I'll make one character of each class eventually, but here's Scanbo Sorralis:
Scanbo was just an ordinary dragonborn in an ordinary town, until a tyrannical viscount was assigned to the province. Festivals were outlawed, taxes were tripled, and the poor and unemployed were herded into camps and forced to do hard labour. When the local priest was arrested for "corrupting moral influence" for daring to criticize the new rules it was the las straw. Scanbo rallied the people and burned down the viscounts home. Unfortunately, the viscount had the full support of the king and the authorities branded Scanbo a terrorist and he was forced to flee into exile...
I'll make one character of each class eventually, but here's Rose Willowvale:
Nobody was quite sure what Rose's job is, only that she was given quarters in the Palace and it seems everyone and anyone went to her when they had a problem they didn't know how to solve. It was through this role that she become close with Brackenwright, a pragmatic but loyal ally who acted as bodyguard, friend, and occasionally as spy among the guards and military. But unbeknownst to her a jealous rival was plotting against them, and the pair were ambushed on their return from a trade negotiation in a neighbouring town. Barely escaping with their lives (or just her life), they seek refuge wherever and with whomever they can...
I'll make one character of each class eventually, but here's Shae'wyn Flossem:
Shae'wyn was born and raised amongst a peaceful tribe of elves who live on remote islands surrounded by endless ocean. They lived simply but happily, fishing, foraging, raising a few farm animals. That was until explorers from the mainland found their islands a few centuries ago, now a thriving port dominates their shoreline where sailors of all kinds stop to rest and resupply. By playing the different nations against each other the elves retain a fragile neutrality and independence. In secret, they prepare to defend themselves, learning to use their relationship with the sea, sand, and sky for war. Among their most promising forces, Shae'wyn has been sent out into the world to gather information and any artifacts or technologies that can help the elves when the time comes.....
I'll make one character of each class eventually, but here's Mark Sheppard:
Mark Sheppard doesn't like to talk about his past. Born and raised in a slum, he quickly fell in with criminals claiming to be freedom fighters. When he finally realized that the leader was literally in bed with the business moguls responsible for keeping the people of the slum in poverty, he left. But the gang was not going to just let him walk away. Bloodied and broken, he awoke within a monastery. The monks healed his body, but also his spirit, teaching him to see how small pebbles over time can change the course of the river of history. With new hope and purpose, he sets out to make the world a better place one ripple at a time...
Monk - Warrior of Shadow - Human Ability Scores: 8, 14+2, 13+1, 10, 15+1 (Inspiring Leader), 12
I'll make one character of each class eventually, but here's Neillen Rockjaw:
Orphaned at a young age, Neillen stowed away with a travelling circus. She took on many jobs over the years, ticket seller, tent raiser, and eventually as a performer where she would dramatically wrestle the tamed white tiger (Mephisto) in the show. But after a few poor decisions, the circus fell into debt and the owner decided to sell the tiger to pay off the debts. Neillen couldn't bear to see Mephisto sold to some dilettante as a meaningless accessory, so that night she and Mephisto snuck out of camp and fled....
Note: uses Topple from Trident combined with Free grapple on an Unarmed Strike from Grappler and Mephistos knock prone when charging to get enemies Grappled & Prone for permanent advantage. I really like Grapple as a mechanic, so I'm sad it's been so nerfed in 5eR. This is the best build I could come up with to make use of Grapple effectively.
I'll make one character of each class eventually, but here's Tiradelle Stormborn:
From the land of the midnight sun, Tiradelle Stormborn was born under the midday moon. From her birth, the others of her clan believed she was cursed, that there was a darkness within her that would one day swallow the world. It wasn't helped by the fact that several of her scales grow dark black rather than the normal white. To escape their judgmental gaze she would wander the sea ice, and watch the bears and seals wishing to one day simply swim away. A fit of rage, under another midday moon that she struck the son of the chieftain of the clan and .. changed. Terrified she fled into the night on all four furry paws...
Note: the intention is to go Warrior of the Elements at 6th level, to double down on the cold theming but also to use the Unarmed Strike shove ability to push enemies into our Moonbeam while in WS, then take Druid to 3-Monk + 7-Druid.
Edited: b/c I posted this half-finished at midnight.
Note: uses Topple from Trident combined with Free grapple on an Unarmed Strike from Grappler and Mephistos knock prone when charging to get enemies Grappled & Prone for permanent advantage.
So here is my next idea, for a Rogue, Warlock multi-class based off of the latest UA updating some cantrips...
Lee'sok Bowlwinger - Growing up moving from place to place, stealing and swindling their way through life Lee'sok Bowlwinger made a deal with a devil after joining a particularly wealthy cult. For their deal they were changed to a Tiefling, lost their original name and now has gained a few interesting powers on top of their normal thievery.
Note: this is assuming that Spell Sniper & Agonizing Blast can apply to True Strike, this needs more clarification from WotC. If Spell Sniper applies, you get most of sharpshooter but can take Charisma instead, just a difference in regards to range (no increase for True Strike). If you get a hostile in 5 foot, you can switch to shortsword if it's just 1 hostile, else need to sacrifice 1d6 to move away.
Advantage is important to remember here due to Vex, there is no difference in damage between shortsword and shortbow, but this uses a shortbow +1, so would need a shortsword +1 to match, else values change a fair bit.
