I'll make one character of each class eventually, but here's Gurda Longtooth:
Gurda lived for adventure and the companionship that came along with that. But after a series of poorly thought out plans, she and her adventuring party found themselves accidentally unleashing a lich from it's sealed prison. Frozen in place by a Hold Person spell, she was forced to watch as the lich killed her friends one by one unable even to shut her eyes. She screamed inside her head and ... something... heard her. That day she swore to avenge her fallen friends and which that 'something' was eager to oblige. She finally broke free and stabbed at the lich with divine fury only for it to vanish in burst of magic. She has travelled the land ever since, searching for any trace of where the lich and it's phylactery might be....
At Higher levels: I'd go Rogue to stack sneak attack onto all that damage - probably pick up Sentinel at some point as well, but Bard is also a viable choice if you want more spellcasting.
I'll make one character of each class eventually, but here's Lobord Rockjaw:
Lobord lived among a remote nomadic tribe, but when a necromancer built a tower nearby they were forced to relocate to the city. Lobord used his size and strength to find work as a gladiator to support his mother and younger sister. But when the arena master approached him to make a deal to throw a fight, Lobord refused such a dishonorable act, and instead reported the arena master to the authorities. However, the arena master managed to put enough gold into the right pockets to avoid prosecution, and kicked Lobord out. With his family still struggling to pay the rent of their new home, he seeks new opportunities to use his talents....
Playstyle: Grapple with one hand, and using Sap with the other, you keep the enemy close to you so all your allies get Adv to hit them. At Higher levels: I'd grab 2-fighter for Dueling + Action Surge, then go Rogue-Swashbuckler and swap to using a Whip.
Byron is heir of a small rural estate far in the north, where it seems like 90% of the peasantry tend sheep, shear sheep, breed sheep, or milk sheep. Bored of his father's tutelage in managing the estate, Byron would go down to the local tavern and stir up trouble. When a "travelling salesperson" saw him fighting, he immediately offered to sponsor Byron as a prize fighter in the arena of the capital city. Byron leapt at the opportunity, secretly "borrowing" the necessary 500 gp sponsorship fee from the family vault. When his father discovered the theft he reported it to the authorities and soon the guards were breathing down Byron's neck. His sponsor offered even shadier fights in derelict buildings but well hidden from the authorities. But a nobleman can only stay hidden so long, and after one careless night at a brothel Byron was arrested an sentenced to three years public service, his first job : to clear out an old derelict mine....
DPR goes up to 35.1 when we hit 5th level Monk, then take 2 more levels of Barbarian to pick up Reckless & Beserker for even more damage while your resistances + Deflect Attack keep you extremely tanky.
Raised among the dozen children of the harem of a particular powerful warlord, Elyanna learned the arts of subtly and cunning from an early age. The children were forbidden from knowing their true parentage to prevent any of them having a better claim to the throne than any other. The warlord believed in survival of the fittest, and had each of the children trained in combat, deception, infiltration, and assassination intending for them to fight it out amongst each other for his throne. Seeing her brothers wrestling bears and rising in the ranks of the army, while her sisters perfected the arts of seduction and poisoning to amass great wealth, Elyanna realized her best chance was simply to be far away when her father finally passed into the endless hunting grounds of Ysgard. When her father was struck by a cough that would not fade, Elyanna knew it was time to go. She packed all her meager worldly possessions and set out atop her mount, a powerful stallion that was the fastest horse in the stable to get as far away as she can....
The Blanache clan dominate the cold soggy islands of Iskelun in the North Sea. The dragonborn survive off cedar syrup, ox-milk and fish, and whatever they can raid from passing ships or foreign coastal settlements. Life if hard, brutal, and short. Picella, like all young dragonborn took up arms to defend her village and join the raiding parties. One night as the northern lights danced overhead, a strange man in a red fur cloak came to her town. He claimed to be a pilgrim seeking to leave an offering at the majestic pine which was the focus of worship in the town. The next morning, the gods tree was found on its side, her trunk chopped clean through and the man in red was gone. Furious, the village elders sent Picella and five other leading warriors to travel across the seas and seek out this man and execute him in accordance with the laws of Iskelun...
