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

Starting Class: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Duelling or Two-Weapon Fighting (Defence if playing Solo)

Race: Human

Background: Criminal (Deception, Stealth)

Skills: Athletics, Insight, Perception

Stats:

  • STR = 10

  • DEX = 17

  • CON = 14

  • INT = 16

  • WIS = 8

  • CHA = 8

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Fighter 3

Subclass: Eldritch Knight

- +2 Level 1 Spell Slots

- Weapon Bond

  • Bind your weapon

  • Returns when thrown

  • Cannot be knocked out of your hands

Cantrips:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

- Friends (Concentration) (10 turns)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

Spells:

- Shield (Reaction)

  • When about to be hit, can use a Reaction to cast Shield

    • +5 AC

    • Immune to Magic Missile

    • Lasts until start of your next turn

- Mage Armour

  • Increase AC to 13 + DEX Modifier

  • Cannot be wearing armour

Expanded:

- Expeditious Retreat (Concentration)

  • Immediately gain Dash this turn and as a Bonus Action until this spell ends

  • Can last until Long Rest

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

Fighter 4

- +1 Level 1 Spell Slot

Feat: Ability Improvement (+2 DEX)

Spell:

- Protection From Evil & Good (Concentration)

  • Protects against Abberations, Celestials, Elementals, Fey, Fiends, and Undead

  • Can’t be Charmed, Frightened, or possessed by listed entities

  • Listed entities have Disadvantage when attacking target

  • Lasts until Long Rest

Replace Spell: Mage Armour

- Longstrider (Ritual)

  • +3m Movement Speed

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

Fighter 5

- Extra Attack

Replace Spell: Protection From Evil & Good

- False Life

  • Gain 7 Temporary HP

  • +5 Temporary HP per upcast

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

Fighter 6

Feat: Ability Improvement (+2 INT)

Note: You can take this level at any point later in the build if you want necromancy a level early.

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

Multiclass: Wizard

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Arcane Recovery (Long Rest) (Arcane Recovery Charge)

  • Replenish expended Spell Slots

  • +1 Arcane Recovery Charge used per Spell Slot Level 

Cantrips:

- Mage Hand

  • Summons an incorporeal hand that can manipulate and interact with objects

  • Lasts for 10 turns

- Light

  • Infuse an object with an aura of light with a radius of 7.5m

- Bone Chill

  • 1d8 Necrotic Damage

  • Target cannot regain HP for 1 turn

  • If target is Undead, has Disadvantage on Attack Rolls

  • 2d8 Necrotic Damage at Level 5

  • 3d8 Necrotic Damage at Level 10

Spells:

- Enhance Leap (Ritual) (10 turns)

  • Triple Jump distance

- Feather Fall (Ritual) (10 turns)

  • Immune to Falling Damage

  • Affects you and allies within 9m

- Protection From Evil & Good (Concentration)

  • Protects against Abberations, Celestials, Elementals, Fey, Fiends, and Undead

  • Can’t be Charmed, Frightened, or possessed by listed entities

  • Listed entities have Disadvantage when attacking target

  • Lasts until Long Rest

- Magic Missile

  • 1d4 + 1 Force Damage per missile

  • Always hits

  • +1 missile per upcast

- Thunderwave (Headcannon as attacking multiple enemies)

  • 2d8 Thunder Damage

  • Pushes creatures away

  • +1d8 Thunder Damage per upcast

- Ray of Sickness (Headcannon as his dagger’s poison)

  •  2d8 Poison Damage

  • Chance to Poison Target

  • +1d8 per upcast

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

Wizard 2

Subclass: Necromancy

- +1 Level 2 Spell Slot

- Necromancy Savant

  • Halves the cost to learn Necromancy Spells from Scrolls

- Grim Harvest

  • Once per turn, regain HP equal to twice the Spell Slot level used to kill a creature, thrice HP if used a Necromancy Spell

Spells: (Can be ignored)

- Charm Person (10 turns)

  • Can’t attack spellcaster

  • Spellcaster has Advantage on Charisma Checks in dialogue

  • Ends early if target is hurt

- Fog Cloud (Concentration)

  • Create 5m Area of Fog for 10 turns

    • Blind creatures

      • Creature’s ranged attacks and spells have a range of 3m

      • Creature’s Attack Rolls have Disadvantage

      • Attack Rolls against creature have Advantage

    • Heavily Obscure creatures

  • +2m per upcast

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

Wizard 3

- +2 Level 3 Spell Slots

Spells:

- Invisibility

- Magic Weapon (Concentration)

  • Imbue Weapon with +1 Attack & Damage Rolls

  • Level 4 & 5 = +2

  • Level 6 = +3

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

Wizard 4

- +1 Level 3 Spell Slot

Feat: Ability Improvement (+2 INT)

Cantrip:

- True Strike!

