to escape next turn.
Five days. Five stupid, miserable days. I didn't even last a week in the Mudlands. Those cursed Zhorvian Mudlands between the Wastes of Yishik were wretched to travel through. Willie got one of his hooves stuck in the mud 'bout four times a day. If only I'd taken the Revvan Trail. 'Twould have taken twice as long, but I was too impatient. I should've known.
I got ambushed and was robbed. 'Twas a group of ruffians with crossbows. I couldn't count 'em, I didn't have enough time. They shot down poor Willy, and I bolted. I left my pack behind and ran without lookin' back. I felt a bolt hit my right shoulder. It was too much. I couldn't take it. I stumbled and collapsed, crawling away as fast as I possibly could. My vision went black as I felt hands taking off my armor and other items.
The raid stripped me of my armor, my tools, my weapons, and my shield. I was awake for the whole thing, playing dead and praying that I would be able to survive the encounter. The bandits left me for dead, lying in the mud with a crossbow bolt stuck in my shoulder, just 20 feet away from the rotting corpse of Willie. I had to pull out the bolt and limped for miles towards the closest trail. Unfortunately, my shoulder was riddled with infection before I was able to reach it, causing me to fall unconscious.
It's a miracle I woke up at all, but I wasn't fully conscious. I could sense that I was being dragged by a hunched-figure with green skin and long, unkempt white hair. I didn't have the strength the resist, the burning pain in my shoulder overwhelming me. I quickly lost consciousness once again. I awoke in the lair of a Hag, surrounded by her fell servants, with her standing over a cauldron on the other side of the moist cave. Something was different. At first, I couldn't figure it out. I was restrained by so much rope I could barely breathe.
I couldn't feel my right arm! I struggled to get a hand free, hoping that the circulation of blood had just been cut off. It was no hope. It was gone. Completely gone. How could I escape this wretched place with my arm missing?
Urik spent weeks as a slave and lab rat of the Green Hag. She worked many curses upon him and tested dozens of disgusting concoctions on him. He was eventually rescued by an elven wanderer that discovered the body of Willie and tracked him down to this horrid cavern. The elven hunter snuck into the lair and slew the Hag with a flurry of arrows, picking off her servants and freeing Urik. She then guided him to the nearest settlement, a dwarven fort home to Clan Zhörrock. She stayed with him until it was clear that he was going to survive, then leaving him in the safety of the dwarven clan. (The experiments the hag performed on him is what gave him the Fey Touched feat.)
With the dwarves, Urik made new friends and learned how to forge with them. He has discovered how to replace his lost sword-arm with a mechanical arm, which he created in Fort Zhör. During his stay there, he also learned how to create a [Tooltip Not Found] to help protect him on his way through the Mudlands. He named his metallic companion Xevon, and crafted it to be shaped like a drake made of steel in order to frighten possible thieves.
His two current infused items are Enhanced Defense on his Shield and Enhanced Weapon on his longword. He learned that magical items could help him become stronger and more tough than without them, so he has decided to try to perfect his body using these items. Unfortunately, his prosthetic limb is limited in this respect, leaving him searching for a perfect solution.
While on his travels through the Zhorvian Mudlands, he was ambushed on a few occasions by bandits and thugs. Due to his new abilities, he was capable of scaring and warding them off.
In combat, Urik uses his +1 longsword. His bonus for attack rolls is +8, dealing 1d8+5 damage on a hit. He starts combat with Hex, allowing him to deal a total of 2d8+2d6+10 damage on his turn, for an average of 27 damage on his first turn. On his next turn, he commands Xevon to attack, causing him to deal an average of 34.5 damage each turn. (Not bad at all for level 5.)
He typically fights in the front lines, keeping Xevon next to him.
Xevon and I returned to the Zhorvian Mudlands, travelling through the Marsh to my homeland. The journey was long and hard, with many stops along the path. During the journey, I decided to replace both of his legs with [Tooltip Not Found] and my left eye with an ersatz eye, as I'm now more comfortable with exchanging my weak body parts for metallic, magical versions. Along the path, Xevon and I had to fight away beasts, slay dragons and ogres, and survive the harshness of the wastelands. We eventually found my homeland and was reunited with the people of my tribe.
The people of my tribe were initially excited that I had returned, but quickly became frightened and discusted by the changes I had made to my body. They tried to explain to me that they didn't hate me or see me as worthless when they sent me away as a child, they just wanted me to have a better life than I could have in the Wastes, but I couldn't understand it. It was incompatible with what I had grown up believing. I had thought that they wanted me to do anything that I could do in order to return. I could see in their eyes that they saw him as an abomination, they were scared of me. I could feel myself losing control, I couldn't stop it. I flew in a supernatural rage. The experiments that I had experienced when I was kidnapped by the Hag were unleashed, taking control of my body.
I don't remember anything beyond that point until I gained control of myself and my thoughts again. Something had possessed me, I couldn't do anything about it. I shouldn't have returned. It's all my fault. It's all my fault that they're dead. I killed my family. The village was burned down and corpses were lying everywhere. I was covered in the blood of my relatives.
Level 11: Iron Scourge
Half-Orc Battle Smith Artificer 11 Ability Scores: 8 | 15 | 12 | 20 | 13 | 10 HP: 69 AC: 22 (+2 Half-Plate, Repulsion Shield), 24 with Haste, 27 with Shield, 29 with Shield and Haste Skills: Investigation, Arcana, Insight, Persuasion, History Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer Additional Infusions: Repulsion Shield, Helm of Awareness, Mind Sharpener, Spell-Refueling Ring, Replicate Ersatz Eye (replacing Replicate Vox Seeker) Additional Spells: Guidance, Haste, Aura of Vitality, Conjure Barrage, Intellect Fortress, Catnap, Fly
Urik Zorhav has just killed all the members of his family, being possessed by the dominating powers of the Green Hag's dark experiments. He tore them apart, slaying every single member of his tribe. He is the sole survivor of Tribe Zorhav, having unwillingly committed familicide against his whole tribe. He couldn't take it. He fell into a depressed stupor, not moving or even thinking for days.
On the way back to his homeland, Urik progressed in his craft greatly. He became more intelligent, gained the ability to create even more prototypical magic items, and discovered how to imbue spells inside items to be released later. He typically uses SSI to store Cure Wounds to heal en masse, or give it to his Steel Defender to do Catapult, Heat Metal, or Web.
His new infused items are the Repulsion Shield and Mind Sharpener.
Urik's Longsword has a +11 to hit and deals 1d8+7 on a hit. He starts combat by casting Haste and attacking once with his longsword, then commands his Steel Defender to attack (sometimes with Catapult). After his first turn, he deals an average of 43 damage, or 50 if he uses Arcane Jolt, or 51 with Catapult in place of Forceful Rend, or 58 with both Catapult and Arcane Jolt.
I wish I was dead. I would rather be dead than my family. They should never have sent me away. They should have just let me die in the Wastes of Yishik of disease. I would have preferred that to this. I deserved that. I didn't move for days. I didn't even wipe the blood of my brethren from my body. I just sat there, waiting. Waiting for the world to end. Hoping, no, praying that the world would dissolve and that the pain would go away. I was broken and unworthy of my orcish blood. I was more than willing to die there with my family. However, fate was not done with me.
Shattered, I eventually got up and left. The ruins of my ancestral home and rotting corpses of my family would lie there, left to be discovered by anyone who came across it. I didn't know where I was going. I didn't care. Anywhere was better than there. During my wanderings, I came to accept that my family was right. I was an abomination. However, the abominable part of me wasn't my artificial limbs or eye. It was my orcish flesh. I was right all along. I was a failed orc. I was not destined to be an orc, as my body proved to me. I was destined to be machine, mechanical just like Xevon.
I began to transform myself even more than I had dared before. I removed my last arm and took out my right eye, replacing them as I had my previous body parts. I even performed surgery on my chest, one by one removing my ribs and replacing them with a metal plate. It took months, but I eventually replaced all of my flesh, blood, and bones with artificial fibers, alchemical mixtures, and enchanted metal. I became unique, rejecting my biological heritage and making myself into something new. My changes nearly drove me insane. I had to isolate myself inside a self-made forge during the transformation in order to keep others safe. I couldn't risk causing another massacre, locking myself inside the forge until I was completely transformed. Perhaps I did go insane. That would explain the vision. . .
In the middle of the process of transforming, I was visited by a glowing bronze cube that spoke in my mind. It called itself "Crypter", and spoke to me. It called me "The Crypt's Chosen", and made a deal with my delirious self. It told me that it would restore my sanity and get rid of the Hag's Curse, as well as teach me secret arts and practices. I agreed. I would've anything I could to get my sanity back and remove the curse that ended my family.
Level 17: Iron Scourge
Warforged Battle Smith Artificer 14/Order of the Profane Soul Blood Hunter 3 Ability Scores: 8 | 16 | 19 | 20 | 13 | 10 HP: 159 AC: 23 (+2 Half-Plate, Repulsion Shield, Cloak of Protection), 25 with Haste, 28 with Shield, 30 with Shield and Haste Damage Resistances: Poison Skills: Investigation, Arcana, Insight, Persuasion, History Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer, Resilient (Dexterity) at level 14 Artificer Additional Infusions: Replicate Cloak of Protection, Replicate Winged Boots Additional Spells: Aura of Purity, Fire Shield, Elemental Bane, Summon Construct, Mind Sliver, Prestidigitation, Armor of Agathys, Hellish Rebuke Blood Curse: Curse of Binding
Urik has bonded with an extraplanar entity known as "Crypter", who taught him how to use his life force to channel magic from his patron and mark others, becoming an Order of the Profane Soul Blood Hunter (Undying Patron). He also has become a Warforged, transforming his body completely into a living construct. His new infusion is a Cloak of Protection, and we trade our Mind Sharpener for an Amulet of Health. Our fighting style is Dueling, and due to Pact Magic, we regain a spell slot on a short rest (typically used to bring our Steel Defender back to life if we need to or to cast Hex). Additionally, whenever we kill a creature, we get to roll a Hemocraft Die and regain that many hit points, which makes us a lot more survivable.
He now travels the world and protects cities and spreads mechanical magic, as Crypter commanded him to.
We start combat as before, with Haste as our action, but we use our bonus action to use Crimson Rite (Rite of the Storm). Our Longsword attacks are now +12 to hit, dealing 1d8+1d4+9 damage on each attack. After his first turn, he deals an average of 57.5 damage, or 63.5 if he uses Arcane Jolt, or 64.5 with Catapult in place of Forceful Rend, or 71.5 with both Catapult and Arcane Jolt.
I am perfected. True metal, servitor of Crypter. No one shall stop me in my quest to perfect the world.
I now have a following. Many artificers and other servitors of the Crypter see me as their prophet, the leader of the "Cogs of Destiny". Many of them have followed in my way, replacing body parts with mechanical limbs and other arcane mechanisms. A handful of them have also become complete, as I am. I will not aid them in this process, however. They must make the choice and find the path on their own. Perfection comes through one's own devotion and craft, they must not be helped in any way. Otherwise, they shall never be perfect.