Parse Orkin was a tailor, a tailor specializing in rare fur garments. Furs he obtain from hunting and/or poaching wild beasts himself. "The lonely stalker" is the nickname the forest rangers gave him after his third time hunting with them. For there was always a deep gnawing loneliness in his soul, and an emptiness in his eyes. That is until the Red Wizards of Thay conquered his home. As person after person was murdered and turned into monstrous undead creatures, the resistance movement rose in the shadows. It was then in a cupboard with resistance knife to his throat while a Red Wizard searched his shop that Orkin finally felt alive. He joined the resistance immediately, and soon became one of their most notorious saboteurs and assassins. Now the Red Wizards are in full retreat having been beaten back by the forces of good, Orkin looks for his next mission, his next enemy to hunt...
From a young age Emeriph wished to be a hero, adventure was what was in their young elvish eyes. Their chance came earlier than expected when their woodland village was attacked and all young men were conscripted for the army. Emeriph trained hard, but when battle came Emeriph found how unprepared he was. Fleeing from a lost battle Emeriph found himself lost in the woods as they twisted in ways he had never seen before into breath taking beauty. A few soldiers had followed him in this moment the guardian of the woods appeared and struck a deal with Emeriph, the guardian would repel these invaders that chased him in exchange for the boys loyalty to the woods and promise to expel future invaders. With the pact struck Emeriph, the blade of the summer court was born. Now many lessons later he emerges to be the protector of the woods he has come to call home.
Feat/ASI: Lightly Armored/ War Caster Invocations: Pact of the blade, Thirsting Blade, Lesson's of the first ones (Alert), Lesson's of the first Ones (Lucky), Lessons of the first ones (Tough) Cantrips: Friends, Minor Illusion, Blade Ward, Druidcraft Spells: Fly (C), Dispel Magic, Blink, Plant growth, Pass without a trace (C,1 Free cast), Misty Step (4 free cast), Calm Emotions(C), Phantasmal Force(C), Sleep, Faerie fire(C), Speak with Animals (R), Detect Magic (R,C), Unseen Servant (R), Longstrider (1 free cast)
AC 18 (Scale Mail + Shield) HP: 48 Magic Item: Rod of the Pact Keeper +1
Bloin like many of his dwarven brethren enjoyed tinkering and his mountainous home, but rock and stone was not enough for him to tinker. Bloin had a thirst for knowledge and the arcane and he delved too deep and greedily into forbidden tomes. These tomes opened his mind as he became linked to an old long forgotten entity. Bloin is not yet sure what this connection means for his future, but he is ready to use it to gain more power for himself and his dwarven clan.
Warlock (GOO)- Dwarf Ability Scores 8 Strength, 14 Dex, 14 Con, 12 Intellect, 10 wisdom, 18 Charisma Skills: Arcana +4, Deception +7, Investigation +4, Sleight of Hand +5 Saving Throws: Wis/Cha, Advantage against poison Tools: Jeweler's Kit, Tinker's Tools, Calligraphy Tools Speed-30 feet Senses: Darkvision, tremor sense 60 feet for 10 minutes 3 times per long rest Languages: Common, Dwarf, Primordial
Feat/ASI: Magic Initiate (Cleric)/ Ritual Caster Invocations: Pact of the Tome, Agonizing blast, Eldritch Mind, Otherworldly Leap, Gift of the Depths
Aelthlyn was a love-child between her high elvish mother, and a dwarven soldier during the last rising of the Dark. Squatter than her elvish peers she was constantly ridiculed as a child but from the tales of the heroics of her father as told by her mother she was never ashamed of who she was - even allowing her beard to grow - and simply became more driven to prove herself. She excelled in school through hardwork, and joined the Order of the Moon - the local paladin order - as soon as she was old enough. However, during her training she studied the old records of the last Rising and found out that the elven generals had sent her father's unit on a suicide mission - and that despite her mother's stories, her mother had known about it. Angry and disillusioned she confronted her mother and the leaders of the Order of the Moon and left the settlement to seek out her father's family....