You can also get pretty much the same build, except using Wisdom, by going Ranger instead or Warlock, you pick up Alarm from Ranger and Hunter's Mark, freeing up the 1st level spell of Magic Initiative, you'd lose agonizing blast but a higher wisdom would help with skills, and gain a 3rd expertise. The ultimate goal is to aim for Rogue 17/warlock 3 or Rogue 17/Ranger 3. Warlock would go Hexblade for the crits or Archfey for misty steps, Ranger would go either Hunter (1d8 on injured targets) or Gloom Stalker (extra attack 1st round of combat) and some +1d8s (WIS mod amount of times).
Note: uses Topple from Trident combined with Free grapple on an Unarmed Strike from Grappler and Mephistos knock prone when charging to get enemies Grappled & Prone for permanent advantage.
How does this one have 3rd level spells?
Ooops, that's what I get for working on one of these at midnight b/c insomnia won't let me sleep.
So here is my next idea, for a Rogue, Warlock multi-class based off of the latest UA updating some cantrips...
Lee'sok Bowlwinger - Growing up moving from place to place, stealing and swindling their way through life Lee'sok Bowlwinger made a deal with a devil after joining a particularly wealthy cult. For their deal they were changed to a Tiefling, lost their original name and now has gained a few interesting powers on top of their normal thievery.
Note: this is assuming that Spell Sniper & Agonizing Blast can apply to True Strike, this needs more clarification from WotC. If Spell Sniper applies, you get most of sharpshooter but can take Charisma instead, just a difference in regards to range (no increase for True Strike). If you get a hostile in 5 foot, you can switch to shortsword if it's just 1 hostile, else need to sacrifice 1d6 to move away.
Advantage is important to remember here due to Vex, there is no difference in damage between shortsword and shortbow, but this uses a shortbow +1, so would need a shortsword +1 to match, else values change a fair bit.
You can also get pretty much the same build, except using Wisdom, by going Ranger instead or Warlock, you pick up Alarm from Ranger and Hunter's Mark, freeing up the 1st level spell of Magic Initiative, you'd lose agonizing blast but a higher wisdom would help with skills, and gain a 3rd expertise. The ultimate goal is to aim for Rogue 17/warlock 3 or Rogue 17/Ranger 3. Warlock would go Hexblade for the crits or Archfey for misty steps, Ranger would go either Hunter (1d8 on injured targets) or Gloom Stalker (extra attack 1st round of combat) and some +1d8s (WIS mod amount of times).
Oooh! nice catch that True Strike can be comboed with AB and Spell Sniper as currently written.
I'll make one character of each class eventually, but here's Abserd Jr.:
Abserd Jr, had an knack for accidentally setting things, people, animals, etc... on fire. His mother taught him the basics of self defense, before kicking him out of the house at the age of 16. He wandered the countryside befriending a wandering minstrel and accompanying him to the nearby city. Where he was quickly arrested and thrown in jail after "accidentally" setting the tavern on fire. There he befriended a charming rogue who could see the silver lining in any situation. After a few months, he was sent to the local mages school for probation to learn to control his powers, his instructors found him utterly inept and he spent much of him time avoiding classes as much as possible. During one harrowing close encounter with the Dean, he ducked into a restricted section of the library, where he found a single book chained to a desk. The book called to him, and he found himself unable to resist throwing open the cover and letting the forbidden knowledge pour into his brain. This 'incident' got him expelled from the tower, as nobody knew how to undo whatever the book had done to him and they would not have that 'thing' that is now following him around in their school so tossed him out in a remote village where hopefully no-one would notice him...
*Note: this is better than baseline monk damage at this level : 0.65*(4.5+4)*3 = 16.6.
At Higher levels: I'd take 1 more level in Warlock for Agonizing Blast (True Strike), and Lessons of the Old Ones:Magic Initiate (Divine) for Bless + Guidance, then either go all Warlock (Fiend) or all Rogue (Swashbuckler).
I'll make one character of each class eventually, but here's Abserd Jr.:
..
Like the Puffin Forest reference, but I think you got the spell slots wrong, you'd only have 3x1st (+1 pact magic) since you only have two classes giving spell slots, Bard and Sorcerer. Same for the second fighting style. You also can't get Pact of the Chain in the latest UA, since it's got a level 2+ warlock requirement, you could still get Find Familiar via Pact of the Tome tho.
Good catches, I was original going to do Tome (which gives the 4th 1st level slot), but then thought the invisible familiar from Chain would be better for the build, but I have been corrected, Tome it shall be.
Has there been a ruling about taking a FS as your background feat if you start off as a Fighter? I've seen conflicting interpretations online.
I'll make one character of each class eventually, but here's Iferni Raz'dagul:
Iferni was a dwarf, but after an ill-considered deal with a devil they were trapped in the Nine Hells being tortured until all knowledge of their previous identity was stripped from them. They were transformed by the hell-fire into an Azer, and given a new name and new identity: Iferni, and made a slave of Asmodeus. But Iferni proved resilient and resourceful and as a simple cog in the Infernal war machine, managed to orchestrate paperwork to get themselves sent to the Material Plane on a simple mission with minimal oversight...
At Higher levels: Take 1 more level of Warlock for Thirsting Blade and Eldritch Smite, then swap over to Barbarian and go Zealot or Beserker. You should have a practically endless supply of hit points from Dark Ones' Blessing + Fiendish Vigor, and with Reckless a good chance at Crits that would let you double the dice of your Eldritch Smite, and you have the option of swapping to Shadow Blade for ranged attacks or if you run out of Rages.