Level 20: Paragon of Steel
Warforged Battle Smith Artificer 14/Order of the Profane Soul Blood Hunter 6 Ability Scores: 8 | 15 | 12 | 20 | 13 | 10 HP: 186 AC: 24 (+2 Half-Plate, Repulsion Shield, Cloak of Protection), 26 with Haste, 29 with Shield, 31 with Shield and Haste Damage Resistances: Poison Skills: Investigation, Arcana, Insight, Persuasion, History Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer, Resilient (Dexterity) at level 12 Artificer, Medium Armor Master at level 4 Blood Hunter Additional Spells: Unseen Servant Additional Blood Curse: Curse of Exposure
Combat starts as before, with Haste and Crimson Rite. Our Hemocraft Die is now 1d6, which increases our damage a bit more. Our Longsword attacks now have a +13 to hit, dealing 1d8+1d6+7 damage on each attack. After his first turn, he deals an average of 60.5 damage, or 66.5 if he uses Arcane Jolt, or 67.5 with Catapult in place of Forceful Rend, or 74.5 with both Catapult and Arcane Jolt.
DPR Breakdown:
Average Damage per Turn with normal hits (with Arcane Jolt, Haste, and Crimson Rite): 66.5 damage Maximum Damage per Turn with normal hits (with Arcane Jolt, Haste, and Crimson Rite): 89 damage Average Damage per Turn with Critical Hits (with Arcane Jolt, Haste, and Crimson Rite): 113 damage Maximum Damage per Turn with Critical Hits (with Arcane Jolt, Haste, and Crimson Rite): 151 damage
Conclusion
We have now concluded our build. Urik the Steelwarden is very good at being a gish, combining magic and martial power. He quickly maximized his Intelligence, which is not only used for his Spellcasting Ability for both his Profane Soul's Pact Magic and Artificer's Spellcasting, but is also his Ability Score used for his attack and damage rolls for any magical weapon and his saving throws for Hunter's Bane. This makes him very SAD, which is any Gish's dream.
He may not have a ton of hit points, but his AC can be incredibly high when we need it to be, additionally to using our Steel Defender to give disadvantage to an attack roll made against us (effective AC of 36 with Shield and Haste). Additionally, our Steel Defender has 77 hit points and can regain all of its HP when we spam Mending, allowing it to take some hits for us to effectively raise our HP a lot. If we take elemental damage, we can use Absorb Elements, we can temporarily get resistance to that damage. We also have resistance to poison damage and advantage on saving throws against being poisoned, and can use Intellect Fortress to get resistance to psychic damage and advantage on all INT, WIS, and CHA saving throws. Additionally, our ability to regain hit points when we kill a hostile enemy will let us regain our spell slots relatively easily.
If we are forced to make a saving throw, we can use Flash of Genius to get a +5 to the saving throw. We are already proficient in Dexterity, Constitution, and Intelligence based saving throws, and our Cloak of Protection grants us a +1 bonus to all saving throws. This will make it so we will almost never fail a saving throw, and we have proficiency with 2 of the 3 most common types of saving throws. We are very resilient when we need to, and deal a lot of sustainable damage, and can even nova if we need to. We also have advantage on all Dexterity saving throws while we have Haste cast on us, making us have an effective bonus to
This causes us to be very effective in combat. We're also very versatile, being able to change any artificer spell we have prepared (not granted by being a Battle Smith) as well as any Infusion we have on a long rest (to any other infusion we have known). Additionally, we regain our ability to use Crimson Rite and regain a 1st level spell slot on a short rest, which can let us regain hit points through Cure Wounds, or bring back our Steel Defender, or cast Hex, allowing for our resources to be very easy to refresh.
Additionally, though our build depends on concentration spells for damage, we have proficiency in Constitution saving throws, granting us a total bonus to Concentration saving throws equal to +11 (or +16 using Flash of Genius).
I think I'll try. I have a much higher chance of winning without you submitting a build. Can divine spellcasters count as Gishes and can you use AL illegal races?
The usual rule is that if it's in a book, it's good to go. And anything that both swings a melee weapon and casts spells counts. Paladins, Clerics, and the like are all fine.
Now that Blood Hunters are available, I think I may make a build using the class. I'm not sure why I've been doing a lot of "scary" or "dark" subclasses lately, but I will use the same theme one more time.
I do have a question, though. Would you allow me to change my character's race as the character progresses?
As an explanation, the character starts as a Half-Orc Artificer that uses their tinkering power to transform parts of their body into metal. They first replace their arms and legs with mechanical limbs, then their eyes and other parts of their bodies until they eventually become a Warforged.
I'm assuming this would be okay, but just wanted to check beforehand.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
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 shoot someone with this crossbow 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 won't be proficient with out main weapon ( a heavy crossbow) until level 3. 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 spotter. 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 repeating Shot Crossbow that let's us attack twice per turn, 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.
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 bolt 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 hempfull 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 glidwings, 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 Crossbow 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; Repeating Shot Crossbow 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
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: Brending 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 bolts 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; Repeating Shot Crossbow 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
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: Brending 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; Repeating Shot Crossbow 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)
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: Brending 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+++
I'd been considering proposing a new voting system before your suggestion, Sutlo. Heh, your words mostly ended up as a goad for me to get off my soggy quarantine-deflated behindus and give this BACKUP BAND thing a shot, put the idea into practice in an 'off' contest and see how it does. So, useful either way.
@Third: I'll admit, the idea has me squinty-eyeing a bit, but in this case I'll okay it. Provided the base stat spread stays the same. Heh, mostly by way of this being an experimental contest anyways so let's experiment.
Great! Thanks. I'll keep the Ability Scores the same when I change, so I'll be using TCoE's Customize your Origin System to keep the ability score bonuses from being a Half Orc and being a Warforged the same.
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Please check out my homebrew, I would appreciate feedback:
Spot reserved for build. Was about 30 minutes late on the first submission when dork started this way back when. Am basically gonna copy and paste my first build with maybe some minor tweaks.
Race: elf, high elf subrace. the racial cantrip will be green flame blade. This gives a taste of arcane Magic’s that you have dabbled in. Dexterity and Intelligence racial bonus’s will help with marital prowess and skills invested in to represent your arcane knowledge too. Arcana proficiency allows for the ability to make spell scrolls if you have the time, money, and spells known/prepared. This character can make use of spell scrolls as the low level spells will be cheap and effective. Darkvision: while often taken for granted, is still powerful. proficiency: in perception is also quite nice as a racial bonus. Fey Ancestry: immunity to magic sleep can be powerful. Advantage vs being charmed is wonderful for a strong melee combatant, since this condition literally prevents you from attacking certain foes. trance: much faster long rest time can be quite useful. Not having to worry about being unconscious even while long resting, coupled with your perception proficiency and high dexterity, means you will be very difficult to catch off guard. 1 bonus language: very useful if you have a bit of insight into the campaign, perhaps pick an adversarial race that you’ve fought and studied. For this build I’ll pick goblin.
Stats: Str 8, Dex 17, Con 15, Int 14, Wis 12 , Cha 8
Background: soldier. Switch intimidation and athletics proficiency for arcana and investigation. Switch vehicle and gaming set proficiency for smiths tools and leather workers tools proficiency. Keep military rank feature, this can come in handy for requisitioning equipment and resources. If the cost for some of these basic items listed is a decent guide, scale male/studded leather wouldn’t be far fetched to requisition.
Starting level: Fighter. level 1 Choose acrobatics and history as your class skills. History can represent your knowledge of military tactics, structure, maneuvers used in historic battles. Save proficiency in constitution and strength. Constitution will be very useful later on while concentrating on spells. proficiency in all armor and weapons gives us flexibility. If the option arises it may be beneficial to wear heavy armor while riding a requisitioned mount for a boost to defense and mobility. second wind: a decent short rest dependent bit of healing. Is a bonus action and not a spell, so we can use this the same turn we attack or cast a spell. fighting style: two weapon fighting to maintain offensive capabilities until level 6-8.
level 2. action surge: an incredible ability that gives you an additional action on your turn. Recharges on a short rest. Can be used to double your already high number of attacks, cast a second leveled 1 action spell, or anything else that might be useful that requires an action when the situation arises.
level 3. Eldritch Knight subclass. 2 wizard cantrips, 3 limited wizard spells known, and 2 spell slots. spells restricted to abjuration/evocation with a few exceptions at various levels. You can also form a bond with a weapon and summon it when needed as a bonus action, and can also never be disarmed while using it. Very niche, but also very dependable. cantrips chosen will be minor illusion and prestidigitation. Your martial prowes negates your need for offensive cantrips as your bow, short swords, rapier, or green flame blade racial cantrip already fill the at will damage requirements. Minor illusion and prestidigitation can go a long way with some creativity to fill quite a bit of utility needs. Spells known: absorb elements(abjuration), shield(abjuration), and find familiar(free choice). Your abjuration spells will keep you alive, use reactions to free up your action/bonus actions, and since your AC is good your small amount of spell slots will only be used sparingly when you need them. Absorb elements adds to your melee damage which is a part of the spell that’s rarely utilized by other casters. Find familiar gives you it’s normal benefits with exception of ritual casting, which can be mitigated a bit if the familiar lasts a while and is summoned again during downtime. You can also utilize the familiars sight to teleport with misty step, even through or around cover.
level 4. Feat/ability score improvement: fey teleportation. you learn/know the spell Misty step, can cast it once per short rest for free, and gain a +1 to Intelligence. The Short rest dependent teleport synergizes with the fighter abilities nicely. This also adds a precious spell known from a school that bypasses the Eldritch knights spell restrictions that is on the wizards spell list, so it can be cast with 2 level spell slots when they are acquired. Fey touched is nice, but the ability to cast misty step free once a day isn’t as good in my opinion as the potential to cast it multiple times per day free with a short rest when considering the Eldritch Knights small amount of spell slots. Hex/hunters Mark look appealing at first, but they compete with other concentration spells, and also defensive level 1 slots reserved for your shield/absorb elements. You gain a 3rd 1st level spell slot. you gain an additional spell known: protection from good and evil to be even more tanky. You also learn sylvan as a language.
At 5th level. extra attack, attack twice with a single attack action. Great when you find the right moment to action surge.
level 6. Feat/ability score improvement: +1 Con/+1 Wis. evens out constitution, and makes wisdom odd score at 13. Wisdom is set up for resilient Wisdem feat later at level 12. Wisdom saves will be a backside way to take you out of the fight, as well as incapacitate you to end your concentration with a different save besides Constitution. Consider switching out your two weapon fighting style with the dueling fighting style since we a about to take shadowblade. Duelings +2 to damage has begun to even out the damage expectations with extra attack being applicable, and it also scales with your action surge ability.