I'll make one character of each class eventually, but here's Gurda Longtooth :
Gurda lived for adventure and the companionship that came along with that. But after a series of poorly thought out plans, she and her adventuring party found themselves accidentally unleashing a lich from it's sealed prison. Frozen in place by a Hold Person spell, she was forced to watch as the lich killed her friends one by one unable even to shut her eyes. She screamed inside her head and ... something... heard her. That day she swore to avenge her fallen friends and which that 'something' was eager to oblige. She finally broke free and stabbed at the lich with divine fury only for it to vanish in burst of magic. She has travelled the land ever since, searching for any trace of where the lich and it's phylactery might be....
Warlock (1) + Paladin - Vengeance (4) - Orc
Ability Scores: 14+1, 13, 12, 10, 8, 15+2+1 (Warcaster)
Skills - Persuasion +7, Intimidation +7
Saving Throws - Wis +2, Cha +7, Concentration (Adv)
Tools - Cartographer's tools
Senses - Darkvision 60ft
Speed: 30 ft
Language: Orcish
Feat/ASI: Magic Initiate (Arcane), FS:Dueling, Warcaster
Spellslots:3x 1st + 1x 1st Pact Slot
Spells (Warlock): Green Flame Blade (Agonizing), Eldritch Blast, Hex, Hellish Rebuke
Spells (Feats): Booming Blade, Friends, Shield (free 1/LR)
Spells (Paladin): Divine Smite, Thunderous Smite, Shield of Faith, Bless, Command, Bane, Compelled Duel
Invocations: Agonizing Blast (GFB)
Weapon Masteries: Rapier, Longbow, Pact Weapon
HP: 39 + 20 (Lay on Hands) + 3*3 (Orc)
AC: 20 (Plate + Shield) + 5 (Shield)
Magic Item: +1 Rapier
Melee DPR: 0.91*(4.5+4+4.5 (GFB)+4 (AB) +1 +2 (Dueling) +3.5 (Hex) +(0.25*(4.5+4+4))(2nd target GFB) = 24.2
At Higher levels: I'd go Rogue to stack sneak attack onto all that damage - probably pick up Sentinel at some point as well, but Bard is also a viable choice if you want more spellcasting.
Are we strictly using playtest content? That would change a coupe feat choices for me XD
That’s the intent of this thread.
Thanks! I was just curious 🙂
I'll make one character of each class eventually, but here's Lobord Rockjaw :
Lobord lived among a remote nomadic tribe, but when a necromancer built a tower nearby they were forced to relocate to the city. Lobord used his size and strength to find work as a gladiator to support his mother and younger sister. But when the arena master approached him to make a deal to throw a fight, Lobord refused such a dishonorable act, and instead reported the arena master to the authorities. However, the arena master managed to put enough gold into the right pockets to avoid prosecution, and kicked Lobord out. With his family still struggling to pay the rent of their new home, he seeks new opportunities to use his talents....
Barbarian - Wildheart (Wolf) - Goliath (Stone)
Ability Scores: 15+2+1(ASI), 13, 14+1+1 (ASI), 8, 12, 10
Skills - Athletics +7, Animal Handling +4, Intimidation +3, Stealth + 4
Saving Throws - Str +7, Con +6
Tools - Disguise Kit
Senses -
Speed: 35 ft
Language: Giant
Feat/ASI: Alert
Weapon Masteries: Longsword & Trident
HP: 55 + 3*1d12+3 (Stone Goliath)
AC: 17 ( Half-Plate)
Magic Item: +1 Longsword
Melee DPR: 0.91*(4.5+4+2)*2 = 19.11
Playstyle: Grapple with one hand, and using Sap with the other, you keep the enemy close to you so all your allies get Adv to hit them.
At Higher levels: I'd grab 2-fighter for Dueling + Action Surge, then go Rogue-Swashbuckler and swap to using a Whip.
UA8 Character
Here's Byron "Bruiser" Montgomery :
Byron is heir of a small rural estate far in the north, where it seems like 90% of the peasantry tend sheep, shear sheep, breed sheep, or milk sheep. Bored of his father's tutelage in managing the estate, Byron would go down to the local tavern and stir up trouble. When a "travelling salesperson" saw him fighting, he immediately offered to sponsor Byron as a prize fighter in the arena of the capital city. Byron leapt at the opportunity, secretly "borrowing" the necessary 500 gp sponsorship fee from the family vault. When his father discovered the theft he reported it to the authorities and soon the guards were breathing down Byron's neck. His sponsor offered even shadier fights in derelict buildings but well hidden from the authorities. But a nobleman can only stay hidden so long, and after one careless night at a brothel Byron was arrested an sentenced to three years public service, his first job : to clear out an old derelict mine....