Spells:

- Hold Person (Can be Headcannoned as Sung’s speed, his enemies frozen in place because of how fast he’s moving)

  • 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

- Detect Thoughts (Ritual) (Concentration)

  • Read the thoughts of creatures while talking to them until Long Rest

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

Wizard 5

- +1 Level 4 Spell Slot

Spells:

- Haste (Concentration) (10 turns)

  • +2 AC

  • Advantage on DEX Saving Throws

  • +9m Movement Speed

  • +1 Action per turn

  • When Haste ends, become Lethargic

    • Cannot move or take actions for 1 turn

- 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 12--------------------

Wizard 6

- +1 Level 4 Spell Slot

- Undead Thralls: Animate Dead

  • Gain Animate Dead Always Prepared

- Undead Thralls: Additional Undead

  • Can raise 1 additional corpse

- Undead Thralls: Better Summons

  • Summons from Animate Dead have additional HP equal to Wizard Level

  • Proficiency Bonus added to damage of Animate Dead Summons

Spells:

- Hypnotic Pattern (Concentration) (2 turns)

  • Hypnotize creatures in a 9m radius

    • Cannot move or take any actions

    • Removed by taking damage, shoved, or helped

- 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

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

Important Items:

- Hag’s Hair (+1 DEX)

- Necromancy of Thay

- Scroll of Conjure Minor Elemental

- Scroll of Greater Invisibility

- Elixirs of Viciousness (Reduce number needed to Crit by 1)

- Potions of Hill Giant Strength (OPTIONAL)

- Potion of Everlasting Vigour (+2 STR) (OPTIONAL)

- Scroll of Misty Step (OPTIONAL)

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

Head:

- Haste Helm

  • At the start of combat, gain Momentum for 3 turns

    • Momentum

      • +1.5 Movement Speed

Location: Chest in Blighted Village near Waypoint

- 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

- Grymskull Helm

  • Immune to Critical Hits

  • Fire Resistance

  • Hunter’s Mark (Long Rest) (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

Location: Dropped by Grym in Grymforge

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

Chest:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

- Adamantine Splint Armour

  • Heavy Armour

  • 18 AC

  • -2 All Incoming Damage

  • Immunity to Critical Hits

  • Disadvantage on Stealth Checks

  • 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:

- 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 the Growling Underdog

  • +1 Strength Saving Throws

  • Advantage on Melee Attack Rolls when surrounded by 2 or more foes

Location: Dror Ragzlin’s Treasure Chests

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

Boots:

- Boots of Speed

  • Grants “Click Heels” which is a Bonus Action Dash

Location: Gnome in Myconid Colony

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

Cloak: N/A

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

Amulet:

- Broodmother’s Revenge

  • Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage

Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

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

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

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

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

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:

- Hunting Shortbow

  • +1 Enchantment

  • Advantage on Monstrosity Enemy types for ALL weapons equipped

  • Hunter’s Mark (Long Rest) (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

Location: Purchased from Dammon

- 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:

Circle of Bones

  • Cast Animate Dead once per long rest

  • Allied Undead within 6m have Resistance to Bludgeoning, Slashing, and Piercing Damage

Location: Ketheric Thorm

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

Chest:

- Dwarven Splintmail

  • 19 AC

  • +2 CON

  • Take 1 less Piercing Damage

  • +1 STR Saving Throws

  • +1 Ability Checks

  • Disadvantage on Stealth Checks

Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic

- Reaper’s Embrace

  • Heavy Armour

  • 19 AC

  • -2 All Incoming Damage

  • Reaper’s Rigidity (Toggleable)

    • Can’t be moved against your will

    • Disadvantage on DEX Saving Throws

  • Howl of the Dead

    • Numb nearby creatures

  • Disadvantage on Stealth Checks

Location: Ketheric Thorm

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

Gloves:

- Gauntlets of Surging Accuracy

  • Gain +1d4 Attack Rolls until the end of your turn when using Action Surge

Location: Purchased at Moonrise Towers

- Gloves of the Duellist

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

Location: Purchased from trader at Moonrise Towers

- Hr’a’cknir Bracers

  • +1 STR Saving Throws

  • Can cast Mage Hand as a Bonus Action

  • Telekinesis (Short Rest)

Location: Looted from Ch'r'ai Tska'an in Reithwin Town near the bridge leading to the To Baldur's Gate waypoint

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

Boots: N/A

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

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader 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:

- 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

- 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

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

- Killer’s Sweetheart

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

Location: Self-Same Trial in Gauntlet of Shar

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

Melee Weapons: N/A

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

Ranged Weapons: 

- 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:

- Helm of Balduran

  • +1 AC

  • +1 Saving Throws

  • Regain 2 HP at the start of each turn

  • Immunity to Stunned

  • Immunity to Critical Hits

Location: The Dragon’s Sanctum

- Sarevok’s Horned Helmet

  • Medium Armour

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

  • Cannot be Frightened

  • Darkvision up to 3m or 15m if you already have it

Location: Sarevok

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

Chest:

- Armour of Persistence

  • 20 AC

  • -2 ALL incoming damage

  • Resistance (Permanent)

  • Blade Ward (Permanent)

  • Disadvantage on Stealth Checks

Location: Dammon

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

Gloves:

- Martial Exertion Gloves

  • Take 6d6 Piercing Damage

  • Double Movement Speed

  • Gain Additional Action

Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)

- Gauntlets of Hill Giant Strength (SUPER OPTIONAL)

  • Increase STR to 23

  • +1 STR Saving Throws

Location: House of Hope

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

Boots:

- Boots of Persistence

  • +1 Dexterity Saving Throws

  • Gain Permanent Longstrider

    • +3m Movement Speed

  • Gain Permanent Freedom of Movement

    • Movement Speed unimpeded by Difficult Terrain

    • Immune to Paralysed and Restrained

Location: Purchased from Dammon in Baldur’s Gate

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

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

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

Rings:

- Ring of Regeneration

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

- Crypt Lord Ring

  • Cast Create Undead once per long rest (Level 6 Spell)

Location: Rewarded for completion of Find Mystic Carrion's Servant if Thrumbo survives

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

Melee Weapons:

- Bloodthirst

  • 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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POSTEDJun 7, 2024
ARCHIVEDJun 10, 2026