Good catches, I was original going to do Tome (which gives the 4th 1st level slot), but then thought the invisible familiar from Chain would be better for the build, but I have been corrected, Tome it shall be.
Has there been a ruling about taking a FS as your background feat if you start off as a Fighter? I've seen conflicting interpretations online.
No, that makes sense, just one instance wouldn't be a feat so I didn't put 2 and 2 together.
A halfing from a small village, due to mysterious circumstances she ended out transported deep underground, having to adapt to her new underground environment, Solly meditated and trained hard to endure the harsh new environment. After getting enough strength, Solly eventually learned how to move stealthily and became adapt at detecting things within the dark until she was able to finally escape the dark underground. On her way Solly became practiced in subtly and even learned to pick the odd chest or two for supplies.
I'll make one character of each class eventually, but here's Rache Enyes:
The daughter of poor farm labourer, Rache seems cursed with misfortune. Her mother died giving birth to her brother, and when she was 12 her father was kicked by a horse, shattering one of his legs. Though he healed, the bone regrew wrong and every step was painful for him. To support the family, Rache turned to poaching from the local lord's estate. She was quite successful and managed to keep the stuggling family afloat for many years. However, this luck would not hold, and she was caught and fined for all the game she stole. Knowing she would be sent to the labour camps if she cannot pay off the fine, she struck out on adventure to find some way to obtain the gold she needs...
Melee DPR (2x Scimitar + Hunter's Mark) : 0.65*((3.5+4+3.5)*2+3.5) = 18.8 (25.5 if at Adv) Melee DPR (Longbow + Hunter's Mark) : 0.75*( 4.5+4+2+3.5)*2 = 21 (26 if at Adv)
Note: With Darkness + Blindsight and Gloomstalker's invisibility you should be able to always have advantage if you need it though Hunter's Mark is better at lower levels.
At Higher levels: MC into Rogue - Arcane Trickster.
1 – (1) Invocation = Pact of the blade Use charisma for attack and damage rolls (Necrotic / Psychic / Radiant damage)
2 - (2) Invocation = Agonizing blast ( Add CHA mod to True Strike) (3) Invocation = Lessons of the first ones = Savage attacker (Reroll damage die one per turn)
3 – SUBCLASS = CELESTIAL – Healing Light (Warlock version on Lay-On Hands but at range)
4 – FEAT = Warcaster
5- (4) invocation = Eldritch Smite (1D8 + 1D8 per spell level) (5) = Invocation = Thirsting Blade (2 Attacks in this sample character)
Sorrow is a survivor - she grew up in the ruins of a destoyed city, with only herself and her magic to rely on. This self-resiliency is reflected in the magic she wields - on top of having access to Subtle Magic anyway, the only spells she knows that require a material component are Create Water, Goodberry, Light, True Strike, Fireball, and Hold Person from racial abilities. (A drop of water, a sprig of mistletoe, glowing moss, a dagger, guano/sulpher, and a small piece of straight iron) This means that if she ever had to escape into the night again with no belongings whatsoever beyond her twig of mistletoe she could do so with minimal fears, and even that twig can be replaced easily enough. With Catapult and Primal Savagery on hand she's also prepared for times when stealth is required... or when an enemy might magically silence her.
Ability Sores: 8 STR 15+1 DEX 13 CON 12 INT 10 WIS 14+2 CHA (Normally I'd go point buy and do 14 CON 8 WIS, but the prompt specified standard array.) Skills: Acrobatics +6, Arcana +4, Persuasion +6, Stealth +6 Tools: Thieves' Tools Senses: Darkvision 60' Speed: 30' Language: Common, Elvish, Draconic Resistances: Poison
HP: 32 AC: 16 (Dragonic Resilience) Magic Item: Bag of Holding
Of note - apart from 'Arcane Eruption' at level 7, these are all the attack spells Sorrow would learn - from this point on movement and utility spells will fill out all picks, at least until level 17 with Wish. (Dispel Magic, Dimension Door, Wall of Stone, Teleportation Circle, Telekenesis, Move Earth, Teleport, Plane Shift, Wish)
I'll make one character of each class eventually, but here's Scanbo Sorralis:
Scanbo was just an ordinary dragonborn in an ordinary town, until a tyrannical viscount was assigned to the province. Festivals were outlawed, taxes were tripled, and the poor and unemployed were herded into camps and forced to do hard labour. When the local priest was arrested for "corrupting moral influence" for daring to criticize the new rules it was the las straw. Scanbo rallied the people and burned down the viscounts home. Unfortunately, the viscount had the full support of the king and the authorities branded Scanbo a terrorist and he was forced to flee into exile...
Bard (Arcane) - Valor - Dragonborn (Gold)
Ability Scores: 12, 14, 13+1, 10, 8, 15+2+1 (Warcaster)
Skills - Athletics +4, Acrobatics +5, Persuasion +10 (expert), Stealth +8 (expert), Investigation +3, Jack of All Trades
Saving Throws - Dex +5, Cha +7, Concentration (Adv)
Resistances : Absorb Elements
Tools - Trumpet, Drums, Pan Flute, Thieves Tools
Senses - Darkvision 60ft
Speed: 30 ft, 30 ft fly (1/LR)
Language: Draconic
Dragonborn special: Fire Breath
Feat/ASI: Inspiring Leader, Magic Initiate (Primal)
Spellslots:4x 1st, 3x 2nd, 2x 3rd +1 (Pearl of Power)
Spells: Firebolt, Mage Hand, Minor Illusion, Message, Thorn Whip, Healing Word (free 1/LR), Shield, Absorb Elements, Disguise Self, Hold Person, Levitate, Shatter, Fireball, Hypnotic Pattern, Haste
HP: 38
AC: 18 (Breastplate + Shield) + 5 (Shield)
Magic Item: Pearl of Power
I'll make one character of each class eventually, but here's Rose Willowvale:
Nobody was quite sure what Rose's job is, only that she was given quarters in the Palace and it seems everyone and anyone went to her when they had a problem they didn't know how to solve. It was through this role that she become close with Brackenwright, a pragmatic but loyal ally who acted as bodyguard, friend, and occasionally as spy among the guards and military. But unbeknownst to her a jealous rival was plotting against them, and the pair were ambushed on their return from a trade negotiation in a neighbouring town. Barely escaping with their lives (or just her life), they seek refuge wherever and with whomever they can...
