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-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Rogue

- Sneak Attack (Once per turn)

  • +1d6 Physical Damage

  • Must have Advantage on target or have an ally next to

  • Must have Finesse or Ranged Weapon equipped

  • Level 3 Rogue = 2d6

Race: Human

Background: Urchin (Sleight of Hand, Stealth)

Skills: Athletics, Acrobatics x2, Stealth x2, Perception

Stats:

  • STR = 10

  • DEX = 14

  • CON = 16

  • INT = 8

  • WIS = 8

  • CHA = 17

--------------------LEVEL 2--------------------

Rogue 2

- Cunning Action: Hide

  • Hide as a Bonus Action

- Cunning Action: Dash

  • Dash as a Bonus Action

- Cunning Action: Disengage

  • Disengage as a Bonus Action

--------------------LEVEL 3--------------------

Rogue 3

Subclass: Assassin

- Assassin’s Alacrity

  • Immediately restore Action & Bonus Action at the start of combat

- Assassinate: Initiative

  • Advantage against creatures who haven’t taken a turn yet

- Assassinate: Ambush

  • Any successful Attack Roll against a Surprised creature is a Critical Hit

--------------------LEVEL 4--------------------

Multiclass: Warlock

Subclass: The Great Old One

- Level 1 Warlock Spells

- +1 Warlock Spell Slot

- Mortal Reminder (Passive)

  • When you land a Critical Hit, the target and nearby enemies must succeed a WIS Saving Throw or being Frightened until the End of their Next Turn

Cantrips:

- Eldritch Blast

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

- Minor Illusion

  • Creates an Illusion that compels creatures to investigate

  • Can be cast while Silenced

  • Can remain hidden when cast

  • Can last for 10 turns

Spells:

- Hex (Concentration)

  • Attacks deal Bonus 1d6 Necrotic Damage against target with Hex

  • Hex causes Disadvantage on Checks of an Ability of your choosing

- Armour of Agathys

  • Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists

  • +5 Temp HP and Damage per upcast

  • Lasts until Long Rest or Temp HP is gone

--------------------LEVEL 5--------------------

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spell:

- Arms of Hadar

  • 2d6 Necrotic Damage

    • Targets can’t take reactions for 1 turn

  • +1d6 per upcast

--------------------LEVEL 6--------------------

Warlock 3

- Level 2 Warlock Spells

Pact Boon: Pact of the Blade

- Pact of the Blade

- Bind Pact Weapon

Spell:

- Darkness

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

Replace Spell: Hex

- Misty Step

  • Teleport to an open space within 18m that you can see

--------------------LEVEL 7--------------------

Warlock 4

Feat:

- Ability Improvement (+2 CHA)

Cantrip:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spell:

- Hold Person (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

OR

- Mirror Image (Bend Time)

  • Create 3 Illusory duplicates of yourself that distract attackers

  • +3 AC per duplicate

  • When you evade an attack, 1 duplicate dissappears

--------------------LEVEL 8--------------------

Warlock 5

- Deepend Pact: Extra Attack

Eldritch Invocation:

- Mire the Mind (Bend Time)

  • Slow

Spell:

- Counterspell (Reaction)

  • Nullify a creature’s spell as a Reaction

  • Spell must be 3rd Level or lower

  • If Spell is 4th Level or above, must succeed a Check to nullify

  • Check Difficulty is based on Spell’s Level

OR

- Slow

--------------------LEVEL 9--------------------

Note: At Level 9, Respec with Fighter as your Level 1 for Constitution Proficiency. Again, take 3 Rogue and 5 Warlock the same as before.

Multiclass: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Duelling* or Two-Weapon Fighting

--------------------LEVEL 10--------------------

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

--------------------LEVEL 11--------------------

Fighter 3

Subclass: Champion

- Improved Critical Hit

  • Number needed to roll a Critical Hit reduced by 1

--------------------LEVEL 12--------------------

Fighter 4

Feat: 

- Alert

  • +5 Initiative

  • Cannot be Surprised

--------------------GEAR--------------------

Important Items: 

- Elixir of Viciousness

- Brand of the Absolute

- Hag’s Hair (+1 CHA)

-------ACT 1-------

Head:

- Shadow of the Menzoberranzan

  • Light Armour

  • Shrouded in Shadow (Long Rest)

    • Become Invisible for 2 turns

Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75

- The Spellshade Circlet

  • +1 Spell Save DC while Obscured

Location: Sold by Omeluum in Myconid Colony

------------------------------

Chest:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

- Graceful Cloth

  • Clothing

  • 10 AC + DEX Modifier

  • +2 DEX

  • +1 DEX Saving Throws

  • +1.5m Jump Distance

  • Cat’s Grace

    • Advantage on DEX Checks

    • Half-Damage from falling

Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path

------------------------------

Gloves:

- Fleetfingers

  • When you Dash or make a similar action, you can Jump without using a Bonus Action

Location: Chest in Forest X: 80 Y: 347

- Gloves of Dexterity

  • Set DEX to 18

  • +1 Attack Rolls

Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek

------------------------------

Boots:

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

------------------------------

Cloak: N/A

------------------------------

Amulet:

- Amulet of Misty Step

  • Misty Step (Short Rest)

Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8

- Amulet of Branding

  • Brand the Weak

    • Bludgeon the Weak

      • Target is Vulnerable to Bludgeoning Damage for 3 turns

    • Slash the Weak

      • Target is Vulnerable to Slashing Damage for 3 turns

    • Pierce the Weak*

      • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek

------------------------------

Rings:

- Ring of Absolute Force

  • Thunderwave (Short Rest)

