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Alucard (Castlevania) (Build 1)

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This is essentially a Swords Bard build, with a little bit of Alucard flavor. I have a second Alucard build with transformations and different class utilization.

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

Starting Class: Bard

- +2 Level 1 Spell Slots

- +3 Bardic Inspiration Charges

- Bardic Inspiration

  • Grant an ally +1d6 on their next Attack Roll, Saving Throw, or Ability Check

  • Level 5 = 1d8

  • Level 10 = 1d10

Race: Drow Half-Elf

- Civil Militia

  • Weapon Proficiency with Spears, Pikes, Halberds, Glaives, Light Armour, Shields

- Darkvision

  • Can see in the dark up to 12m

  • Prevents Disadvantage when attacking creatures in the dark up to 12m

- Fey Ancestry

  • Immune to Sleep

  • Advantage on Saving Throws against Charmed

- Dancing Lights (Cantrip) (Concentration)

  • Illuminate a 9m Radius

- Faerie Fire (Concentration) (Long Rest)

  • All targets within 6m area turn visible and Attack Rolls against them have Advantage

  • Unlocked at Character Level 3 & uses CHA

- Darkness (Concentration) (Long Rest)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

  • Unlocked at Character Level 4 & uses CHA

Background: Noble

Skills: Athletics, Perception, Persuasion

Stats:

  • STR = 8

  • DEX = 16

  • CON = 14

  • INT = 8

  • WIS = 10

  • CHA = 17

Cantrips:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

- Friends OR Minor Illusion

Spells:

- Longstrider (Ritual)

  • +3m Movement Speed

- Cure Wounds

  • Heal 1d8 + Spellcasting Modifier HP

  • +1d8 per upcast

- Healing Word

  • Heal 1d4 + Spellcasting Modifier  HP

  • +1d4 HP per upcast

- Heroism (Concentration)

  • Gain 5 Temp HP each turn

  • Immune to Frightened

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

Bard 2

- +1 Level 1 Spell Slot

- Jack of All Trades

  • Add half of your Proficiency Bonus to Ability Checks you aren’t proficient in

- Song of Rest (Long Rest)

  • Take a Short Rest

Spell:

- Disguise Self (Ritual)

  • Alter your appearance

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

Bard 3

Subclass: College of Swords

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Slashing Flourish (Bardic Inspiration)

  • Deal +1d6 Damage to 2 enemies within 2m Cone AoE

  • +1d8 at Level 5 Bard

  • +1d10 at Level 10 Bard

- Defensive Flourish (Bardic Inspiration)

  • Deal +1d6 Damage

  • +4 AC if you land hit

  • +1d8 at Level 5 Bard

  • +1d10 at Level 10 Bard

- Mobile Flourish (Bardic Inspiration)

  • Deal +1d6 Damage

  • Push enemy back 6m

  • Can teleport to target

  • +1d8 at Level 5 Bard

  • +1d10 at Level 10 Bard

Fighting Style: Duelling

  • +2 Damage when wielding one one-handed weapon

Spell:

- Cloud of Daggers (Concentration)

  • 4d4 Slashing Damage per turn

  • +2d4 Slashing Damage per upcast

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

Bard 4

- +1 Level 2 Spell Slot

Feat: Ability Improvement (+2 DEX)

Cantrip:

- Friends OR Minor Illusion

Spell:

- Lesser Restoration

  • Cure Diseased, Poisoned, Paralysis, or Blinded

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

Bard 5

- +2 Level 3 Spell Slots

- +1 Bardic Inspiration Charge

- Font of Inspiration

  • Regain all Bardic Inspiration Charges after a Short or Long Rest

- Improved Bardic Inspiration

  • Bardic Inspiration dice are now d8

Spell:

- Fear (Concentration)

  • Cause targets in a 9m Cone AoE to become Fearful for 2 turns

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

    • Must run from source of fear

    • Cannot take additional actions

    • Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster

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

Bard 6

- +1 Level 3 Spell Slot

- Extra Attack

- Countercharm

  • You and allies within 9m have Advantage on Saving Throws against Charmed & Frightened

Spell:

- Stinking Cloud (Concentration)

  • Create 6m Stinking Cloud area for 10 turns

  • Nauseous

    • Can’t take Actions

    • Poisoned

      • Disadvantage on Attack Rolls

      • Disadvantage on Ability Checks

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

Bard 7

- +1 Level 4 Spell Slot

Spell:

- Freedom of Movement

  • Frees an ally from Stun

  • Immunity to Paralyzed and Restrained

  • Difficult Terrain doesn’t slow creature down

  • If target is restrained by non-magical means, can spend 1.5m of Movement to free itself

  • Lasts until Long Rest

Note: Respec for 1 Level of Fighter for Constitution Proficiency if you feel you need it. In both cases, continue with the guid as normal.