Bard (Divine) - Lore - Human
Ability Scores: 8, 14, 13+1, 12, 10, 15+2+1 (Ritual Caster)
Skills - Persuasion +10 (expert), Deception +7, Investigation +8 (expert), History +4, Religion +4, Arcana +4, Stealth +5, Sleight of Hand +5, Insight +3, Jack of All Trades
Saving Throws - Dex +5, Cha +7
Tools - Thieves Tools
Senses -
Speed: 30 ft
Language: Undercommon
Feat/ASI: Ritual Caster, Magic Initiate (Arcane)
Spellslots:4x 1st, 3x 2nd, 2x 3rd +1 (Pearl of Power)
Spells: Guidance, Resistance, Thaumaturgy, Message, Chill Touch, Shield (free 1/LR), Bless, Command, Healing Word, Heroism, Detect Magic, Comprehend Languages, Silence, Zone of Truth, Lesser Restoration, Mass Healing Word, Spirit Guardians
HP: 38
AC: 14 (Studded Leather) + 5 (Shield)
Magic Item: Pearl of Power
I'll make one character of each class eventually, but here's Shae'wyn Flossem:
Shae'wyn was born and raised amongst a peaceful tribe of elves who live on remote islands surrounded by endless ocean. They lived simply but happily, fishing, foraging, raising a few farm animals. That was until explorers from the mainland found their islands a few centuries ago, now a thriving port dominates their shoreline where sailors of all kinds stop to rest and resupply. By playing the different nations against each other the elves retain a fragile neutrality and independence. In secret, they prepare to defend themselves, learning to use their relationship with the sea, sand, and sky for war. Among their most promising forces, Shae'wyn has been sent out into the world to gather information and any artifacts or technologies that can help the elves when the time comes.....
Druid - Storm - High Elf
Ability Scores: 8, 14, 13+1, 12, 15+2+1 (Warcaster), 10
Skills - Perception +7, Survival +7, Arcana +4, Stealth +5, Intimidation +3
Saving Throws - Int +4, Wis +7
Resistances - Absorb Elements
Tools -
Senses - Darkvision 60ft
Speed: 30 ft
Language: Primordial
Primal Order: Warden
Feat/ASI: Warcaster, Magic Initiate (Arcane)
Spellslots:4x 1st, 3x 2nd, 2x 3rd +1 (Pearl of Power)
Spells: Mage Hand, Shocking Grasp, Prestidigitation, Ray of Frost, Thunderclap, Guidance, Thorn Whip, Shield (free 1/LR), Detect Magic (free 1/LR), Thunderwave, Fog Cloud, Healing Word, Faerie Fire, Absorb Elements, Goodberry, Misty Step (free 1/LR), Gust of Wind, Moonbeam, Enhance Ability, Silence, Shatter, Sleet Storm, Lightning Bolt, Mass Healing Word, Dispel Magic,
HP: 38
AC: 18 (Breastplate + shield) + 5 (Shield)
Magic Item: Pearl of Power
I'll make one character of each class eventually, but here's Mark Sheppard:
Mark Sheppard doesn't like to talk about his past. Born and raised in a slum, he quickly fell in with criminals claiming to be freedom fighters. When he finally realized that the leader was literally in bed with the business moguls responsible for keeping the people of the slum in poverty, he left. But the gang was not going to just let him walk away. Bloodied and broken, he awoke within a monastery. The monks healed his body, but also his spirit, teaching him to see how small pebbles over time can change the course of the river of history. With new hope and purpose, he sets out to make the world a better place one ripple at a time...
Monk - Warrior of Shadow - Human
Ability Scores: 8, 14+2, 13+1, 10, 15+1 (Inspiring Leader), 12
Skills - Insight +6, Religion +3, Stealth +6, Sleight of Hand +6, Perception +6
Saving Throws - Dex +6, Str +2
Tools - Thieves Tools
Senses -
Speed: 40 ft
Language: Abyssal
Feat/ASI: Inspiring Leader, Tough, Lucky
HP: 48 + 2d4+3
AC: 16
Magic Item: Insignia of Claws
Melee DPR : 0.65*(4.5+3+1)*3 = 16.6
Melee DPR (with Adv from Darkness): 0.88*(4.5+3+1)*3 = 22.4
Ranged DPR (with Adv from Darkness): 0.84*(3.5+3)*2 = 10.9
I'll make one character of each class eventually, but here's Neillen Rockjaw:
Orphaned at a young age, Neillen stowed away with a travelling circus. She took on many jobs over the years, ticket seller, tent raiser, and eventually as a performer where she would dramatically wrestle the tamed white tiger (Mephisto) in the show. But after a few poor decisions, the circus fell into debt and the owner decided to sell the tiger to pay off the debts. Neillen couldn't bear to see Mephisto sold to some dilettante as a meaningless accessory, so that night she and Mephisto snuck out of camp and fled....