  • If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks

Location: Dropped by Sergeant Thrinn in Grymforge

- Strange Conduit Ring

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating 

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657

- Fetish of Callarduran Smoothhands

  • Invisibility (Long Rest)

Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses

------------------------------

Melee Weapons:

- Knife of the Undermountain King

  • Shortsword

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • If you roll 2 damage or less, reroll and take the highest result

  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek

- The Baneful

  • Shortsword

  • +1 Enchantment

  • +1 Attack Rolls

  • Chance to inflict Bane on hit

Location: Sold by Blurg in Myconid Colony

------------------------------

Ranged Weapons:

- Firestoker

  • Hand Crossbow

  • Deal bonus 1d4 Slashing Damage to Burning targets

Location: Found in an Opulent Chest in Grymforge in the Dormitory room with the Hellsboars (X:-574, Y:382)

------------------------------

-------ACT 2-------

Head:

- Covert Cowl

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Dexterity Saving Throws

Location: Carried by a Meenlock in the Cellar of Last Light Inn

- Dark Justiciar Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753

------------------------------

Chest:

- Dark Justiciar Half-Plate (Very Rare) (Optional)

  • Medium Armour

  • 17 AC +2 (DEX)

  • While Obscured, Advantage on Stealth Checks

  • Advantage on Constitution Saving Throws

  • Reduce all incoming damage by 2 and reflect damage back at attacker who takes 1d4 Necrotic Damage while Shield of Faith is active

  • Shar’s Aegis (Shield of Faith) (Long Rest)

Location: Kill the Nightsong

- Shadeclinger Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • Advantage on Saving Throws while Obscured

  • +1 Stealth

Location: Purchased at Last Light Inn

- Penumbral Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +3 Stealth Checks while Obscured

Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145

------------------------------

Gloves:

- Gloves of the Duellist

  • +2 Attack Rolls while only wielding one weapon in Main Hand

Location: Purchased from trader at Moonrise Towers

- Gloves of the Balanced Hands

  • Add Ability Modifier to Offhand Attack Damage

Location: Last Light Inn Quartermaster Talli

- Dark Justiciar Gauntlets (Rare) (Optional) OR UNCOMMON VERSION

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

    • Creatures is haunted by darkness for 2 turns

    • Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area

Location: Reward for killing the Nightsong in Nightsong's Prison

------------------------------

Boots:

- Dark Justiciar Boots (Optional)

  • +1 DEX Saving Throws

  • Shadow Teleportation (Short Rest)

    • Teleport between shadows

Location: Kill the Nightsong

------------------------------

Cloak:

- Cloak of Cunning Brume

  • When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn

Location: Purchased at Last Light Inn

------------------------------

Amulet:

- Surgeon’s Subjugation Amulet

  • When you land a Critical Hit, you can Paralyze the target for 2 turns

Location: House of Healing

------------------------------

Rings:

- Shadow-Cloaked Ring

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear

- Shifting Corpus Ring

  • Invisibility (Long Rest)

  • Blur (Long Rest)

    • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

------------------------------

Melee Weapons: N/A

------------------------------

Ranged Weapons:

- Hellfire Hand Crossbow

  • +2 Enchantment

  • Possibly inflict Burning when attacking while Hiding or Invisible

  • Scorching Ray (Level 3) (Short Rest)

Location: Can be looted from Yurgir in the Gauntlet of Shar

------------------------------

-------ACT 3-------

Head:

- Birthright

  • +2 CHA (Up to 22)

Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower

------------------------------

Chest:

- Elegant Studded Leather

  • 14 AC + Full Dexterity Modifier

  • +2 Initiative

  • Advantage on Stealth Checks

  • Shield (Short Rest)

    • When you are about to be hit, use a Reaction to increase AC by 5

    • Take 0 damage from Magic Missile

    • Lasts until start of your next turn

Location: Looted from High Security Vault n°9

- Bhaalist Armour

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

------------------------------

Gloves:

- Thunderpalm Strikers

  • Unarmed Attacks deal +1d4 Thunder Damage

  • Thunderwave (Level 3 Spell) (Long Rest)

Location: Rivington

------------------------------

Boots:

- Helldusk Boots

  • Immune to Prone

  • Immune to Difficult Terrain

  • Can use Reaction to succeed a failed Saving Throw

  • Hellcrawler (Short Rest)

    • Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius

Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.

------------------------------

Cloak:

- Shade-Slayer Cloak

  • Number needed to roll a Critical Hit reduced by 1 while Hiding

Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers

------------------------------

Amulet: N/A

------------------------------

Rings:

- Ring of Blink

  • Blink (Long Rest)

Location:  Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party

------------------------------

Melee Weapons:

- Duellist's Prerogative (If possible)

- Crimson Mischief (If wearing Bhaalist Armour)

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • +1d4 Piercing Damage to targets with less than 50%HP

  • +7 Piercing Damage when attacking with Advantage

  • When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage

Location: Dropped by Orin

- Bloodthirst (Optional)

  • Dagger

  • +2 Enchantment

  • Bound Weapon

  • Number needed to roll a Critical Hit is reduced by 1

  • True Strike (Bonus Action) (Cantrip) (Short Rest)

  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage

  • Off-Hand: When a creature misses you with a Melee Attack, gain True Strike

  • Off-Hand: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone

- Stillmaker

  • Dagger

  • +2 Enchantment

  • Hold Person (Long Rest) (Level 3)

Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it

------------------------------

Ranged Weapons: N/A

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POSTEDMay 4, 2024
ARCHIVEDJun 10, 2026