Level 7. War magic feature: will give you the ability to make a single weapon attack as a bonus action after you cast a 1 action cantrip. Makes green flame better than attack action the majority of the time now, unless using shadowblade. This can be relied upon when you run out of or want to conserve your level 2 slots. It also works with the dueling fighting style even though it’s actions closely replicate two weapon fighting at these levels. you gain an additional 1st level slot and 2 2nd level slots. This brings you up to 4 1st level slots and 2 2nd level slots. While being able to short rest misty step and now having the ability to cast misty step using a 2nd level slot if necessary. You gain a spell known, up to 5 spells known by the Eldritch Knight chart. At this point we have to choose between switching out our free spell find familiar for shadow blade, or waiting a level for the next free spell known. I’d take shadow blade as it wildly increases your damage potential, and is the basis of this build. Bonus action casting for a finesse/psychic weapon that also gives advantage to your rolls depending on light conditions is ridiculous. You can now reliably deal about 16 to 60 damage a turn to an 18AC creature depending on light conditions and action surge availability.
level 8. free spell known. I’ll pick up find familiar again. It’s just too useful to do without. Shadow blade is basically the only spell you will need for damage for the rest of this builds career. Feat/ability score improvement: elven accuracy with dex focus. This synergizes incredibly well with your shadow blade spell and potentially your darkvision if you need to make ranged attacks in the dark or are out of spells. The +1 to dex brings us up to 18 dexterity, raising our skills, initiative, expected damage/accuracy, and dex saves. This feats damage combined with shadow blade pushes this fighters damage to be competitive with sharpshooter/greatweapon master feats without sacrificing accuracy. Note that with the update of tashas, green flame blade can no longer be used with shadowblade. Definitely switch to dueling fighting style if you haven’t yet.
level 9. indomitable feature: get to reroll a save we KNOW we failed, after the fail, possibly changing that fail into a success. Can be done once per long rest this point, but can be very powerful when you need it most.
level 10. Eldritch strike feature: any creature we hit with a weapon attack will have disadvantage vs our spells that force a saving throw. We don’t have any spells that force a save yet, but we can choose them now. Additional spell known: Shatter. Small AOE, can affect mutilple creatures potentially using our slot more effectively. Benefits from Eldritch strike to weaken specific targeted creatures. Additional cantrip: Toll The Dead. Single target, decent damage, ranged, benefits from both war magic AND Eldritch strike. Since war magic and Eldritch strike specify “weapon attacks” the longbow is a solid option. You also get an additional 2nd level slot, so you could shadow blade 3 times a day with great chances to maintain concentration.
At 11th level. extra attack upgrade, can now make 3 attacks per attack action. Shadow blade, elven accuracy, extra attack, and action surge can do a ridiculous amount of damage to a single creature, or potentially multiple of the one dies amidst the now 6 possible 2d8+6 attacks at possibly triple advantage. That’s 26 to 90 psychic damage on a turn depending on light conditions and if action surge is available. Additional spell known: arcane lock. Sometimes the best defense is going right back out the door you came in, magically locking it, and increasing the DC to break it or open it by 10. Notice that there isn’t a size limit on the entryway. Sometimes put it on the gate to a castle. Also it’s better than people think, and you know the wizard isnt going to prepare it.
level 12. feat/ability score: resilient wisdom. Evens out our wisdom increasing our wisdom save from+1 to +6. Also boosts our perception to +6. This increases our likelihood of passing mind altering effects that range from fear, charm, and incapacitation. This also preserves our deeply impactful single use of the indomitable feature.
level 13. Level 3 spells known and 2 level 3 slots. 1 additional free spell known: mirror image level 2 spell. Our high dexterity increases the potency of this spell as it increases the AC of the images which increases the likelihood of images surviving. it uses a 2nd level slot we may not need for shadow blade, and it’s non concentration. we switch out shatter for fireball, though we plan not to use it often. Fireball has the same synergy with Eldritch strike, and is the action surge tactic works with the now 3 attacks to potentially cause disadvantage on the dexterity save. shadowblades damage is upcast with level 3 slots, so now we can choose between 2d8+6 or 3d8+6 per attack. 6(3d8+6) with advantage is quite a bit of damage. Damage range increases to 26-117 depending on slot used, light conditions, and action surge availability. we can now cast shadowblade up to 5 times a day at varying slot levels and strength, enough to expect its use to some degree for all combat encounters. An additional use of your powerful indomitable feature for saving throws, now 2 uses per long rest.
level 14. feat/ability score: observant feat. This increases your already decent passive investigation and passive perception skills to 23 and 22 respectively. This also evens out your intelligence to a 16, increasing your int skills a bit and also improving your spell save DC to 16. Additional spell known: non detection. It’s a a very useful spell that at this level of gameplay may be necessary for use, even if only during downtime. It’s long 8 hour duration makes your spell slots last a little more and it’s no concentration.
level 15. you can now teleport 30ft to a spot you can see when you use action surge. You can use this ability before OR after you use the additional action gained. This can work in a lot of wonky tactics, and also goes well with your free misty step you get per short rest if you want to also immediately leave the area you went to. Your darkvision ensures you get the most out of it. Also works with your familiars vision if it’s still alive, allowing you to use your action to see through your familiars eyes. This expands your view to allow for short range teleportation when your sight may be limited, like when swallowed by a creature or on the other side of total cover.
level 16. feat/ability score improvement: +2 Dexterity, up to 20 now. This boosts initiative, dex saves, your dexterity checks/skills, and your AC with studded armor and a shield to 19. Your damage is now 32-129 vs 18AC depending on action surge, light conditions, and slot level used. additional spell known: counterspell. Could have gotten earlier perhaps, but your ability check and low number of spell slots are usually better spent killing the caster with shadowblade. If the caster survives your onslaught of attacks, you may need this to survive. A small chance of stopping a power word kill/meteor swarm from being cast is better than no chance of living through it.
At 17th level. An additional action surge per short rest. Pretty ridiculous. A 3rd use of indomitable per long rest, also really good. You have respectable bonuses to all common saves with a +5 to dexterity saves, a +8 to wisdom saves, and a +9 to constitution saves. your proficiency increases for the final time to +6, increasing your skills and accuracy with attacks. 35-131 damage vs 18AC depending on light conditions, action surge, and slot level. at your stats and proficiency you no longer can fail concentration saves caused by 21 damage or less.
level 18. Improved war magic: you can now make a bonus action weapon attack after casting a leveled spell with your action. Very limited, but might work well with your fireballs as your weapon attacks can soften up targets by imposing disadvantage on saves, and after the cast, the bonus action weapon attack can keep the target saves at disadvantage for the next turn if it survives. Also causes disadvantage on throws for spells with saving throws that have repeating saves. Perhaps good for spells like hold person if you want to use them.
level 19. feat/ability score: sentinel, this goes well your mirror image spell and shadow blade, as shadowblade makes your reaction attack fairly potent. If a creature attacks one of your images because of the spell feature or a teammate, you can attack for a potential 3d8+7 damage as a reaction. Also creatures aren’t going to be able to get away from you very well since they can’t disengage effectively, and you have multiple teleportation options to chase them down if necessary. An additional spell known, we can pick mage armor bow that we have the slots. This allows feature r an additional +1 AC if we do t have magic armor. This also allows us to have reliably high AC and a weapon under almost any circumstances thanks to the combination of our spells and subclass features.
At 20th level and final thoughts. Final Extra attack boost, you now attack 4 times per attack action. This build is capable of damage that surpasses most greatweapon/sharp shooter builds, even if those builds are using +3 weapons. It does so while not sacrificing accuracy. All of this while being competitive with saves, AC, and maintaining utility from cantrips, spells, and skills. Disadvantage shadow blade action surge: 59 avg damage v 20AC Regular shadow blade action surge: 103 avg damage v 20AC Advantage shadow blade action surge: 168 avg damage v 20AC One 4th level slot and free spell known: dimension door is great escapes, and stoneskin continues the theme of defense. I take dimension door for this build as your familiar may not be around to ensure sight of desired locations to teleport to.
final stats: 8 strength(+5 save), 20 dexterity(+5 save), 16 constitution(+9 save), 16 intelligence(+3 save), 14 wisdom(+8 save), 8 charisma(-1 save) 20 AC(mage armor/shield), 25 AC with shield spell, 184 hitpoints, +5 initiative. 24 pasive investigation, 23 passive perception. 3 30ft slotless teleports per shortrest between feats and action surges. versatile damage with ability to use range effectively if necessary. Final spell list Cantrips: prestidigitation, minor illustration, green flame blade, toll the dead 1st level: absorb elements, shield, find familiar, protection from good and evil, and mage armor 2nd level: misty step, shadowblade, arcane lock, mirror image, and hold person 3rd level: fireball, counterspell, and nondetection 4th level: dimension door
if you get lucky and find a really nice magic weapon, feel free to swap spells for fog cloud and fighting styles for blind fighting.
I did a Divine Gish in an earlier throwdown with an Arcana Cleric, and also did a Paladin/Hexblade build. This round, I wanted to do something different, so I'm doing a Bloodhunter/Artificer.
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Please check out my homebrew, I would appreciate feedback:
HP 10, AC 14 (Scale). Attack +4/1d4+2 (Regular or Booming Blade)
Cantrips: Booming Blade, Thunderclap
Miscellaneous: Music Box (via Tinker), Metronome Helmet (via Magical Tinkering)
Spells: Absorb Elements, Disguise Self, Faerie Fire
Bonny John got his start as an adventurer at the Battle of the Bands, which among the gnomes was taken as a bit more literal than most people would. It was here that he discovered that, in a pinch, someone’s helmet or breastplate was a suitable replacement for a drum, and he immediately realized that he needed to go out and study armor acoustics. As a drummer, his greatest talent is being loud.
Level 5 (The Sound of Armor)
Str 14, Dex 10, Con 14, Int 18, Wis 10, Cha 12
HP 38, AC 20 (Plate, Shield). Guardian model armor
Skills: Athletics +5, History +7, Performance +4, Sleight of Hand +3
Attack +8/1d8+5 thunder damage (Thunder Gauntlets) or 2d8+5 (w/Booming Blade)
Infusions Known: Armor of Magical Strength, Enhanced Defense, Enhanced Weapon*, Replicate Item (Alchemy Jug)*. Default infusions in an adventure are with a *.
At level 5, Bonny John has taken advantage of his study of armor acoustics and built sound systems into a suit of armor, and, well, he’s gotten even louder. He’s also learned to produce beer in large quantities, and with Enhance Ability (Eagle’s Splendor) he even approaches good.
Level 11 (Backup Band)
Str 14, Dex 10, Con 14, Int 20, Wis 10, Cha 12
HP 80, AC 22 (Plate, Enhanced Shield). Guardian model armor.
Skills: Athletics +6, History +9, Performance +5, Sleight of Hand +4
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug)*, Replicate Item (Boots of Striding and Springing)*, Replicate Item (Gauntlets of Ogre Power). Default infusions in an adventure are with a *. Armor Modifications are +.
By level 11, Bonny is finally actually good at music, since Tool Expertise lets him use drums at +9, and Flash of Genius can boost that to +14. Or he can use it to assist the lead vocalist. He’s also potentially a threat when grappling, as Armor of Magical Strength gives him a +11.