Monk - Ranger Beastmaster - Goliath (Stone)
Ability Scores: 15+2+1 (Grappler), 10, 13+1, 8, 14, 12
Skills - Athletics +10 (Expert), Animal Handling +5, Perception +5, Deception +4, Persuasion +4
Saving Throws - Dex +3, Str +7
Tools - Disguise Kit
Senses -
Speed: 35 ft
Language: Elvish
Feat/ASI: Grappler, Tavern Brawler, FS: Defense
Spellslots: 4x 1st, 2x 2nd
Spells: Absorb Elements, Speak with Animals, Hunter's Mark (free 2/LR), Goodberry, Zephyr Strike, Pass without Trace, Lesser Restoration
Weapon Masteries: Trident, Rapier
HP: 44
AC: 18 (Halfplate + Shield + Defense FS)
Magic Item: Insignia of Claws
Melee DPR : 0.65*(4.5+4)+0.91*(2.5+4+1) + 0.84*(4.5+2+3 + 0.5*3.5) = 21.8
Ranged DPR : 0.65*(4.5+4)*2 = 11
Note: uses Topple from Trident combined with Free grapple on an Unarmed Strike from Grappler and Mephistos knock prone when charging to get enemies Grappled & Prone for permanent advantage. I really like Grapple as a mechanic, so I'm sad it's been so nerfed in 5eR. This is the best build I could come up with to make use of Grapple effectively.
I'll make one character of each class eventually, but here's Tiradelle Stormborn:
From the land of the midnight sun, Tiradelle Stormborn was born under the midday moon. From her birth, the others of her clan believed she was cursed, that there was a darkness within her that would one day swallow the world. It wasn't helped by the fact that several of her scales grow dark black rather than the normal white. To escape their judgmental gaze she would wander the sea ice, and watch the bears and seals wishing to one day simply swim away. A fit of rage, under another midday moon that she struck the son of the chieftain of the clan and .. changed. Terrified she fled into the night on all four furry paws...
Monk (2) + Druid (3) - Moon - Dragonborn (White)
Ability Scores: 8, 14, 13+1, 10, 15+2, 12
Skills - Insight +7, Survival +7, Athletics +2, Stealth +5
Saving Throws - Wis +7, Int +3
Resistances: Cold, Absorb Elements
Tools - Herbalism Kit, Tinker's Tools
Senses - Darkvision 60ft
Speed: 30 ft, 30 ft fly (1/LR)
Language: Draconic, Druidic
Feat/ASI: Warcaster, Magic Initiate (Arcane)
Spellslots: 4x 1st, 2x 2nd
Spells: Blade Ward, Ray of Frost, Guidance, Thorn Whip, Resistance, Absorb Elements, Shield (free 1/LR), Healing Word, Faerie Fire, Pass without Trace, Spike Growth, Hold Person, Moonbeam (while in WS),
Conjure Animals, Daylight, Summon FeyHP: 38 + 9 thp (wildshape)
AC: 16 (Unarmoured Defense)
Magic Item: Cloak of Protection
Beast forms: Brown Bear, Rat, Giant Octopus
Melee DPR (Brown Bear): 0.6*(3.5*2+4 + 4.5+4) + 0.65*(4.5+4) = 17.2
Note: the intention is to go Warrior of the Elements at 6th level, to double down on the cold theming but also to use the Unarmed Strike shove ability to push enemies into our Moonbeam while in WS, then take Druid to 3-Monk + 7-Druid.
Edited: b/c I posted this half-finished at midnight.
I wish I had more time to add to this. Just too busy right now to fully flesh out a character. Going to reserve this space for a later time
How does this one have 3rd level spells?
So here is my next idea, for a Rogue, Warlock multi-class based off of the latest UA updating some cantrips...
Lee'sok Bowlwinger - Growing up moving from place to place, stealing and swindling their way through life Lee'sok Bowlwinger made a deal with a devil after joining a particularly wealthy cult. For their deal they were changed to a Tiefling, lost their original name and now has gained a few interesting powers on top of their normal thievery.
Swashbuckler Rogue 4 & Warlock 1 - Tiefling (Infernal)
Ability Scores: 8, 13 +1, 14, 10, 12 & 15+2+1 (Spell Sniper)
Skills: +7 Deception, +4 Insight, 4 Perception, +7 Persuasion, +8 slight of hand (expertise) & +8 Stealth (expertise)
Saving Throws: +5 Dexterity & +3 Intelligence
Resistances: Fire
Tools: Thieves' Tools
Senses: Darkvision 60 foot
Initiative: +6
Speed: 30 foot
Language: Abyssal, Elvish, Infernal & Thieves' Cant
Feat/ASI: Magic Initiate & Spell Sniper (Charisma)
Spellslots: 1x1st warlock
Cantrips: Blade Ward (Magic Initiate), Eldritch Blast (Warlock), Fire Bolt(Tiefling), Prestidigitation (Warlock), Thaumaturgy (Tiefling) & True Strike (Magic Initiate)
Spells: Alarm (Magic Initiate 1/LR - ritual), Darkness (Tiefling 1/LR), Hellish Rebuke (Tiefling 1/LR), Hex (Warlock) & Unseen Servant (Warlock - ritual)
Invocations: Agonizing Blast (True Strike)
HP: 38
AC: 14 (studded leather)
Magic Item: Shortbow +1
Normal Ranged DPR: 0.7 * (1d6 + 1d6 (true strike) + 2d6 (sneak attack) + 1d6 (hex) ) + 0.65 * (4 + 1 (magic weapon) + 4 (agonizing blast)) = 0.7 * 5d6 + 9 * 0.65 = ~18.1
Advantage Ranged DPR: 0.975 * (1d6 + 1d6 (true strike) + 2d6 (sneak attack) + 1d6 (hex)) + 0.8775 * (4 + 1 (magic weapon) + 4 (agonizing blast)) = 0.975 * 5d6 + 9 * 0.8775 = ~24.96
Note: this is assuming that Spell Sniper & Agonizing Blast can apply to True Strike, this needs more clarification from WotC. If Spell Sniper applies, you get most of sharpshooter but can take Charisma instead, just a difference in regards to range (no increase for True Strike). If you get a hostile in 5 foot, you can switch to shortsword if it's just 1 hostile, else need to sacrifice 1d6 to move away.
