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Note: This character is entirely built around the gear set and is one of the most abusive builds in the game. This build begins at Level 8 (Average timeframe of Nightsong completion) and assumes you are respeccing. I don’t consider this a build until you acquire the Rare Dark Justiciar Armour from killing the Nightsong. You may play this build from the beginning of the game, but do take this into consideration if doing so as it will not be very flavorful. If wanting to play as Lore-Accurate Shadowheart, simply play Trickery Domain until you get the Dark Justiciar gear, possibly mixing in Rogue or Ranger. If requested, I will do a build for this. 

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

Starting Class: Fighter 

- Constitution Proficiency

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Two-Weapon Fighting

  • Add Ability Score Modifier to Offhand weapon

Race: N/A

Background: N/A

Skills: N/A

Stats:

  • STR = 8

  • DEX = 17

  • CON = 15

  • INT = 8

  • WIS = 16

  • CHA = 8

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Fighter 3

Subclass: Champion

- Improved Critical Hit

  • Number needed to land a Critical Hit reduced by 1

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

Fighter 4

Feat: Ability Improvement (+1 DEX / +1 CON)

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

Fighter 5

- Extra Attack

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

Fighter 6

Feat: Dual Wielder

  • Can wield two weapons even if they aren’t Light except Heavy weapons

  • +1 AC while wielding a weapon in each hand

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

Multiclass: Monk

- +2 Ki Points

- Unarmoured Defence

  • Adds Wisdom Modifier to AC while not wearing armour

- Martial Arts: Dextrous Attacks*

  • Monk Weapons and Unarmed Attacks use Dexterity instead of Strength if Dexterity is higher

- Martial Arts: Deft Strikes

  • Monk Weapons and Unarmed Attacks will always deal a minimum of 1d4 Bludgeoning Damage

- Martial Arts: Bonus Unarmed Strike

  • Can make an Unarmed Strike as a Bonus Action after making an initial attack with a Monk Weapon or Unarmed Attack

- Flurry of Blows (1 Ki)

  • Make 2 Unarmed Strikes against target

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

Multiclass: 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

    • Level 5 Rogue = 3d6

Skills: Stealth x2, Religion

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

Rogue 2

- Cunning Action: Hide

- Cunning Action: Dash

- Cunning Action: Disengage

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

Rogue 3

Subclass: Thief

- Gain an additional Bonus Action

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

Note: The last 2 levels can be taken into Rogue, Fighter, or War Domain. Cleric being largely unnecessary, but it does give us Guided Strike as well as the flavor of being a Cleric (again). If min/max, I would take Rogue to 5 with Savage Attacker as the Feat.

Multiclass: War Domain Cleric

OR

Fighter 7

OR

Rogue 4*

Feat: Savage Attacker

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

Cleric 2

OR

Fighter 8

Feat: Savage Attacker

OR

Rogue 5*

Uncanny Dodge

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

Important Items:

- Elixir of Viciousness

  • Reduces number needed to Critical Hit by 1

- Mirror of Loss (+2 WIS or +2 DEX)

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

Head:

- 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

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Chest:

- Dark Justiciar Mail

  • Medium Armour

  • 13 AC + 2 (DEX)

  • While obscured, deal 1d4 Necrotic Damage to attackers that hit you with a Melee Attack

Location: Looted from skeletons in Grymforge

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Gloves: N/A

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Boots: N/A

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Cloak: N/A

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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

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Rings:

- 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

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

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Melee Weapons:

- Ritual Dagger

  • Dagger

  • On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn

  • Blood Sacrifice (Bonus Action)

    • Take 1d4 Slashing Damage

    • +1d4 Attack Rolls & Saving Throws for 1 turn

Location: On the table next to Abdirak in Shattered Sanctum

- 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

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

Ranged Weapons:

- Bow of the Banshee

  • +1 Enchantment

  • +1d4 Attack Rolls against Frightened creatures

  • +1d4 Damage against Frightened creatures

  • On a hit, possibly inflict Frightened

  • Note: Both +1d4 buffs apply to all weapons you are wielding

Location: Corsair Greymon in Grymforge

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

-------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)