Level 17 (Main Attraction)
Str 14(21), Dex 10, Con 14(19), Int 20, Wis 12, Cha 12
HP 122 (156), AC 22 (Plate, Enhanced Shield). Guardian model armor.
Skills: Athletics +8 (+11), Arcana +11, History +11, Performance +13, Sleight of Hand +6
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug), Replicate Item (Amulet of Health)*, Replicate Item (Boots of Speed)*, Replicate Item (Girdle of Hill GIant Strength)*, Replicate Item (Horn of Blasting), ... Default infusions in an adventure are with a *. Armor Modifications are +.
At this point, Bonny is capable with all forms of music, not just drums, and his music can literally pull people in (with Perfected Armor), and he can aid a band member of limited skill (with Skill Empowerment).
Level 20 (Awards Show Presenter)
Str 14(21), Dex 10, Con 14(19), Int 20, Wis 12, Cha 12
HP 143 (183), AC 23 (Plate, Enhanced Shield, Ring of Protection). Guardian model armor.
Skills: Athletics +8 (+11), Arcana +11, History +11, Performance +13, Sleight of Hand +6
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug), Replicate Item (Amulet of Health)*, Replicate Item (Boots of Speed)*, Replicate Item (Girdle of Hill GIant Strength)*, Replicate Item (Horn of Blasting), Replicate Item (Ring of protection)*... Default infusions in an adventure are with a *. Armor Modifications are +.
By level 20, he’s ready to pass on his knowledge to the next generation, and has retired to produce musical instruments for the next generation of drummers.
I know I already submitted my build and this might come a bit late, but I just reread the rules and theme for this contest. In your description you talk about "melee" and "sword" a lot. Now I'm not one of those "I played DnD since the dawn of time" guys so Gish isn't a HARD defined term for me. Is my build even valid or do I have to reshape my bad girl now? :S
"Gish", as understood by the original contest, is taken to understood a melee combatant who uses magic to augment their swordplay. Apparently it's a term invented by the gith, and it's come to be adopted by the playerbase as a name for someone who uses both melee weapons and magic, the latter to augment the former and provide out-of-initiative utility rather than using blades as a fallback for magic.
Crossbows don't typically apply, no. I recognize that gal as an actual PC you're playing, but under most circumstances people wouldn't call her a gish.
That said, since Third's still not done with his bit and since a few folks who expressed interest haven't submitted yet (and since response otherwise has been lukewarm), I may end up extending submissions by a few days. Hardly a proper contest without anyone to contest against. So there's time for corrections, and for an Alternate Timeline version of Unseen.
Yurei a small extension would be really, really awesome. I've been lurking around this thread, very interested in participating. Probably should have voiced as such earlier. Unfortunately the build I was working on for days happens to be yet another artificer, and even worse a Crossbow Girl like Sutlo. Out of the interest in presenting something different, I've been working on other ideas. Crunch time, and I've landed on a concept I'm really happy with but could definitely use a little extra time to type everything up and make it look pretty. I'll be working on this thing furiously today to try and make the deadline but even one extra day would be very much appreciated.
Until I post and say "SUBMISSIONS CLOSED", y'all folks are good. Y'know, the words by themselves, and not in a post like this explaining why submissions are not closed yet.
SO.
You may all notice that I am not DorkForge. However, with DF taking some time off and given a few ideas I’ve been ruminating over on these (and the fact that it’s time somebody else won one for a change) I’ve decided to try my hand at a BACKUP BAND Throwdown, modeled on DF’s forum events and with much the same effect. I’m taking it upon myself to prototype a new voting system, in the hopes of getting people a bit more involved in the feedback process post-entry and also allowing a larger number of builds to shine.
Rather than steal a theme idea from DF, I’m going to try rerunning an older contest, giving people a chance to take my merit badge away from me. Ergo:
Concept: The Gish 2: Booming Boogaloo
The keening howl of a blade. The sharp crackle of magic. A flash of steel, a snap of thunder. These mighty warriors wield blade and spell with equal ease, scorning those who train only their mind or their body. Warrior-magicians who walk the battlefield unafraid of merely mortal foes, the Gish is unafraid to look their prey in the face as it bleeds on on their blade, whispering words of power as their foe fades...
A reminder for people entering builds:
Gishes rely on martial combat with melee weapons as their primary focus, enhancing their weapons work with spellcasting. Builds should focus on magic-enhanced arcane combat and striking down enemies in close quarters with supercharged steel. Sword (or sword-adjacent object) first, magic second.
ZA RUUURUS
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-No UA or homebrew permitted, only published material. Critical Role content (Gunslingers, Cobalt Soul/Oath of the Open Sea, Blood Hunters) is permitted because this is my contest nao and I’m allowed to fangirl for CR.
-Stats must be included at each point of the build. Stat arrays can utilize either standard array or point buy, as the builder desires.
-Demonstrate how your build grows, with a description of how it performs at levels 1, 5, 11, 17, and 20
-Multiclassing is in play; multiclass prereqs are as per the book (no matter how much I hate them). Feats are also in play.
-Any legal species, subspecies, or variant species is valid.
-Magic items are not allowed, unless you’re an artificer using Infusions or otherwise have a way to get magic items from your features. EXCEPTION: Characters can use common items with no significant in-game effects, such as prosthetic limbs, capes of billowing, or other ‘fluff’ items to help sell their aesthetic/character.
-Your character can use any weapon from first level outward. Expensive armor (anything above a hundred gold) is assumed to be obtained after level 5.
-Catchy names and engaging stories are MANDATORY. Entertain us! Demonstrate your ability to weave words as well as numbers!
-You can edit your post to fix mistakes or make changes to your build entry(s) at any time before submissions are closed and voting begins. Edits caught after that period will disqualify your build. Catch your typos before the deadline, folks!
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SUGGESTED FORMAT
Name (level 20 class/classes)
Stats: (Str | Dex | Con | Int | Wis | Cha)
Species
Background
First-Level Stats and Commentary
Fifth-Level Stats and Commentary
Eleventh-Level Stats and Commentary
Seventeenth-Level Stats and Commentary
Twentieth-Level Stats and Commentary
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ARTZ
Remember! The free online program HeroForge now has a color editor option! You're encouraged to use HeroForge to create a customized miniature for your character to show off your imagination in visual as well as written form. Artwork, both HeroForge-generated and otherwise, is by no means required to win but it's always nice to look at.
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VOTING
It wouldn’t be a Throwdown without a winner, and that means a vote to pick that winner. This is where I’m diverging pretty heavily from DorkForge’s established pattern.
In this contest, each person who votes gets five points they can distribute as they please amongst any/all builds in the Throwdown. Love one build to death? Give it all five points! Can’t quite pick between two great builds? Give one three points and one two! Wanna spread the love? Give five different builds a point each (if you have to, anyways). The winner of the Throwdown will be the build that accumulates the most points once voting is tallied.
Some additional rules:
>Each poster only gets one voting post. You’re more than welcome to vote even if you didn’t enter.
>If you enter a build, you must submit a vote as well for your build to qualify to win.
>Clearly Label your voting post. Don’t bank on me ‘getting it’, make sure I know which post you’re assigning your points in.
>You cannot assign points to your own build(s).
>You can enter more than one build, so long as they respect the forum’s rules against double posting.
>Votes must be cast after the end of submission and the opening of voting. Any votes cast or points assigned prior to that date will be ignored. Everybody gets a chance to enter.
>To encourage feedback: anyone who writes feedback on everyone else’s build in the Throwdown (even just a line or two) gets a bonus point added to their own entry. If they have more than one build, the point will be added to their highest-scoring entry.
This experiment will run until January 19 (or thereabouts), when I will close submissions and open voting. Until I post and say submissions are closed, feel free to enter a build. After that, voting will run for roughly a week before I announce an end to the voting stage and start tabulating up a winner. Don't gimme sass if I'm not on-the-dot punctual, there's a new PoE league coming up and thus gaming may interfere with running forum contest X_X
I can offer no prizes save the satisfaction of victory, the camaraderie of building characters together with friends, and a guarantee that wordy Yurei hussy won’t win this time. Hopefully that will be enough!
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ENTRANTS
Third_Sundering's Urik Zorhav the Steelwarden
Bobbybaker's Unnamed Eldritch Knight
Pantagruel's Bonny John
HeironymousZot's Boccob's Beekeeper
Sutlo's Unseen Death (Dagger Edition)
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DorkForge, the originator of these Throwdown contests here in DDB, has a Youtube channel discussing D&D 5e mechanics, character builds, and newly released character options. Recently, DF’s been plugging through the big mess of nonsense that came from Tasha’s Cauldron. Give it a look-see if you enjoy that sort of content.
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HALL OF VICTORY:
Throwdown #1: The Gish – Yurei’s “Aine, Avandra’s Blade”
Throwdown #2: The Terminator – Yurei’s “AS7 ATLAS”
Throwdown #3: The Solo Tour – GoodBovine’s “The Dark Angel”
Throwdown #4: Powergamer’s Potluck – Yurei’s “Yferna, the Feywarden”
Throwdown #5: Spooky Circumstances – Archeolexi’s “Arissa, the Dark Princess”
Throwdown #6: Magus Maximums – Third_Sundering’s “Impending Doom”
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All right, let’s see how this shit works with spoopy ghosties at the helm instead of hammerers of nerds. Just the one time, because why not. Let us, as they say, THROWDOWN!
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!
Explanation:
This build both an explanation of how warforged can be introduced in a fantasy world that typically doesn't have them as well as also just being a generally cool "Terminator"-themed PC. The idea here is similar to how Lizardfolk feel about humans and other races, thinking that they are inferior when compared to Lizardfolk due to fleshy-races lacking scales and claws. Urik is a unique half-orc without the inherent strength and constitution that other members of his race, choosing to lob off parts of his weak body so that he could replace them with magical prosthetics to himself the life that he always wanted.
Urik Zorhav the Steelwarden
Urik Zorhav is unique half-orc. Born to the Orc Tribe Zorhav in the Wastes of Yishik, Urik was raised in the Wastes in his tribe's communal family until the age of 5, when it became apparent that he was different from the other orc and half-orc children. His muscles were far weaker from the other orclings his age, he grew tired much more often than the others, and was constantly near the edge of death by the hand of the many diseases present in Yishik. The Tribe Mother feared that his life would be at risk in the Wastes, and sent an underling to deliver Urik to the town Olras, where he would be met by a gnome crafter that volunteered to take him in.
This gnome crafter, Zefth Nohjair (NAH-jsh-AIR), was Olras's town's blacksmith, tinker, and healer, a creator of many inventions that aided the townsfolk. Thus, he was highly respected and renown in the regions surrounding the town, known to rehabilitate and heal any in need. When he gave Urik a home, he had been planning on sending him back to his tribe in the Wastes of Yishik after he recovered. Unfortunately, every tincture and every invention that Zefth tried to use to heal Urik failed, only having minor temporary effects that were nowhere near effective enough to make Urik be as a "normal" orc should. When it was clear that Urik would never be physically abled enough to live among his people in his homeland, Zefth adopted Urik as his son and decided to teach him his profession. Though Zefth could not cure Urik, he was able to create leg and arm braces that would at least allow Urik to walk and write as a human would.