Advantage is important to remember here due to Vex, there is no difference in damage between shortsword and shortbow, but this uses a shortbow +1, so would need a shortsword +1 to match, else values change a fair bit.
You can also get pretty much the same build, except using Wisdom, by going Ranger instead or Warlock, you pick up Alarm from Ranger and Hunter's Mark, freeing up the 1st level spell of Magic Initiative, you'd lose agonizing blast but a higher wisdom would help with skills, and gain a 3rd expertise. The ultimate goal is to aim for Rogue 17/warlock 3 or Rogue 17/Ranger 3. Warlock would go Hexblade for the crits or Archfey for misty steps, Ranger would go either Hunter (1d8 on injured targets) or Gloom Stalker (extra attack 1st round of combat) and some +1d8s (WIS mod amount of times).
Ooops, that's what I get for working on one of these at midnight b/c insomnia won't let me sleep.
Oooh! nice catch that True Strike can be comboed with AB and Spell Sniper as currently written.
I'll make one character of each class eventually, but here's Abserd Jr.:
Abserd Jr, had an knack for accidentally setting things, people, animals, etc... on fire. His mother taught him the basics of self defense, before kicking him out of the house at the age of 16. He wandered the countryside befriending a wandering minstrel and accompanying him to the nearby city. Where he was quickly arrested and thrown in jail after "accidentally" setting the tavern on fire. There he befriended a charming rogue who could see the silver lining in any situation. After a few months, he was sent to the local mages school for probation to learn to control his powers, his instructors found him utterly inept and he spent much of him time avoiding classes as much as possible. During one harrowing close encounter with the Dean, he ducked into a restricted section of the library, where he found a single book chained to a desk. The book called to him, and he found himself unable to resist throwing open the cover and letting the forbidden knowledge pour into his brain. This 'incident' got him expelled from the tower, as nobody knew how to undo whatever the book had done to him and they would not have that 'thing' that is now following him around in their school so tossed him out in a remote village where hopefully no-one would notice him...
[Assuming Bard goes back to it's own spell list]
Bard (1), Warlock (1), Sorcerer (1), Fighter (1), Rogue (1) - Human
Ability Scores: 8, 14, 13+1, 10, 12, 15+2
Skills - Persuasion +9 (expert), Perception +4, Stealth +5, Deception +9 (expert), Arcana +3, Insight +4, Acrobatics +5
Saving Throws - Con +5, Cha +6
Resistances : Absorb Elements
Tools - Trumpet, Drums, Lute, Thieves Tools, Cooks Utensils
Senses -
Speed: 30 ft
Language: Infernal
Feat/ASI: FS: Archery, FS: Dueling, Tough
Spellslots: 4x 1st + 1x 1st (Pact Magic)
Spells (Bard): Minor Illusion, Friends, Healing Word, Dissonant Whispers, Heroism, Bane
Spells (Warlock): True Strike, Mage Hand, Guidance, Resistance, Booming Blade, Hellish Rebuke, Hex, Find Familiar, Detect Magic
Spells (Sorcerer): Green Flame Blade, Fire Bolt, Blade Ward, Message, Shield, Absorb Elements
Invocations: Pact of the Tome
Weapon Masteries: Hand crossbow, Rapier, Scimitar, Shortsword, Longbow
HP: 50 + 13 (Second Wind)
AC: 19 (Breastplate + shield) + 5 (Shield)
Magic Item: Cloak of Protection
Melee DPR (Rapier - Adv from familiar) : 0.84*(4.5+3+2(Duel)+3.5 (True) + 3.5 (Snek) + 3.5 (Hex)) = 16.8
Ranged DPR (Hand Xbow - Adv from familiar): 0.91*(3.5+3+3.5 (True) + 3.5 (Snek) + 3.5 (Hex)) = 16.4
*Note: this is better than baseline monk damage at this level : 0.65*(4.5+4)*3 = 16.6.
At Higher levels: I'd take 1 more level in Warlock for Agonizing Blast (True Strike), and Lessons of the Old Ones:Magic Initiate (Divine) for Bless + Guidance, then either go all Warlock (Fiend) or all Rogue (Swashbuckler).
Like the Puffin Forest reference, but I think you got the spell slots wrong, you'd only have 3x1st (+1 pact magic) since you only have two classes giving spell slots, Bard and Sorcerer. Same for the second fighting style. You also can't get Pact of the Chain in the latest UA, since it's got a level 2+ warlock requirement, you could still get Find Familiar via Pact of the Tome tho.