Barbarian-1 + Monk-4 (Open Hand) - Human
Ability Scores: 13, 17+1, 14, 8, 14, 8
Skills - Athletics +4, Perception +5, History +2, Persuasion +2, Stealth +7, Animal Handling +5, Acrobatics +7
Saving Throws - Str +4, Con +6
Resistances: Bludge, Slash, Pierce (when raging)
Tools - Calligrapher's supplies
Senses -
Speed: 40 ft
Language: Halfling
Feat/ASI: Skilled, Tough, Charger
Weapon Masteries: Hand crossbow, Quarterstaff
HP: 52
AC: 16 (Unarmoured Defense)
Magic Item: Eldritch Claw Tattoo
Melee DPR: 0.7*(3.5+4+2 (Rage)+1)*2 +4.5 (Charger) = 19.2
DPR goes up to 35.1 when we hit 5th level Monk, then take 2 more levels of Barbarian to pick up Reckless & Beserker for even more damage while your resistances + Deflect Attack keep you extremely tanky.
UA8 Character
Here's Elyanna Darkwin :
Raised among the dozen children of the harem of a particular powerful warlord, Elyanna learned the arts of subtly and cunning from an early age. The children were forbidden from knowing their true parentage to prevent any of them having a better claim to the throne than any other. The warlord believed in survival of the fittest, and had each of the children trained in combat, deception, infiltration, and assassination intending for them to fight it out amongst each other for his throne. Seeing her brothers wrestling bears and rising in the ranks of the army, while her sisters perfected the arts of seduction and poisoning to amass great wealth, Elyanna realized her best chance was simply to be far away when her father finally passed into the endless hunting grounds of Ysgard. When her father was struck by a cough that would not fade, Elyanna knew it was time to go. She packed all her meager worldly possessions and set out atop her mount, a powerful stallion that was the fastest horse in the stable to get as far away as she can....
Fighter-1 + Monk-4 (Shadow) - Wood Elf [Half-Elf Half-Goliath]
Ability Scores: 8, 17+1, 14, 10, 16, 8
Skills - Stealth +7, Insight +6, Sleight of Hand +7, Acrobatics +7, Perception +6
Saving Throws - Str +2 , Dex +7 (Adv vs Charm)
Tools - Thieves' tools [or take Poisoner's kit]
Senses - Darkvision 60ft
Speed: 45 ft
Language: Giant
Feat/ASI: Tough, Crossbow Expert, FS: Archery
Weapon Masteries: Hand crossbow, Quarterstaff
Spells: Druidcraft, Longstrider(1/LR), Pass without Trace (1/LR), Darkness(1 ki)
HP: 49
AC: 17 (Unarmoured Defense)
Magic Item: +1 Hand crossbow
Ranged DPR: 0.96*(3.5 +4+1)*2 + (3.5*2+4)*0.5*0.20 (Deflect Attack) [Adv from Darkness from Shadow monk] = 17.4
DPR goes up to 34.8 when we hit 5th level Monk, continue to Monk 8 and max out Dex then take Fighter-Battlemaster-4 then swap to Rogue-Assassin-4
UA8 Character
Here's Picella Blanache :
The Blanache clan dominate the cold soggy islands of Iskelun in the North Sea. The dragonborn survive off cedar syrup, ox-milk and fish, and whatever they can raid from passing ships or foreign coastal settlements. Life if hard, brutal, and short. Picella, like all young dragonborn took up arms to defend her village and join the raiding parties. One night as the northern lights danced overhead, a strange man in a red fur cloak came to her town. He claimed to be a pilgrim seeking to leave an offering at the majestic pine which was the focus of worship in the town. The next morning, the gods tree was found on its side, her trunk chopped clean through and the man in red was gone. Furious, the village elders sent Picella and five other leading warriors to travel across the seas and seek out this man and execute him in accordance with the laws of Iskelun...