The last time I saw my true family I was 5. They took me from my homeland and abandoned me in Olras because I was a weak, and therefore useless as an orc. My adopted father, Zefth, has been kind and loving as a parent, but I am going to return to my homeland and confront my tribe. They need to answer for what they did to my life, one way or the other. Zefth wants to keep me back, help him with his project and wait until it's done to leave. I told 'im no. I've got to do it without the aid of his project. That would be seen as cheating. Orcs don't like cheaters. If I want to be a true orc, I have to do this on my own and with my own skills.
I just said farewell to my adopted father, Zefth. He begged me not to go. I told 'im I had to prove myself to my clan, show that I'm not worthless. 'e tried to convince me that they didn't throw me out because they thought I was worthless, futilely claiming that they missed me as much as he would miss me once I was gone. I didn't believe 'im. I know orcs, and that's not what they're about. Might and endurance is the orcish way, not brains and speed. I'll show 'em that I've got more than enough orcish blood in my body and proving both of my families wrong.
Zefth wished me well. He sent me with Willie, but I'm not ridin' him. It can carry my pack, but that's it. I'm walking on my own.
Urik Zorhav the Steelwarden
Half Orc-Warforged Order of the Profane Soul Blood Hunter 6/Battle Smith Artificer 14
Ability Scores: 8 | 16 | 12 | 20 | 13 | 10
HP:
AC: 23 (+2 Breastplate, +1 Shield)
Background: Guild Artisan
Quote from Urik Zorhav:
Level One: Master of None
Half-Orc Artificer 1
Ability Scores: 8 | 15 | 12 | 17 | 13 | 10
HP: 9
AC: 18 (Scale Mail, Shield)
Skills: Investigation, Arcana, Insight, Persuasion, History
Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools
Spells: Mending, Thunderclap, Absorb Elements, Catapult, Expeditious Retreat
Urik Zorhav has just left the hometown of his adopted father, Zefth, who taught him the basics of crafting. He currently just uses a light hammer and shield in combat, giving him an AC of 18.
If ever forced into combat, Urik currently tries to stay back and ward off enemies with catapult or by throwing his light hammers (he has two). At the start of combat, he casts Expeditious Retreat. He has used his Magical Tinkering to imbue his light hammers with the ability to create the noise of a scream whenever he taps it. He taps the hammer against his shield arm and then throws it, using it as a distraction to escape next turn.
Five days. Five stupid, miserable days. I didn't even last a week in the Mudlands. Those cursed Zhorvian Mudlands between the Wastes of Yishik were wretched to travel through. Willie got one of his hooves stuck in the mud 'bout four times a day. If only I'd taken the Revvan Trail. 'Twould have taken twice as long, but I was too impatient. I should've known.
I got ambushed and was robbed. 'Twas a group of ruffians with crossbows. I couldn't count 'em, I didn't have enough time. They shot down poor Willy, and I bolted. I left my pack behind and ran without lookin' back. I felt a bolt hit my right shoulder. It was too much. I couldn't take it. I stumbled and collapsed, crawling away as fast as I possibly could. My vision went black as I felt hands taking off my armor and other items.
The raid stripped me of my armor, my tools, my weapons, and my shield. I was awake for the whole thing, playing dead and praying that I would be able to survive the encounter. The bandits left me for dead, lying in the mud with a crossbow bolt stuck in my shoulder, just 20 feet away from the rotting corpse of Willie. I had to pull out the bolt and limped for miles towards the closest trail. Unfortunately, my shoulder was riddled with infection before I was able to reach it, causing me to fall unconscious.
It's a miracle I woke up at all, but I wasn't fully conscious. I could sense that I was being dragged by a hunched-figure with green skin and long, unkempt white hair. I didn't have the strength the resist, the burning pain in my shoulder overwhelming me. I quickly lost consciousness once again. I awoke in the lair of a Hag, surrounded by her fell servants, with her standing over a cauldron on the other side of the moist cave. Something was different. At first, I couldn't figure it out. I was restrained by so much rope I could barely breathe.
I couldn't feel my right arm! I struggled to get a hand free, hoping that the circulation of blood had just been cut off. It was no hope. It was gone. Completely gone. How could I escape this wretched place with my arm missing?
Level Five: Arcane Smith
Half-Orc Battle Smith Artificer 5
Ability Scores: 8 | 15 | 12 | 18 | 13 | 10
HP: 33
AC: 20 (Half-Plate, +1 Shield), 25 with Shield
Skills: Investigation, Arcana, Insight, Persuasion, History
Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools
Feats: Fey Touched (Intelligence)
Infusions: Enhanced Defense, Enhanced Weapon, Replicate Prosthetic Limb, Replicate Vox Seeker
Additional Spells: Heroism, Shield, Feather Fall, Branding Smite, Warding Bond, Heat Metal, Invisibility
Urik spent weeks as a slave and lab rat of the Green Hag. She worked many curses upon him and tested dozens of disgusting concoctions on him. He was eventually rescued by an elven wanderer that discovered the body of Willie and tracked him down to this horrid cavern. The elven hunter snuck into the lair and slew the Hag with a flurry of arrows, picking off her servants and freeing Urik. She then guided him to the nearest settlement, a dwarven fort home to Clan Zhörrock. She stayed with him until it was clear that he was going to survive, then leaving him in the safety of the dwarven clan. (The experiments the hag performed on him is what gave him the Fey Touched feat.)
With the dwarves, Urik made new friends and learned how to forge with them. He has discovered how to replace his lost sword-arm with a mechanical arm, which he created in Fort Zhör. During his stay there, he also learned how to create a [Tooltip Not Found] to help protect him on his way through the Mudlands. He named his metallic companion Xevon, and crafted it to be shaped like a drake made of steel in order to frighten possible thieves.
His two current infused items are Enhanced Defense on his Shield and Enhanced Weapon on his longword. He learned that magical items could help him become stronger and more tough than without them, so he has decided to try to perfect his body using these items. Unfortunately, his prosthetic limb is limited in this respect, leaving him searching for a perfect solution.
While on his travels through the Zhorvian Mudlands, he was ambushed on a few occasions by bandits and thugs. Due to his new abilities, he was capable of scaring and warding them off.
In combat, Urik uses his +1 longsword. His bonus for attack rolls is +8, dealing 1d8+5 damage on a hit. He starts combat with Hex, allowing him to deal a total of 2d8+2d6+10 damage on his turn, for an average of 27 damage on his first turn. On his next turn, he commands Xevon to attack, causing him to deal an average of 34.5 damage each turn. (Not bad at all for level 5.)
He typically fights in the front lines, keeping Xevon next to him.
Xevon and I returned to the Zhorvian Mudlands, travelling through the Marsh to my homeland. The journey was long and hard, with many stops along the path. During the journey, I decided to replace both of his legs with [Tooltip Not Found] and my left eye with an ersatz eye, as I'm now more comfortable with exchanging my weak body parts for metallic, magical versions. Along the path, Xevon and I had to fight away beasts, slay dragons and ogres, and survive the harshness of the wastelands. We eventually found my homeland and was reunited with the people of my tribe.
The people of my tribe were initially excited that I had returned, but quickly became frightened and discusted by the changes I had made to my body. They tried to explain to me that they didn't hate me or see me as worthless when they sent me away as a child, they just wanted me to have a better life than I could have in the Wastes, but I couldn't understand it. It was incompatible with what I had grown up believing. I had thought that they wanted me to do anything that I could do in order to return. I could see in their eyes that they saw him as an abomination, they were scared of me. I could feel myself losing control, I couldn't stop it. I flew in a supernatural rage. The experiments that I had experienced when I was kidnapped by the Hag were unleashed, taking control of my body.
I don't remember anything beyond that point until I gained control of myself and my thoughts again. Something had possessed me, I couldn't do anything about it. I shouldn't have returned. It's all my fault. It's all my fault that they're dead. I killed my family. The village was burned down and corpses were lying everywhere. I was covered in the blood of my relatives.
Level 11: Iron Scourge
Half-Orc Battle Smith Artificer 11
Ability Scores: 8 | 15 | 12 | 20 | 13 | 10
HP: 69
AC: 22 (+2 Half-Plate, Repulsion Shield), 24 with Haste, 27 with Shield, 29 with Shield and Haste
Skills: Investigation, Arcana, Insight, Persuasion, History
Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools
ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer
Additional Infusions: Repulsion Shield, Helm of Awareness, Mind Sharpener, Spell-Refueling Ring, Replicate Ersatz Eye (replacing Replicate Vox Seeker)
Additional Spells: Guidance, Haste, Aura of Vitality, Conjure Barrage, Intellect Fortress, Catnap, Fly
Urik Zorhav has just killed all the members of his family, being possessed by the dominating powers of the Green Hag's dark experiments. He tore them apart, slaying every single member of his tribe. He is the sole survivor of Tribe Zorhav, having unwillingly committed familicide against his whole tribe. He couldn't take it. He fell into a depressed stupor, not moving or even thinking for days.
On the way back to his homeland, Urik progressed in his craft greatly. He became more intelligent, gained the ability to create even more prototypical magic items, and discovered how to imbue spells inside items to be released later. He typically uses SSI to store Cure Wounds to heal en masse, or give it to his Steel Defender to do Catapult, Heat Metal, or Web.
His new infused items are the Repulsion Shield and Mind Sharpener.
Urik's Longsword has a +11 to hit and deals 1d8+7 on a hit. He starts combat by casting Haste and attacking once with his longsword, then commands his Steel Defender to attack (sometimes with Catapult). After his first turn, he deals an average of 43 damage, or 50 if he uses Arcane Jolt, or 51 with Catapult in place of Forceful Rend, or 58 with both Catapult and Arcane Jolt.
I wish I was dead. I would rather be dead than my family. They should never have sent me away. They should have just let me die in the Wastes of Yishik of disease. I would have preferred that to this. I deserved that. I didn't move for days. I didn't even wipe the blood of my brethren from my body. I just sat there, waiting. Waiting for the world to end. Hoping, no, praying that the world would dissolve and that the pain would go away. I was broken and unworthy of my orcish blood. I was more than willing to die there with my family. However, fate was not done with me.
Shattered, I eventually got up and left. The ruins of my ancestral home and rotting corpses of my family would lie there, left to be discovered by anyone who came across it. I didn't know where I was going. I didn't care. Anywhere was better than there. During my wanderings, I came to accept that my family was right. I was an abomination. However, the abominable part of me wasn't my artificial limbs or eye. It was my orcish flesh. I was right all along. I was a failed orc. I was not destined to be an orc, as my body proved to me. I was destined to be machine, mechanical just like Xevon.