Good catches, I was original going to do Tome (which gives the 4th 1st level slot), but then thought the invisible familiar from Chain would be better for the build, but I have been corrected, Tome it shall be.
Has there been a ruling about taking a FS as your background feat if you start off as a Fighter? I've seen conflicting interpretations online.
I'll make one character of each class eventually, but here's Iferni Raz'dagul:
Iferni was a dwarf, but after an ill-considered deal with a devil they were trapped in the Nine Hells being tortured until all knowledge of their previous identity was stripped from them. They were transformed by the hell-fire into an Azer, and given a new name and new identity: Iferni, and made a slave of Asmodeus. But Iferni proved resilient and resourceful and as a simple cog in the Infernal war machine, managed to orchestrate paperwork to get themselves sent to the Material Plane on a simple mission with minimal oversight...
Warlock (4), Barbarian (1) - Dwarf
Ability Scores: 15+2+1 (PAM), 13, 14, 10, 8, 12+1
Skills - Athletics +7, Intimidation +4
Saving Throws - Str +7, Con +5
Resistances : Rage, Resistance to Poison + Adv on saves against it
Tools - Forgery Kit
Senses - Darkvision 60ft, 30ft Tremorsense (3/LR)
Speed: 30 ft
Language: Infernal
Feat/ASI: Tough, PAM
Spellslots: 2x 2nd (Pact Magic) + 1 (Magical Cunning)
Spells (Warlock): Blade Ward, Mage Hand, Friends, Armour of Agathys, Comprehend Languages, Burning Hands, Command, Scorching Ray, Suggestion, Shadow Blade, Mirror Image, Misty Step
Invocations: Pact of the Blade, Fiendish Vigor, Pact of the Chain
Weapon Masteries: Pact Weapon, Scimitar, Halberd
HP: 57 + 8 (Fiendish Vigor)
AC: 17 (Halfplate)
Magic Item: +1 Halberd
Melee DPR (Shadow Blade + Scimitar) : 0.88*(4.5*2+4 + 3.5) = 14.52
Melee DPR (+1 Halberd + Rage) : 0.91*(5.5+4+2+1) + 0.7*0.5*(5.5+2+1)[Cleave] + 0.7*(2.5+2+1)[PAM] = 18.2
At Higher levels: Take 1 more level of Warlock for Thirsting Blade and Eldritch Smite, then swap over to Barbarian and go Zealot or Beserker. You should have a practically endless supply of hit points from Dark Ones' Blessing + Fiendish Vigor, and with Reckless a good chance at Crits that would let you double the dice of your Eldritch Smite, and you have the option of swapping to Shadow Blade for ranged attacks or if you run out of Rages.
No, that makes sense, just one instance wouldn't be a feat so I didn't put 2 and 2 together.
So here is my idea for Solly Meadowborn
A halfing from a small village, due to mysterious circumstances she ended out transported deep underground, having to adapt to her new underground environment, Solly meditated and trained hard to endure the harsh new environment. After getting enough strength, Solly eventually learned how to move stealthily and became adapt at detecting things within the dark until she was able to finally escape the dark underground. On her way Solly became practiced in subtly and even learned to pick the odd chest or two for supplies.
Monk (5) - Warrior of Shadow - Halfing
Ability Scores: 12, 15+2+1, 14, 10, 13+1, 8
Skills: +7 Acrobatics, +5 Insight, +7 Slight of Hand, +7 Stealth & +5 Survival
Saving Throws: +7 Dexterity & +4 Strength
Resistances: none
Tools: Thieves' Tools
Senses: Darkvision 60 foot, Blindsight 10 foot
Speed: 40 foot
Language: Halfling
Feat/ASI: Magic Initiate (druid/primal/wisdom) & Skulker (Dexterity)
Cantrips: Resistance, Minor Illusion & Shillelagh
Spells: Darkness & Purify Food and Drink
HP: 38
AC: 16
Magic Item: Skyblinder Staff
Melee damage (Skyblinder Staff + Shillelagh): 0.7 * 1d10 + (4 + 1 (weapon)) * 0.65 = 7.1
Melee damage (Skyblinder Staff + Shillelagh + Advantage): 0.975 * 1d10 + 5 * 0.8775 = 9.75
Melee damage (Unarmed): 0.65 * 1d8 + 4 * 0.6 = 5.325
Melee damage (Unarmed+Advantage): 0.9375 * 1d8 + 4 * 0.84 = 7.57875
Melee DPR: 7.1 * 2 + 5.325 = 19.525
Melee DPR (Flurry of Blows & Advantage): 2 * ( 9.75 + 7.57875 ) = 34.6575
Edit: realise I forgot to add anything in for Halfling's Luck, so numbers might increase slightly...
I'll make one character of each class eventually, but here's Rache Enyes:
The daughter of poor farm labourer, Rache seems cursed with misfortune. Her mother died giving birth to her brother, and when she was 12 her father was kicked by a horse, shattering one of his legs. Though he healed, the bone regrew wrong and every step was painful for him. To support the family, Rache turned to poaching from the local lord's estate. She was quite successful and managed to keep the stuggling family afloat for many years. However, this luck would not hold, and she was caught and fined for all the game she stole. Knowing she would be sent to the labour camps if she cannot pay off the fine, she struck out on adventure to find some way to obtain the gold she needs...
