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12:55, 28th April 2024 (GMT+0)

Character Concepts.

Posted by PsynisterFor group 0
Psynister
GM, 85 posts
Dungeon Master
Jason
Sun 28 Jan 2024
at 05:11
  • msg #1

Character Concepts

Silvery Barbs can give advantage to you.
Elven Accuracy: +1 Dex/Int/Wis/Cha, attack rolls using one of those 4 abilities have super advantage
GWM: bonus action cleave, -5/+10
Med Armor Master: no disadvantage to stealth, Dex +3 instead of +2
Martial Adept: 1d6 superiority die, 1 maneuver
Metamagic Adept: 2 Sorc Points, 2 metamagics
PAM: if you attack, you can butt as bonus. when enemy enters range you can OA
Sentinel: OA sets speed to 0, OA even if disengage, OA if adjacent enemy attacks someone other than you
Strike of Giants: Prof/day, 1/turn, you deal bonus damage



Blacksmith: Forge Cleric, Heavy Armor Master. Tempest cleric possible.

Dagger Flurry: cone spells flavored as a flurry of daggers imbued with elements
0: acid splash, eld blast, green-flame blade, gust, sword burst, thunderclap, all the single target cantrips
1: arms of hadar, burning hands, color spray, frost fingers, ice knife, guiding bolt, chromatic orb, thunderwave
2:

Conquest Paladin: all weapons have a story, use a variety
- Dueling fight style, Str based,
- Conquest Paladin main, though I could swap to Hunter main and treat weapons as hunting trophies
- Can dip Fighter to have Dueling and Defense styles, can stay until Battlemaster for Disarming Strike
- Hunter Ranger can give +1d4 or +1d6 each attack with concentration and 1d8 1/turn with colossus slayer
- paladin smites are a key to overall damage

Dagger Thrower: Battlemaster/Gloomstalker, Dueling and Throwing Weapon styles stack for +4 damage when thrown
- Magic initiate for magic missile once per day. Could do a feat race for the other fighting style at level 1 and add TWF at to the mix
- Piercer feat for advantage on damage rolls, and +1d4 damage on crits
- Artificer 2 can be taken for Returning Weapon infusion, loses 2 levels but it returns after each attack and makes it +1
- Fighting styles stack so +4 damage to my thrown daggers (+2 melee), +Dex. Favored Foe +1d4 1/turn.
1 Fighter 1: Dueling, 1d4+2+3Dex (6-9 damage, magic missile for 6-15 1/day)
2 Ranger 1: Favored Foe +1d4 once per turn (7-13 damage)
3 Ranger 2: Thrown Weapon, 1d4+4+3Dex thrown, 1d4+2+Dex Melee (9-15 damage)
4 Ranger 3: Gloom Stalker, extra attack on turn one for 1d4+4+3Dex+1d8 thrown (18-34 on turn one, 9-15 after)
5 Fighter 2: Action Surge for 4 total attacks on turn one (35-64 turn one, 9-15 after)
6 Fighter 3: Battlemaster, Menacing/Pushing/Quick Toss - all add +1d8 damage, Quick Toss is another whole attack
7 Fighter 4: Piercer feat (Dex 18), advantage on damage, +1d4 on crits
8 Fighter 5: Extra attack

PAM/GWM Battle Master 6/Barb 2/BM+:
- High Elf race gives Booming Blade/GFB, to use until level 5. Pushing attack can trigger the bonus damage.
- Barb 2 for Reckless Attack. Can only Rage in Medium armor, Reckless doesn't care.
- Fighter 3 for GWF for higher average damage, Precision/Pushing/Menacing maneuvers
- Feats: GWM at Fighter 4, PAM at Fighter 6,

Infiltrator build: Eloquence Bard/Fathomless or Genie Warlock 2-3
Race: Elf for Elven Accuracy?
- 1-3 Eloquence Bard
- 3 Warlock for EBlast, Mask of Many Faces, Pact of Talisman for d4 skills or Chain for invis familiar
- Bard X
- Feats: Shadow Touched (Cha) for Invis/Illusory Script, pump Cha

Javazon caster reflavor - all spells reflavored as summoning a javelin and then throwing it.
0: eld blast or any other bolt type spell
1: caustic brew (arcane only), ice knife, chromatic orb
2: scorching ray, acid arrow
3: Call Lightning (druid/tempest), lightning bolt