I began to transform myself even more than I had dared before. I removed my last arm and took out my right eye, replacing them as I had my previous body parts. I even performed surgery on my chest, one by one removing my ribs and replacing them with a metal plate. It took months, but I eventually replaced all of my flesh, blood, and bones with artificial fibers, alchemical mixtures, and enchanted metal. I became unique, rejecting my biological heritage and making myself into something new. My changes nearly drove me insane. I had to isolate myself inside a self-made forge during the transformation in order to keep others safe. I couldn't risk causing another massacre, locking myself inside the forge until I was completely transformed. Perhaps I did go insane. That would explain the vision. . .
In the middle of the process of transforming, I was visited by a glowing bronze cube that spoke in my mind. It called itself "Crypter", and spoke to me. It called me "The Crypt's Chosen", and made a deal with my delirious self. It told me that it would restore my sanity and get rid of the Hag's Curse, as well as teach me secret arts and practices. I agreed. I would've anything I could to get my sanity back and remove the curse that ended my family.
Level 17: Iron Scourge
Warforged Battle Smith Artificer 14/Order of the Profane Soul Blood Hunter 3
Ability Scores: 8 | 16 | 19 | 20 | 13 | 10
HP: 159
AC: 23 (+2 Half-Plate, Repulsion Shield, Cloak of Protection), 25 with Haste, 28 with Shield, 30 with Shield and Haste
Damage Resistances: Poison
Skills: Investigation, Arcana, Insight, Persuasion, History
Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools
ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer, Resilient (Dexterity) at level 14 Artificer
Additional Infusions: Replicate Cloak of Protection, Replicate Winged Boots
Additional Spells: Aura of Purity, Fire Shield, Elemental Bane, Summon Construct, Mind Sliver, Prestidigitation, Armor of Agathys, Hellish Rebuke
Blood Curse: Curse of Binding
Urik has bonded with an extraplanar entity known as "Crypter", who taught him how to use his life force to channel magic from his patron and mark others, becoming an Order of the Profane Soul Blood Hunter (Undying Patron). He also has become a Warforged, transforming his body completely into a living construct. His new infusion is a Cloak of Protection, and we trade our Mind Sharpener for an Amulet of Health. Our fighting style is Dueling, and due to Pact Magic, we regain a spell slot on a short rest (typically used to bring our Steel Defender back to life if we need to or to cast Hex). Additionally, whenever we kill a creature, we get to roll a Hemocraft Die and regain that many hit points, which makes us a lot more survivable.
He now travels the world and protects cities and spreads mechanical magic, as Crypter commanded him to.
We start combat as before, with Haste as our action, but we use our bonus action to use Crimson Rite (Rite of the Storm). Our Longsword attacks are now +12 to hit, dealing 1d8+1d4+9 damage on each attack. After his first turn, he deals an average of 57.5 damage, or 63.5 if he uses Arcane Jolt, or 64.5 with Catapult in place of Forceful Rend, or 71.5 with both Catapult and Arcane Jolt.
I am perfected. True metal, servitor of Crypter. No one shall stop me in my quest to perfect the world.
I now have a following. Many artificers and other servitors of the Crypter see me as their prophet, the leader of the "Cogs of Destiny". Many of them have followed in my way, replacing body parts with mechanical limbs and other arcane mechanisms. A handful of them have also become complete, as I am. I will not aid them in this process, however. They must make the choice and find the path on their own. Perfection comes through one's own devotion and craft, they must not be helped in any way. Otherwise, they shall never be perfect.
Level 20: Paragon of Steel
Warforged Battle Smith Artificer 14/Order of the Profane Soul Blood Hunter 6
Ability Scores: 8 | 15 | 12 | 20 | 13 | 10
HP: 186
AC: 24 (+2 Half-Plate, Repulsion Shield, Cloak of Protection), 26 with Haste, 29 with Shield, 31 with Shield and Haste
Damage Resistances: Poison
Skills: Investigation, Arcana, Insight, Persuasion, History
Tools: Tinker's Tools, Thieves' Tools, Alchemist's Tools, Glassblower's Tools, Smith's Tools
ASIs: Fey Touched (Intelligence) at level 4 Artificer, +2 to INT at level 8 Artificer, Resilient (Dexterity) at level 12 Artificer, Medium Armor Master at level 4 Blood Hunter
Additional Spells: Unseen Servant
Additional Blood Curse: Curse of Exposure
Combat starts as before, with Haste and Crimson Rite. Our Hemocraft Die is now 1d6, which increases our damage a bit more. Our Longsword attacks now have a +13 to hit, dealing 1d8+1d6+7 damage on each attack. After his first turn, he deals an average of 60.5 damage, or 66.5 if he uses Arcane Jolt, or 67.5 with Catapult in place of Forceful Rend, or 74.5 with both Catapult and Arcane Jolt.
DPR Breakdown:
Average Damage per Turn with normal hits (with Arcane Jolt, Haste, and Crimson Rite): 66.5 damage
Maximum Damage per Turn with normal hits (with Arcane Jolt, Haste, and Crimson Rite): 89 damage
Average Damage per Turn with Critical Hits (with Arcane Jolt, Haste, and Crimson Rite): 113 damage
Maximum Damage per Turn with Critical Hits (with Arcane Jolt, Haste, and Crimson Rite): 151 damage
Conclusion
We have now concluded our build. Urik the Steelwarden is very good at being a gish, combining magic and martial power. He quickly maximized his Intelligence, which is not only used for his Spellcasting Ability for both his Profane Soul's Pact Magic and Artificer's Spellcasting, but is also his Ability Score used for his attack and damage rolls for any magical weapon and his saving throws for Hunter's Bane. This makes him very SAD, which is any Gish's dream.
He may not have a ton of hit points, but his AC can be incredibly high when we need it to be, additionally to using our Steel Defender to give disadvantage to an attack roll made against us (effective AC of 36 with Shield and Haste). Additionally, our Steel Defender has 77 hit points and can regain all of its HP when we spam Mending, allowing it to take some hits for us to effectively raise our HP a lot. If we take elemental damage, we can use Absorb Elements, we can temporarily get resistance to that damage. We also have resistance to poison damage and advantage on saving throws against being poisoned, and can use Intellect Fortress to get resistance to psychic damage and advantage on all INT, WIS, and CHA saving throws. Additionally, our ability to regain hit points when we kill a hostile enemy will let us regain our spell slots relatively easily.
If we are forced to make a saving throw, we can use Flash of Genius to get a +5 to the saving throw. We are already proficient in Dexterity, Constitution, and Intelligence based saving throws, and our Cloak of Protection grants us a +1 bonus to all saving throws. This will make it so we will almost never fail a saving throw, and we have proficiency with 2 of the 3 most common types of saving throws. We are very resilient when we need to, and deal a lot of sustainable damage, and can even nova if we need to. We also have advantage on all Dexterity saving throws while we have Haste cast on us, making us have an effective bonus to
This causes us to be very effective in combat. We're also very versatile, being able to change any artificer spell we have prepared (not granted by being a Battle Smith) as well as any Infusion we have on a long rest (to any other infusion we have known). Additionally, we regain our ability to use Crimson Rite and regain a 1st level spell slot on a short rest, which can let us regain hit points through Cure Wounds, or bring back our Steel Defender, or cast Hex, allowing for our resources to be very easy to refresh.
Additionally, though our build depends on concentration spells for damage, we have proficiency in Constitution saving throws, granting us a total bonus to Concentration saving throws equal to +11 (or +16 using Flash of Genius).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think I'll try. I have a much higher chance of winning without you submitting a build. Can divine spellcasters count as Gishes and can you use AL illegal races?
I have a weird sense of humor.
I also make maps.(That's a link)
The usual rule is that if it's in a book, it's good to go. And anything that both swings a melee weapon and casts spells counts. Paladins, Clerics, and the like are all fine.
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!
Now that Blood Hunters are available, I think I may make a build using the class. I'm not sure why I've been doing a lot of "scary" or "dark" subclasses lately, but I will use the same theme one more time.
I do have a question, though. Would you allow me to change my character's race as the character progresses?
As an explanation, the character starts as a Half-Orc Artificer that uses their tinkering power to transform parts of their body into metal. They first replace their arms and legs with mechanical limbs, then their eyes and other parts of their bodies until they eventually become a Warforged.
I'm assuming this would be okay, but just wanted to check beforehand.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm working on a bladelock now. He's more likely to get points for fluff than mechanics, though.
I have a weird sense of humor.
I also make maps.(That's a link)
I may throw my hat in the ring for this one. If I get my game summary written up. No promises, but it sounds like fun!
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I will come up with a build, too. I have played a Gish(like) Charakter once before. Maybe I'll use them, maybe I'll use another - you'll have to see.
Thanks for taking it upon you and I think I like the new voting System(If my suggestion has given you this Idea, thanks for considering)!
The Unseen Death
https://www.heroforge.com/load_config=14171471/
Simic Hybrid - Artificer Battlesmith 9, Rogue 2, Hexblade Warlock 9
Girl with a Crossbow: 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 shoot someone with this crossbow 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 won't be proficient with out main weapon ( a heavy crossbow) until level 3. 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 spotter. 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 repeating Shot Crossbow that let's us attack twice per turn, 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.
Noteable Features:
Climbing Claws - Climbing Speed(30ft); Gilde Wings;
Repeating Shot Crossbow
Alchemy Jug;
Steel Defender;
Battle Ready (INT as our Attack Stat);
Extra Attack;
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: Brending 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 bolt 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 hempfull 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 glidwings, 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 Crossbow 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;
Repeating Shot Crossbow 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
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: Brending 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 bolts 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;
Repeating Shot Crossbow 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
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: Brending 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;
Repeating Shot Crossbow 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)
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: Brending 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+++
I'd been considering proposing a new voting system before your suggestion, Sutlo. Heh, your words mostly ended up as a goad for me to get off my soggy quarantine-deflated behindus and give this BACKUP BAND thing a shot, put the idea into practice in an 'off' contest and see how it does. So, useful either way.
@Third: I'll admit, the idea has me squinty-eyeing a bit, but in this case I'll okay it. Provided the base stat spread stays the same. Heh, mostly by way of this being an experimental contest anyways so let's experiment.
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!
Great! Thanks. I'll keep the Ability Scores the same when I change, so I'll be using TCoE's Customize your Origin System to keep the ability score bonuses from being a Half Orc and being a Warforged the same.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Spot reserved for build. Was about 30 minutes late on the first submission when dork started this way back when. Am basically gonna copy and paste my first build with maybe some minor tweaks.
Level 20 level split: 20 levels of fighter, Eldritch Knight subclass
Race: elf, high elf subrace.
the racial cantrip will be green flame blade. This gives a taste of arcane Magic’s that you have dabbled in. Dexterity and Intelligence racial bonus’s will help with marital prowess and skills invested in to represent your arcane knowledge too. Arcana proficiency allows for the ability to make spell scrolls if you have the time, money, and spells known/prepared. This character can make use of spell scrolls as the low level spells will be cheap and effective.
Darkvision: while often taken for granted, is still powerful.
proficiency: in perception is also quite nice as a racial bonus.