  • 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

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

Gloves:

- Dark Justiciar Gauntlets (Uncommon)

  • Weapon Attacks +1d4 Necrotic Damage

  • +1 STR Saving Throws

Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir

- Dark Justiciar Gauntlets (Rare)

  • +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

  • +1 DEX Saving Throws

  • Shadow Teleportation (Short Rest)

    • Teleport between shadows

Location: Kill the Nightsong

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

Cloak:

- Fleshmelter Cloak

  • When hit with a melee attack, deal 1d4 Acid Damage to that creature

Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue

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

Amulet:

- Surgeon’s Subjugation Amulet

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

Location: House of Healing

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

Rings:

- Killer’s Sweetheart

  • When you kill a creature, can make your next attack a Critical

Location: Self-Same Trial in Gauntlet of Shar

- 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

- Shadow Blade Ring

  • Shadow Blade (Short Rest) (Concentration)

    • Conjure a shortsword

    • Can be unequipped and equipped as long as it remains on the caster’s person

    • 2d8 Psychic Damage

    • Advantage against Obscured creatures

Location: Reward for Find Arabella’s Parents quest

- Ring of Shadows

  • Pass Without Trace (Concentration) (Long Rest)

    • +10 Stealth Checks for you and allies in 9m radius

    • Lasts until Long Rest

Location: Hide and Seek quest reward by Oliver, House with Flowers in Shadow-Cursed Lands. Can also be obtained by knocking him out or through pick-pocketing at the exact moment the encounter becomes a tactical turn based encounter and before he vanishes or if you can see invisible creatures

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

Melee Weapons:

- Shar’s Spear of Evening*

  • +3 Enchantment

  • Blind Immunity

  • Shar’s Blessing

    • Advantage on Saving Throws while Obscured

    • Deal +1d6 Damage to Obscured creatures

  • Shar’s Darkness (Per Turn)

    • Cast Darkness as a Level 2 spell once per turn using a normal action

  • Edge of Darkness (Short Rest)

    • Create a cloud of Darkness while you attack

Location: Reward for convincing Shadowheart to kill the Nightsong

- Justiciar’s Scimitar*

  • +2 Echantment

  • When attacking with Advantage, chance to Blind target

  • Shadowsoaked Blow

    • Add Proficiency Bonus to damage of an attack

    • Deals bonus 1d6 Psychic Damage

    • Doesn’t break concealment

Location: Looted from Lyrthindor in the Gauntlet of Shar. Lyrthindor is involved in the quest Break Yurgir's Contract. He can be found at the foot of the large statue of Shar X: -713 Y: -732, though you must first speak with and follow the rats to this location in order to find him

- Sword of Clutching Umbra

  • Shortsword

  • +1 Enchantment

  • Shadowsoaked Blow

    • Strike an enemy and add Proficiency Bonus to Damage

    • If Attack hits, deals +1d6 Psychic Damage

    • Does not break stealth

Location: Purchased from Dammon

- Render of Mind and Body

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers

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

Ranged Weapons:

- Least Expected

  • Shortbow

  • +2 Enchantment

  • +1d4 Bonus to Ranged Weapon Attacks while Obscured

  • Blinding Shot (Bonus Action)

    • Blind your target

Location: Gauntlet of Shar

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

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

Head: N/A

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

Chest: N/A

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Gloves: N/A

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Boots: N/A

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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:

- Amulet of Greater Health (Optional, can dump CON if using this)

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Amulet of the Devout (Optional for players taking last 2 levels into Cleric)

  • +2 Spell Save DC

  • +1 Channel Divinity Charge per Long Rest

Location: Chest in Stormshore Tabernacle

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

Rings: N/A

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Melee Weapons:

- Bloodthirst (Main Hand weapon, Shar’s Spear of Evening in Offhand)

  • 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

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

Ranged Weapons:

- The Dead Shot*

  • Longbow

  • +2 Enchantment

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

  • Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage

Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City

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POSTEDMay 13, 2024
ARCHIVEDJun 10, 2026