Mat Cauthan revisited, focused on luck and staff fighting
- Hexblade to use caster mod
- Halfling has Lucky
- martial class for real polearms
- Feats: lucky, halfling racial trait
- Divination Wizard for Portent, access to Silvery Barbs
- Elven Accuracy to capitalize on Silvery Barbs even more
- Dueling fighting style makes the one-handed staff more comparable to a polearm
- Swords Bard X, Hexblade Warlock 3 Pact of Tome for Shillelagh

Nova character
- Divine Soul Sorc so I get Word of Radiance and Spirit Guardians
- Careful Spell metamagic to exclude Cha allies in my effects
- Aasimar for radiant consumption for another nova effect
- Fighter 1/Divine Soul X. Fighter is just so he has some armor and the RP is he's a soldier who killed all of his friends accidentally and is fleeing

Paladin Tank - shield and staff
- Ancients Paladin 7/Cleric 1?
- Dueling for +2 Damage and/or Defensive for +1 AC
- Feats: PAM, War Caster later
- Shillelagh makes the staff do 1d8+Str. Dueling gives +2 damage, making it on par with actual polearms from level 3.
- Paladin Smites are there to increase my damage and threat level. Nearly all spell slots go toward smites or healing.
- Polearm Master at 5th level (C1/P4) gives me 2 attacks per round. Sage Advice confirms Shill/PAM is still a d4 for the bonus action.
- Level 6 I get extra attack for 1d8+5, 1d8+5, 1d4+5

TWF Build - Str Shortswords
- Str Rogue
- Phantom for sneak cleave?
- Short Sword, Sickle, or Scimitar for weapon
- Piercer feat gives +1 Str/Dex, gives damage rolls advantage, and gives an extra die on crit damage
- Barbarian 2 for Rage damage and Reckless
- Fighter 3 for Battlemaster, 5 for extra attack
- Rogue 1, shortswords, 2d6+3 (5-15 dmg)
- R1/Fighter 1, 2d6+6, medium armor (8-18 dmg)
- R1/Fit3 Battlemaster with quick toss. Bonus Quick Toss 1d4+3+1d8+1d6, Action to Ready an attack for 1d6+3+1d6 SA (11-36 dmg)
- from level 5+ we balance damage. every 2 levels of Rogue is another 2d6 per round


Bow/Crossbow Build
- Spell variant uses Magic Missile and Scorching Ray
- Scout Rogue, Hvy Crossbow for 1d10. Elven Accuracy at 4, Sharpshooter at 8, Dex 20 at 12
- Fighter Champ, Longbow d8, Elven Accuracy at 4, Sharpshooter at 6, Dex 20 at 8
I ran the numbers, Rogue straight outperforms for the whole early career, and stays competitive through 8. Likely falls off at 11 with 3rd attack.
This message was last edited by the GM at 01:32, Mon 29 Jan.
Psynister
GM, 86 posts
Dungeon Master
Jason
Wed 31 Jan 2024
at 19:09
  • msg #2

Thokk Darkstride

Character Sheet: https://www.dndbeyond.com/characters/117236482

Weapon Attacks: Dagger (20/60), Lt Crossbow (80/320)
[*] Surprise Attack: If you hit a creature before it has taken a turn this combat, attacks deal +2d6 damage

[ ] Second Wind: 1d10+1 Healing, Bonus action, recharges on Short Rest

Stats: Str +1, Dex +3, Con +2, Int -1, Wis +2, Cha -1
Saves: Str +3, Dex +3, Con +4, Int -1, Wis +2, Cha -1
Skills: Acrobatics +5, Insight +4, Perception +4, Performance +1, Stealth +5
Tools: Disguise Kit, Drum
Languages: Common, Dwarvish


Leveling Plans:
Fighter 1: Dueling FS, Second Wind
Fighter 2: Action Surge
Fighter 3: Echo Knight, Unleash Incarnation
Fighter 4: Piercer Feat (Dex 18)
Fighter 5: Extra Attack
Ranger 1: Favored Foe
Ranger 2: Thrown Weapon FS
Ranger 3: Gloom Stalker, Dread Ambush
Ranger 4: Dex 20
Figher 6: Open Feat (Mobile, Martial Adept, Fighting Initiate, )  [Dart build: swap Dueling FS to Archery, take Sharpshooter]

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