Fey Ancestry: immunity to magic sleep can be powerful. Advantage vs being charmed is wonderful for a strong melee combatant, since this condition literally prevents you from attacking certain foes.
trance: much faster long rest time can be quite useful. Not having to worry about being unconscious even while long resting, coupled with your perception proficiency and high dexterity, means you will be very difficult to catch off guard.
1 bonus language: very useful if you have a bit of insight into the campaign, perhaps pick an adversarial race that you’ve fought and studied. For this build I’ll pick goblin.
Stats: Str 8, Dex 17, Con 15, Int 14, Wis 12 , Cha 8
Background: soldier.
Switch intimidation and athletics proficiency for arcana and investigation.
Switch vehicle and gaming set proficiency for smiths tools and leather workers tools proficiency.
Keep military rank feature, this can come in handy for requisitioning equipment and resources. If the cost for some of these basic items listed is a decent guide, scale male/studded leather wouldn’t be far fetched to requisition.
Starting level: Fighter.
level 1
Choose acrobatics and history as your class skills. History can represent your knowledge of military tactics, structure, maneuvers used in historic battles.
Save proficiency in constitution and strength. Constitution will be very useful later on while concentrating on spells.
proficiency in all armor and weapons gives us flexibility.
If the option arises it may be beneficial to wear heavy armor while riding a requisitioned mount for a boost to defense and mobility.
second wind: a decent short rest dependent bit of healing. Is a bonus action and not a spell, so we can use this the same turn we attack or cast a spell.
fighting style: two weapon fighting to maintain offensive capabilities until level 6-8.
level 2.
action surge: an incredible ability that gives you an additional action on your turn. Recharges on a short rest. Can be used to double your already high number of attacks, cast a second leveled 1 action spell, or anything else that might be useful that requires an action when the situation arises.
level 3.
Eldritch Knight subclass.
2 wizard cantrips, 3 limited wizard spells known, and 2 spell slots.
spells restricted to abjuration/evocation with a few exceptions at various levels. You can also form a bond with a weapon and summon it when needed as a bonus action, and can also never be disarmed while using it. Very niche, but also very dependable.
cantrips chosen will be minor illusion and prestidigitation. Your martial prowes negates your need for offensive cantrips as your bow, short swords, rapier, or green flame blade racial cantrip already fill the at will damage requirements. Minor illusion and prestidigitation can go a long way with some creativity to fill quite a bit of utility needs.
Spells known: absorb elements(abjuration), shield(abjuration), and find familiar(free choice). Your abjuration spells will keep you alive, use reactions to free up your action/bonus actions, and since your AC is good your small amount of spell slots will only be used sparingly when you need them. Absorb elements adds to your melee damage which is a part of the spell that’s rarely utilized by other casters. Find familiar gives you it’s normal benefits with exception of ritual casting, which can be mitigated a bit if the familiar lasts a while and is summoned again during downtime. You can also utilize the familiars sight to teleport with misty step, even through or around cover.
level 4.
Feat/ability score improvement: fey teleportation.
you learn/know the spell Misty step, can cast it once per short rest for free, and gain a +1 to Intelligence. The Short rest dependent teleport synergizes with the fighter abilities nicely. This also adds a precious spell known from a school that bypasses the Eldritch knights spell restrictions that is on the wizards spell list, so it can be cast with 2 level spell slots when they are acquired. Fey touched is nice, but the ability to cast misty step free once a day isn’t as good in my opinion as the potential to cast it multiple times per day free with a short rest when considering the Eldritch Knights small amount of spell slots. Hex/hunters Mark look appealing at first, but they compete with other concentration spells, and also defensive level 1 slots reserved for your shield/absorb elements.
You gain a 3rd 1st level spell slot.
you gain an additional spell known: protection from good and evil to be even more tanky.
You also learn sylvan as a language.
At 5th level.
extra attack, attack twice with a single attack action. Great when you find the right moment to action surge.
level 6.
Feat/ability score improvement: +1 Con/+1 Wis. evens out constitution, and makes wisdom odd score at 13. Wisdom is set up for resilient Wisdem feat later at level 12. Wisdom saves will be a backside way to take you out of the fight, as well as incapacitate you to end your concentration with a different save besides Constitution.
Consider switching out your two weapon fighting style with the dueling fighting style since we a about to take shadowblade. Duelings +2 to damage has begun to even out the damage expectations with extra attack being applicable, and it also scales with your action surge ability.
Level 7.
War magic feature: will give you the ability to make a single weapon attack as a bonus action after you cast a 1 action cantrip. Makes green flame better than attack action the majority of the time now, unless using shadowblade. This can be relied upon when you run out of or want to conserve your level 2 slots. It also works with the dueling fighting style even though it’s actions closely replicate two weapon fighting at these levels.
you gain an additional 1st level slot and 2 2nd level slots. This brings you up to 4 1st level slots and 2 2nd level slots. While being able to short rest misty step and now having the ability to cast misty step using a 2nd level slot if necessary.
You gain a spell known, up to 5 spells known by the Eldritch Knight chart. At this point we have to choose between switching out our free spell find familiar for shadow blade, or waiting a level for the next free spell known. I’d take shadow blade as it wildly increases your damage potential, and is the basis of this build. Bonus action casting for a finesse/psychic weapon that also gives advantage to your rolls depending on light conditions is ridiculous. You can now reliably deal about 16 to 60 damage a turn to an 18AC creature depending on light conditions and action surge availability.
level 8.
free spell known. I’ll pick up find familiar again. It’s just too useful to do without. Shadow blade is basically the only spell you will need for damage for the rest of this builds career.
Feat/ability score improvement: elven accuracy with dex focus. This synergizes incredibly well with your shadow blade spell and potentially your darkvision if you need to make ranged attacks in the dark or are out of spells. The +1 to dex brings us up to 18 dexterity, raising our skills, initiative, expected damage/accuracy, and dex saves. This feats damage combined with shadow blade pushes this fighters damage to be competitive with sharpshooter/greatweapon master feats without sacrificing accuracy. Note that with the update of tashas, green flame blade can no longer be used with shadowblade.
Definitely switch to dueling fighting style if you haven’t yet.
level 9.
indomitable feature: get to reroll a save we KNOW we failed, after the fail, possibly changing that fail into a success. Can be done once per long rest this point, but can be very powerful when you need it most.
level 10.
Eldritch strike feature: any creature we hit with a weapon attack will have disadvantage vs our spells that force a saving throw. We don’t have any spells that force a save yet, but we can choose them now.
Additional spell known: Shatter. Small AOE, can affect mutilple creatures potentially using our slot more effectively. Benefits from Eldritch strike to weaken specific targeted creatures.
Additional cantrip: Toll The Dead. Single target, decent damage, ranged, benefits from both war magic AND Eldritch strike. Since war magic and Eldritch strike specify “weapon attacks” the longbow is a solid option.
You also get an additional 2nd level slot, so you could shadow blade 3 times a day with great chances to maintain concentration.
At 11th level.
extra attack upgrade, can now make 3 attacks per attack action. Shadow blade, elven accuracy, extra attack, and action surge can do a ridiculous amount of damage to a single creature, or potentially multiple of the one dies amidst the now 6 possible 2d8+6 attacks at possibly triple advantage. That’s 26 to 90 psychic damage on a turn depending on light conditions and if action surge is available.
Additional spell known: arcane lock. Sometimes the best defense is going right back out the door you came in, magically locking it, and increasing the DC to break it or open it by 10. Notice that there isn’t a size limit on the entryway. Sometimes put it on the gate to a castle. Also it’s better than people think, and you know the wizard isnt going to prepare it.
level 12.
feat/ability score: resilient wisdom. Evens out our wisdom increasing our wisdom save from+1 to +6. Also boosts our perception to +6. This increases our likelihood of passing mind altering effects that range from fear, charm, and incapacitation. This also preserves our deeply impactful single use of the indomitable feature.
level 13.
Level 3 spells known and 2 level 3 slots.
1 additional free spell known: mirror image level 2 spell. Our high dexterity increases the potency of this spell as it increases the AC of the images which increases the likelihood of images surviving. it uses a 2nd level slot we may not need for shadow blade, and it’s non concentration.
we switch out shatter for fireball, though we plan not to use it often. Fireball has the same synergy with Eldritch strike, and is the action surge tactic works with the now 3 attacks to potentially cause disadvantage on the dexterity save.
shadowblades damage is upcast with level 3 slots, so now we can choose between 2d8+6 or 3d8+6 per attack. 6(3d8+6) with advantage is quite a bit of damage. Damage range increases to 26-117 depending on slot used, light conditions, and action surge availability.
we can now cast shadowblade up to 5 times a day at varying slot levels and strength, enough to expect its use to some degree for all combat encounters.
An additional use of your powerful indomitable feature for saving throws, now 2 uses per long rest.
level 14.
feat/ability score: observant feat. This increases your already decent passive investigation and passive perception skills to 23 and 22 respectively.
This also evens out your intelligence to a 16, increasing your int skills a bit and also improving your spell save DC to 16.
Additional spell known: non detection. It’s a a very useful spell that at this level of gameplay may be necessary for use, even if only during downtime. It’s long 8 hour duration makes your spell slots last a little more and it’s no concentration.
level 15.
you can now teleport 30ft to a spot you can see when you use action surge. You can use this ability before OR after you use the additional action gained. This can work in a lot of wonky tactics, and also goes well with your free misty step you get per short rest if you want to also immediately leave the area you went to. Your darkvision ensures you get the most out of it. Also works with your familiars vision if it’s still alive, allowing you to use your action to see through your familiars eyes. This expands your view to allow for short range teleportation when your sight may be limited, like when swallowed by a creature or on the other side of total cover.
level 16.
feat/ability score improvement: +2 Dexterity, up to 20 now. This boosts initiative, dex saves, your dexterity checks/skills, and your AC with studded armor and a shield to 19. Your damage is now 32-129 vs 18AC depending on action surge, light conditions, and slot level used.
additional spell known: counterspell. Could have gotten earlier perhaps, but your ability check and low number of spell slots are usually better spent killing the caster with shadowblade. If the caster survives your onslaught of attacks, you may need this to survive. A small chance of stopping a power word kill/meteor swarm from being cast is better than no chance of living through it.
At 17th level.
An additional action surge per short rest. Pretty ridiculous.
A 3rd use of indomitable per long rest, also really good. You have respectable bonuses to all common saves with a +5 to dexterity saves, a +8 to wisdom saves, and a +9 to constitution saves.
your proficiency increases for the final time to +6, increasing your skills and accuracy with attacks. 35-131 damage vs 18AC depending on light conditions, action surge, and slot level.
at your stats and proficiency you no longer can fail concentration saves caused by 21 damage or less.
level 18.