Barbarian (World Tree) - White Dragonborn
Ability Scores: 17+1, 14, 16, 8, 10, 8
Skills - Athletics +7, Stealth +5, Intimidation +2, Perception +3
Saving Throws - Str +7, Con +6, Dex(Adv)
Resistances: Cold, Bludgeoning, Slashing, Piercing
Tools - Navigator's tools
Senses - Darkvision 60ft
Speed: 40 ft
Language: Draconic
Feat/ASI: Tough, PAM
Weapon Masteries: Halberd, Greataxe
HP: 61 + 30 (rage)
AC: 17 (Half Plate)
Magic Item: +1 Halberd
Melee DPR: 0.91*(5.5+4+2+1)*2 + 0.91*(2.5+1+4+2) + 0.91*0.25*(5.5+1+2) = 33.3
Here's Parse Orkin:
Parse Orkin was a tailor, a tailor specializing in rare fur garments. Furs he obtain from hunting and/or poaching wild beasts himself. "The lonely stalker" is the nickname the forest rangers gave him after his third time hunting with them. For there was always a deep gnawing loneliness in his soul, and an emptiness in his eyes. That is until the Red Wizards of Thay conquered his home. As person after person was murdered and turned into monstrous undead creatures, the resistance movement rose in the shadows. It was then in a cupboard with resistance knife to his throat while a Red Wizard searched his shop that Orkin finally felt alive. He joined the resistance immediately, and soon became one of their most notorious saboteurs and assassins. Now the Red Wizards are in full retreat having been beaten back by the forces of good, Orkin looks for his next mission, his next enemy to hunt...
Rogue (Assassin) - Fire Goliath
Ability Scores: 10, 17+1, 14, 12, 11, 12
Skills - Stealth +10, Deception +7, Perception +3, Investigation +4, Athletics +3, Acrobatics +4
Saving Throws - Dex +7, Int +4
Tools - Disguise Kit, Thieves' tools
Senses - 10 ft Blindsight
Speed: 35 ft
Language: Giant, Thieves Cant
Feat/ASI: Magic Initiate, Skulker
Weapon Masteries: Scimitar, Longbow
Spells: Mage Hand, Minor Illusion, Find Familiar
HP: 38
AC: 16 (Studded Leather)
Magic Item: Bracers of Archery
Ranged DPR: 0.88*(4.5+4+3*3.5 +2) = 18.5 + 3d10 fire/day
Here is Emeriph The blade of the summer court:
From a young age Emeriph wished to be a hero, adventure was what was in their young elvish eyes. Their chance came earlier than expected when their woodland village was attacked and all young men were conscripted for the army. Emeriph trained hard, but when battle came Emeriph found how unprepared he was. Fleeing from a lost battle Emeriph found himself lost in the woods as they twisted in ways he had never seen before into breath taking beauty. A few soldiers had followed him in this moment the guardian of the woods appeared and struck a deal with Emeriph, the guardian would repel these invaders that chased him in exchange for the boys loyalty to the woods and promise to expel future invaders. With the pact struck Emeriph, the blade of the summer court was born. Now many lessons later he emerges to be the protector of the woods he has come to call home.
Warlock (Archfey)- Wood Elf
Ability Scores
8 Strength, 14 Dex, 14 con, 10 int, 12 wisdom, 18 Charisma
Skills: History +3, Intimidation +7, Survival +4, Persuasion +7, Perception +4.
Saving Throws: Wisdom, Cha
Tools Herbalism Kit
Speed- 35 Feet
Senses: Darkvision
Languages: Common, Elf, Sylvan
Feat/ASI: Lightly Armored/ War Caster
Invocations: Pact of the blade, Thirsting Blade, Lesson's of the first ones (Alert), Lesson's of the first Ones (Lucky), Lessons of the first ones (Tough)
Cantrips: Friends, Minor Illusion, Blade Ward, Druidcraft
Spells: Fly (C), Dispel Magic, Blink, Plant growth, Pass without a trace (C,1 Free cast), Misty Step (4 free cast), Calm Emotions(C), Phantasmal Force(C), Sleep, Faerie fire(C), Speak with Animals (R), Detect Magic (R,C), Unseen Servant (R), Longstrider (1 free cast)
AC 18 (Scale Mail + Shield)
HP: 48
Magic Item: Rod of the Pact Keeper +1
Here is Bloin Arcansmith:
Bloin like many of his dwarven brethren enjoyed tinkering and his mountainous home, but rock and stone was not enough for him to tinker. Bloin had a thirst for knowledge and the arcane and he delved too deep and greedily into forbidden tomes. These tomes opened his mind as he became linked to an old long forgotten entity. Bloin is not yet sure what this connection means for his future, but he is ready to use it to gain more power for himself and his dwarven clan.