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

Bard 8

- +1 Level 4 Spell Slot

- +1 Bardic Inspiration Charge

Feat: Ability Improvement (+2 DEX or CHA)

Spell:

- Featherfall (Ritual)

  • Grant you and your allies Immunity to Falling Damage within 9m for 10 turns

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

Bard 9

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

Spell:

- Calm Emotions (Concentration) (10 turns)

  • Can’t be Charmed, Frightened, or become enraged in 6m Radius

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

Bard 10

- +1 Level 5 Spell Slot

- Improved Bardic Inspiration

  • Bardic Inspiration dice are now d10

Skills: Insight, Medicine

Magical Secrets:

- Spiritual Weapon

  • Summon a floating, spectral weapon for 10 turns

    • Greataxe

    • Greatsword

    • Halberd

    • Maul

    • Spear

    • Trident

  • Immune to Psychic and Poison Damage

  • Resistant to all other Damage types

  • 1d8 + 1 + Spellcasting Modifier Force Damage

  • +1d8 Force Damage per upcast

  • +8 HP per upcast

- Vampiric Touch (Concentration)

  • 3d6 Necrotic Damage

  • Can recast while concentration without expending spell slot

  • +1d6 Necrotic Damage per upcast

Cantrip: Any

Spell: Any

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

Multiclass; Fighter 

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Note: Respec for your 1st Level as Fighter for Constitution Proficiency if you didn’t do so at Level 7.

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Important Items:

- Hag’s Hair (+1 CHA)

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

Head:

- Circlet of Blasting

  • Scorching Ray (Level 2) (Long Rest)

    • 2d12 Fire Damage per Ray (3)

    • +1 Ray per upcast

Location: Sold by Blurg in Myconid Colony

- Diadem of Arcane Synergy

  • When you inflict a condition, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

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

Chest:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

- Adamantine Scale Mail

  • 16 AC

  • -1 All Incoming Damage

  • Immunity to Critical Hits

  • When hit with a Melee Attack, the attacker is sent Reeling for 3 turns

    • Reeling:

      • -1 Attack Rolls for every turn remaining

Location: Grymforge

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

Gloves:

- Gloves of Cinder and Sizzle

  • Unarmed Attacks deal Bonus 1d4 Fire Damage

  • Scorching Ray (Long Rest)

Location: Sold by Lady Esther at Rosymorn Monastery Trail

- Wondrous Gloves

  • +1 AC

  • +1 Bardic Inspiration Charge

Location: Dropped by a Mimic in Grymforge

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

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

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

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

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

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

Shields:

- Safeguard Shield

  • +2 AC

  • +1 Saving Throws

Location: Purchased from Dammon

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

Melee Weapons:

- Sword of Screams

  • Rapier

  • +1d4 Psychic Damage

Location: Dropped by Nere

- Phalar Aluve

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

    • All allies within 6m gain +1d4 Attack Rolls and Saving Throws

  • Shriek (Short Rest)

    • All enemies within 6m have -1d4 Saving Throws

    • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

- Larethian’s Wrath

  • +1 Enchantment

  • Razor Gale (Short Rest)

    • Deal Damage to enemies in a 4m Cone AoE

    • Targets take Half-Damage on Miss

    • Unlike Cleave, does NOT have maximum number of targets

Location: Purchased at Crèche Y'llek

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

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: N/A

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

Chest: N/A

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

Gloves:

- Raven Gloves

  • Summon Quothe the Raven (Short Rest(

Location: Given by He Who Was for completing Punish the Wicked

- Gloves of the Duellist

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

Location: Purchased from trader at Moonrise Towers

- Flawed Helldusk Gloves

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

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

Boots:

- Boots of Brilliance

  • Restore 1 Bardic Inspiration once per long rest

Location: Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723

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

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

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

Amulet:

- Spellcrux Amulet

  • Spell Slot Restoration (Long Rest)

    • Replenish any Level Spell Slot as a Bonus Action

Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650

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

Rings: N/A

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

Shields:

- Shield of Devotion

  • +2 AC

  • +1 Level 1 Spell Slot

  • Aid (Level 3) (Long Rest)

Location: Last Light Inn Quatermaster

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

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

- Darkfire Shortbow

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

    • When Haste ends, become Lethargic (lose a turn)

Location: Purchased from Dammon

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

-------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

- Armour of Agility

  • 17 AC + Full Dexterity Modifier

  • +2 Saving Throws

  • Does not impose Disadvantage on Stealth Checks

Location: Sold by Gloomy Fentonson at Stormshore Armoury

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

Gloves:

- Legacy of the Masters

  • +2 Attack Rolls

  • +2 Damage Rolls

  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

- Helldusk Gloves

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the House of Hope

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

Boots: N/A

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

Cloak:

- Cloak of Displacement

  • Causes enemies Disadvantage on Attack Rolls against you until you take damage

Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing

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

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

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

Rings: N/A

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

Shields:

- Viconia’s Walking Fortress

  • +3 AC

  • Rebuke of the Mighty (Reaction)

    • When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone

  • Advantage on Saving Throws against Spells

  • Spell Attack Rolls against wielder have Disadvatange

  • Reflective Shell (Short Rest)

    • Projectiles are reflected back to their origin

  • Warding Bond (Long Rest)

    • Resistant to all Damage

    • +1 AC

    • +1 Saving Throws

    • Each time target takes damage, spellcaster takes the same damage

Location: Viconia

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

Melee Weapons:

- Duellist’s Prerogative

  • Rapier

  • +3 Enchantment

  • +1d4 Necrotic Damage

  • +1 Reaction per turn

  • While Off-Hand is empty, score a Critical Hit when rolling a 19

  • Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit

  • Challenge to Duel

    • Cause target to have Disadvantage on Attack Rolls against anyone but caster

    • Target possibly might Bleed after being hit by caster

  • Dueller’s Enthusiasm

    • Bonus Action normal weapon attack

Location: Reward for completing the quest Save Vanra

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

Ranged Weapons: N/A

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

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POSTEDJun 2, 2024
ARCHIVEDJun 10, 2026