Ranger (Gloomstalker) - Tiefling (Infernal)
Ability Scores: 8, 15+2+1 (Skulker), 14, 10, 13+1, 12
Skills - Survival +5, Stealth +10 (expert), Acrobatics +7, Animal Handling +7
Saving Throws - Str +2, Dex +7
Resistances : Absorb Elements
Tools - Thieves Tools
Senses - Darkvision 60ft, 10ft Blindsight
Speed: 30 ft
Language: Infernal
Feat/ASI: Alert, Skulker, FS: Archery
Spellslots: 4x 1st, 2x 2nd
Spells: Thaumaturgy, Firebolt, Hellish Rebuke (1x free/LR), Hunter's Mark (2x free/LR), Absorb Elements, Ensnaring Strike, Zephyr Strike, Jump, Disguise Self, Darkness (1x free/LR), Rope Trick, Pass without Trace, Summon Beast
Weapon Masteries: Longbow, Scimitar
HP: 38
AC: 16 (Studded Leather)
Magic Item: Bracers of Archery
Melee DPR (2x Scimitar + Hunter's Mark) : 0.65*((3.5+4+3.5)*2+3.5) = 18.8 (25.5 if at Adv)
Melee DPR (Longbow + Hunter's Mark) : 0.75*( 4.5+4+2+3.5)*2 = 21 (26 if at Adv)
Note: With Darkness + Blindsight and Gloomstalker's invisibility you should be able to always have advantage if you need it though Hunter's Mark is better at lower levels.
At Higher levels: MC into Rogue - Arcane Trickster.
WARLOCK
1 – (1) Invocation = Pact of the blade Use charisma for attack and damage rolls (Necrotic / Psychic / Radiant damage)
2 - (2) Invocation = Agonizing blast ( Add CHA mod to True Strike) (3) Invocation = Lessons of the first ones = Savage attacker (Reroll damage die one per turn)
3 – SUBCLASS = CELESTIAL – Healing Light (Warlock version on Lay-On Hands but at range)
4 – FEAT = Warcaster
5- (4) invocation = Eldritch Smite (1D8 + 1D8 per spell level) (5) = Invocation = Thirsting Blade (2 Attacks in this sample character)
Cantrips: 3 = Blade Ward, TrueStrike, Green-Flame Blade
Spells: 6 = (Subclass Spell List = Cure Wounds, Flaming Sphere, Guiding Bolt, Lesser Restoration, Light, Sacred Flame, Daylight, Revivify), + Bane, Hex, Hellish Rebuke, Misty Step, Counter Spell, Summon Shadow Spawn
Goliath (Hill) Hit target and it goes prone if it takes damage (No save)
Custom Background Perception, Investigation, Tool = Smith Language = Comon and Giant and Comon Sign, Feat = Alert (+3 initiative since Dex gives +0)
Strength 10
Dexterity = 13 +1 = 14
Constitution = 14 = 14
Intelligence = 8 = 8
Wisdom = 12 = 12
Charisma = 15 + 2 = 17 + War Caster = 18
Great Axe (1D12 Heavy, 2-Handed – Cleave), Half Plate
'Sorrow' Abyssal Tiefling Dragon Sorcerer
Sorrow is a survivor - she grew up in the ruins of a destoyed city, with only herself and her magic to rely on. This self-resiliency is reflected in the magic she wields - on top of having access to Subtle Magic anyway, the only spells she knows that require a material component are Create Water, Goodberry, Light, True Strike, Fireball, and Hold Person from racial abilities. (A drop of water, a sprig of mistletoe, glowing moss, a dagger, guano/sulpher, and a small piece of straight iron) This means that if she ever had to escape into the night again with no belongings whatsoever beyond her twig of mistletoe she could do so with minimal fears, and even that twig can be replaced easily enough. With Catapult and Primal Savagery on hand she's also prepared for times when stealth is required... or when an enemy might magically silence her.
Ability Sores: 8 STR 15+1 DEX 13 CON 12 INT 10 WIS 14+2 CHA (Normally I'd go point buy and do 14 CON 8 WIS, but the prompt specified standard array.)
Skills: Acrobatics +6, Arcana +4, Persuasion +6, Stealth +6
Tools: Thieves' Tools
Senses: Darkvision 60'
Speed: 30'
Language: Common, Elvish, Draconic
Resistances: Poison
Feats/ASI: Magic Initiate (Druid), Magic Initiate (Cleric)
Spellslots:4x 1st, 3x 2nd, 2x 3rd
Spells: Thaumatury, Poison Spray, Ray of Sickness, Hold Person (Raical) | Druidcraft, Primal Savagery, Goodberry (Feat) | Light, Guidance, Create/Destory Water (feat 4) | Cantrips: Sorcerous Bolt, Acid Splash, Sword Burst, Prestadigitation, True Strike | 1st: Absorb Elements, Catapult, Shield, Magic Missile | 2nd: Misty Step, Scorching Ray, Mirror Image | 3rd: Fireball, Counter Spell
Metamagic: Subtle Spell, Careful Spell
HP: 32
AC: 16 (Dragonic Resilience)
Magic Item: Bag of Holding
Of note - apart from 'Arcane Eruption' at level 7, these are all the attack spells Sorrow would learn - from this point on movement and utility spells will fill out all picks, at least until level 17 with Wish. (Dispel Magic, Dimension Door, Wall of Stone, Teleportation Circle, Telekenesis, Move Earth, Teleport, Plane Shift, Wish)