Warlock (GOO)- Dwarf
Ability Scores
8 Strength, 14 Dex, 14 Con, 12 Intellect, 10 wisdom, 18 Charisma
Skills: Arcana +4, Deception +7, Investigation +4, Sleight of Hand +5
Saving Throws: Wis/Cha, Advantage against poison
Tools: Jeweler's Kit, Tinker's Tools, Calligraphy Tools
Speed-30 feet
Senses: Darkvision, tremor sense 60 feet for 10 minutes 3 times per long rest
Languages: Common, Dwarf, Primordial
Feat/ASI: Magic Initiate (Cleric)/ Ritual Caster
Invocations: Pact of the Tome, Agonizing blast, Eldritch Mind, Otherworldly Leap, Gift of the Depths
Cantrips:
Blade Ward (W), Eldritch Blast (W), Friends (W), Minor Illusion (M), Message (M), Mage Hand (T), Elementalism (T), Resistance (T).
Ritual Spells: Alarm (T), Purify Food and Drink (T), Find Familiar (R), Comprehend languages (R), Detect Magic (W), Unseen Servant (W)
Spells: Charm Person (M), Tasha's hideous laughter, Dissonant Whispers, Detect Thoughts, Phantasmal Force, Clairvoyance, Hunger of Hadar, Intellect Fortress, Fear, Invisibility
AC 14
HP 43
Magic Item: Rod of the Pact keeper +1
Here's Aelthlyn Fogumor :
Aelthlyn was a love-child between her high elvish mother, and a dwarven soldier during the last rising of the Dark. Squatter than her elvish peers she was constantly ridiculed as a child but from the tales of the heroics of her father as told by her mother she was never ashamed of who she was - even allowing her beard to grow - and simply became more driven to prove herself. She excelled in school through hardwork, and joined the Order of the Moon - the local paladin order - as soon as she was old enough. However, during her training she studied the old records of the last Rising and found out that the elven generals had sent her father's unit on a suicide mission - and that despite her mother's stories, her mother had known about it. Angry and disillusioned she confronted her mother and the leaders of the Order of the Moon and left the settlement to seek out her father's family....
Paladin - Glory - High Elf (Half-Elf)
Ability Scores: 14+1, 13, 12, 10, 8, 15+2+1 (Elven Accuracy)
Skills - Persuasion +7, Athletics +5, Perception +2, Religion +3, Stealth +4
Saving Throws - Wis +2. (Adv vs Charm), Cha +7
Tools - Calligrapher's Tools
Senses - Darkvision 60ft
Speed: 30 ft
Language: Elvish
Feat/ASI: Magic Initiate (Druid), FS:Dueling, Elven Accuracy
Spellslots:4x 1st + 2x 2nd
Spells (High Elf): True Strike, Detect Magic (free 1/LR), Misty Step (free 1/LR)
Spells (Feats): Shillelagh, Resistance, Healing Word (free 1/LR)
Spells (Paladin): Divine Smite, Thunderous Smite, Shining Smite, Find Steed, Guiding Bolt, Heroism, Enhance Ability, Magic Weapon, Searing Smite, Bless, Command, Protect G/E, Lesser Restoration, Zone of Truth
Weapon Masteries: Quarterstaff (Topple), Hand Axe (Thrown, Vex)
HP: 39 + 25 (Lay on Hands)
AC: 20 (Plate + Shield)
Magic Item: +1 Quarterstaff
Melee DPR: 0.7*(5.5+4+2+1)*2 = 17.5
Melee DPR with Adv: 0.97*((5.5+4+2+1) + 0.15*(5.5))*2 = 25.9
Ranged DPR: 0.65*(3.5+4+2+4.5) = 9.1
Ranged DPR: 0.96*(3.5+4+2+4.5) + 0.15*(3.5+4.5) = 14.64
Depending on your needs you can swap out True Strike for Blade Ward for extra defence or a different ranged option.