Improved war magic: you can now make a bonus action weapon attack after casting a leveled spell with your action. Very limited, but might work well with your fireballs as your weapon attacks can soften up targets by imposing disadvantage on saves, and after the cast, the bonus action weapon attack can keep the target saves at disadvantage for the next turn if it survives. Also causes disadvantage on throws for spells with saving throws that have repeating saves. Perhaps good for spells like hold person if you want to use them.
level 19.
feat/ability score: sentinel, this goes well your mirror image spell and shadow blade, as shadowblade makes your reaction attack fairly potent. If a creature attacks one of your images because of the spell feature or a teammate, you can attack for a potential 3d8+7 damage as a reaction. Also creatures aren’t going to be able to get away from you very well since they can’t disengage effectively, and you have multiple teleportation options to chase them down if necessary.
An additional spell known, we can pick mage armor bow that we have the slots. This allows feature r an additional +1 AC if we do t have magic armor. This also allows us to have reliably high AC and a weapon under almost any circumstances thanks to the combination of our spells and subclass features.
At 20th level and final thoughts.
Final Extra attack boost, you now attack 4 times per attack action. This build is capable of damage that surpasses most greatweapon/sharp shooter builds, even if those builds are using +3 weapons. It does so while not sacrificing accuracy. All of this while being competitive with saves, AC, and maintaining utility from cantrips, spells, and skills.
Disadvantage shadow blade action surge: 59 avg damage v 20AC
Regular shadow blade action surge: 103 avg damage v 20AC
Advantage shadow blade action surge: 168 avg damage v 20AC
One 4th level slot and free spell known: dimension door is great escapes, and stoneskin continues the theme of defense. I take dimension door for this build as your familiar may not be around to ensure sight of desired locations to teleport to.
final stats: 8 strength(+5 save), 20 dexterity(+5 save), 16 constitution(+9 save), 16 intelligence(+3 save), 14 wisdom(+8 save), 8 charisma(-1 save)
20 AC(mage armor/shield), 25 AC with shield spell, 184 hitpoints, +5 initiative.
24 pasive investigation, 23 passive perception.
3 30ft slotless teleports per shortrest between feats and action surges.
versatile damage with ability to use range effectively if necessary.
Final spell list
Cantrips: prestidigitation, minor illustration, green flame blade, toll the dead
1st level: absorb elements, shield, find familiar, protection from good and evil, and mage armor
2nd level: misty step, shadowblade, arcane lock, mirror image, and hold person
3rd level: fireball, counterspell, and nondetection
4th level: dimension door
if you get lucky and find a really nice magic weapon, feel free to swap spells for fog cloud and fighting styles for blind fighting.
Yurei, you may want to post about this thread in the last Throwdown thread, just to let people know about it if they weren't aware of it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Huh. Why is it that people don't think about divine gish builds? Because everyone goes 'duh, paladin'? Anyway, will see what I can produce.
I did a Divine Gish in an earlier throwdown with an Arcana Cleric, and also did a Paladin/Hexblade build. This round, I wanted to do something different, so I'm doing a Bloodhunter/Artificer.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's not that I don't like or see a divine Gish, It's just that I wanted a Sniper Gish - so I did a Sniper Gish
Well, this isn't terribly creative from a build standpoint, I was mostly inspired by the name of the contest.
Bonny John, Rock Gnome Artificer (Armorer)-20
Level 1 (Have you observed the musical properties of a helmet?)
Str 14, Dex 10, Con 14, Int 16, Wis 10, Cha 12
Background: Entertainer (Customized; replaced Acrobatics and Disguise Kit)
Skills: Athletics +4, History +5, Performance +3, Sleight of Hand +2
Tool Proficiencies: Drums, Leatherworker’s Tools, Woodworker’s Tools.
HP 10, AC 14 (Scale). Attack +4/1d4+2 (Regular or Booming Blade)
Cantrips: Booming Blade, Thunderclap
Miscellaneous: Music Box (via Tinker), Metronome Helmet (via Magical Tinkering)
Spells: Absorb Elements, Disguise Self, Faerie Fire
Bonny John got his start as an adventurer at the Battle of the Bands, which among the gnomes was taken as a bit more literal than most people would. It was here that he discovered that, in a pinch, someone’s helmet or breastplate was a suitable replacement for a drum, and he immediately realized that he needed to go out and study armor acoustics. As a drummer, his greatest talent is being loud.
Level 5 (The Sound of Armor)
Str 14, Dex 10, Con 14, Int 18, Wis 10, Cha 12
HP 38, AC 20 (Plate, Shield). Guardian model armor
Skills: Athletics +5, History +7, Performance +4, Sleight of Hand +3
Attack +8/1d8+5 thunder damage (Thunder Gauntlets) or 2d8+5 (w/Booming Blade)
Cantrips: Booming Blade, Thunderclap
Spells: Absorb Elements, Alarm, Disguise Self, Magic Missile*, Thunderwave*, Enhance Ability, Mirror Image*, Pyrotechnics, Shatter*
Infusions Known: Armor of Magical Strength, Enhanced Defense, Enhanced Weapon*, Replicate Item (Alchemy Jug)*. Default infusions in an adventure are with a *.
At level 5, Bonny John has taken advantage of his study of armor acoustics and built sound systems into a suit of armor, and, well, he’s gotten even louder. He’s also learned to produce beer in large quantities, and with Enhance Ability (Eagle’s Splendor) he even approaches good.
Level 11 (Backup Band)
Str 14, Dex 10, Con 14, Int 20, Wis 10, Cha 12
HP 80, AC 22 (Plate, Enhanced Shield). Guardian model armor.
Skills: Athletics +6, History +9, Performance +5, Sleight of Hand +4
Attack +11/1d8+7 thunder damage (Enhanced Thunder Gauntlets) or 3d8+7 (w/Booming Blade)
Cantrips: Booming Blade, Mending, Thunderclap
Spells: Absorb Elements, Alarm, Disguise Self, Magic Missile*, Thunderwave*, Enhance Ability, Mirror Image*, Pyrotechnics, Shatter*, Elemental Weapon, Haste, Hypnotic Pattern*, Lightning Bolt*
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug)*, Replicate Item (Boots of Striding and Springing)*, Replicate Item (Gauntlets of Ogre Power). Default infusions in an adventure are with a *. Armor Modifications are +.
By level 11, Bonny is finally actually good at music, since Tool Expertise lets him use drums at +9, and Flash of Genius can boost that to +14. Or he can use it to assist the lead vocalist. He’s also potentially a threat when grappling, as Armor of Magical Strength gives him a +11.
Level 17 (Main Attraction)
Str 14(21), Dex 10, Con 14(19), Int 20, Wis 12, Cha 12
HP 122 (156), AC 22 (Plate, Enhanced Shield). Guardian model armor.
Skills: Athletics +8 (+11), Arcana +11, History +11, Performance +13, Sleight of Hand +6
Feats: Skill Expertise (Performance, Arcana), Resilient (Wisdom)
Attack +13/1d8+7 thunder damage (Enhanced Thunder Gauntlets) or 4d8+7 (w/Booming Blade) or by weapon.
Cantrips: Booming Blade, Mending, Thunderclap
Spells: Absorb Elements, Alarm, Disguise Self, Magic Missile*, Thunderwave*, Enhance Ability, Mirror Image*, Pyrotechnics, Shatter*, Elemental Weapon, Haste, Hypnotic Pattern*, Lightning Bolt*, Elemental Bane, Fire Shield*, Greater Invisibility*, Summon Construct, Passwall*, Skill Empowerment, Wall of Force*
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug), Replicate Item (Amulet of Health)*, Replicate Item (Boots of Speed)*, Replicate Item (Girdle of Hill GIant Strength)*, Replicate Item (Horn of Blasting), ... Default infusions in an adventure are with a *. Armor Modifications are +.
At this point, Bonny is capable with all forms of music, not just drums, and his music can literally pull people in (with Perfected Armor), and he can aid a band member of limited skill (with Skill Empowerment).
Level 20 (Awards Show Presenter)
Str 14(21), Dex 10, Con 14(19), Int 20, Wis 12, Cha 12
HP 143 (183), AC 23 (Plate, Enhanced Shield, Ring of Protection). Guardian model armor.
Skills: Athletics +8 (+11), Arcana +11, History +11, Performance +13, Sleight of Hand +6
Feats: Skill Expertise (Performance, Arcana), Resilient (Wisdom), Fighting Initiate (Dueling)
Attack +13/1d8+9 thunder damage (Enhanced Thunder Gauntlets) or 4d8+9 (w/Booming Blade) or by weapon.
Cantrips: Booming Blade, Mending, Thunderclap
Spells: Absorb Elements, Alarm, Disguise Self, Magic Missile*, Thunderwave*, Enhance Ability, Mirror Image*, Pyrotechnics, Shatter*, Elemental Weapon, Haste, Hypnotic Pattern*, Lightning Bolt*, Elemental Bane, Fabricate, Fire Shield*, Greater Invisibility*, Summon Construct, Creation, Passwall*, Skill Empowerment, Wall of Force*
Infusions Known: Armor of Magical Strength+, Enhanced Defense (shield)*, Enhanced Weapon*, Mind Sharpener+ (helmet), Replicate Item (Alchemy Jug), Replicate Item (Amulet of Health)*, Replicate Item (Boots of Speed)*, Replicate Item (Girdle of Hill GIant Strength)*, Replicate Item (Horn of Blasting), Replicate Item (Ring of protection)*... Default infusions in an adventure are with a *. Armor Modifications are +.
By level 20, he’s ready to pass on his knowledge to the next generation, and has retired to produce musical instruments for the next generation of drummers.
I know I already submitted my build and this might come a bit late, but I just reread the rules and theme for this contest. In your description you talk about "melee" and "sword" a lot. Now I'm not one of those "I played DnD since the dawn of time" guys so Gish isn't a HARD defined term for me. Is my build even valid or do I have to reshape my bad girl now? :S
"Gish", as understood by the original contest, is taken to understood a melee combatant who uses magic to augment their swordplay. Apparently it's a term invented by the gith, and it's come to be adopted by the playerbase as a name for someone who uses both melee weapons and magic, the latter to augment the former and provide out-of-initiative utility rather than using blades as a fallback for magic.
Crossbows don't typically apply, no. I recognize that gal as an actual PC you're playing, but under most circumstances people wouldn't call her a gish.
That said, since Third's still not done with his bit and since a few folks who expressed interest haven't submitted yet (and since response otherwise has been lukewarm), I may end up extending submissions by a few days. Hardly a proper contest without anyone to contest against. So there's time for corrections, and for an Alternate Timeline version of Unseen.
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!
Yurei a small extension would be really, really awesome. I've been lurking around this thread, very interested in participating. Probably should have voiced as such earlier. Unfortunately the build I was working on for days happens to be yet another artificer, and even worse a Crossbow Girl like Sutlo. Out of the interest in presenting something different, I've been working on other ideas. Crunch time, and I've landed on a concept I'm really happy with but could definitely use a little extra time to type everything up and make it look pretty. I'll be working on this thing furiously today to try and make the deadline but even one extra day would be very much appreciated.
Until I post and say "SUBMISSIONS CLOSED", y'all folks are good. Y'know, the words by themselves, and not in a post like this explaining why submissions are not closed yet.
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!