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Geralt of Rivia

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

Starting Class: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Great Weapon Fighting

  • When you roll a 1 or 2 on a damage die with a 2-handed weapon, reroll once

Race: High Half-Elf (Wood if you don’t care about using a sign until Level 6 and/or for min/max)

- 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

Cantrip: 

- Friends (Concentration) (10 turns) (Axii)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

Note: You can also choose Fire Bolt, Blade Ward

Background: Outlander (Athletics, Survival)

Skills: Acrobatics, Perception (Insight if possible)

Starting Min/Max Stats:

  • STR = 8

  • DEX = 17

  • CON = 14

  • INT = 15

  • WIS = 10

  • CHA = 8

Respec’d Min/Max Stats:

  • STR = 8

  • DEX = 17

  • CON = 8

  • INT = 15

  • WIS = 14

  • CHA = 12

Note: Requires Amulet of Greater Health* and possibly Potion/Gauntlets of Hill Giant Strength (dependant upon weapon selection).

Flavorful Stats:

  • STR = 10

  • DEX = 16

  • CON = 14

  • INT = 12

  • WIS = 14

  • CHA = 10

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Fighter 3

Subclass: Battlemaster

- +4 Superiority Dice

Manoeuvres:

- Disarming Attack

  • Weapon Damage + 1d8 Physical Damage

  • May force target to drop weapons

- Feinting Attack

  • Use both Action & Bonus Action to attack with Advantage

  • Weapon Damage + Superiority Die Weapon Damage

- Precision Attack

Add Superiority Dice Roll to next Attack Roll 

OR 

- Trip Attack

  • +1d8 Physical Damage

  • Chance to knock enemy Prone

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

Fighter 4

Feat: Ability Improvement (+2 DEX)

Note: Make sure to acquire the Hag’s Hair for +1 DEX if min/maxing

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

Fighter 5

- Extra Attack

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

Wizard 1

- +2 Level 1 Spell Slots

- +1 Arcane Recovery Charge

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

  • Replenish expended Spell Slots

  • +1 Arcane Recovery Charge used per Spell Slot Level 

Cantrips:

- Fire Bolt (Igni)

  • 1d10 Fire Damage

  • Level 5 = 2d10

  • Level 10 = 3d10

- Blade Ward (2 turns) (Quen)

  • Halves incoming Physical Damage for 2 turns

- Friends (Concentration) (10 turns) (Axii) (ONLY if you didn’t get this at Level 1)

  • Advantage on Charisma Checks against non-hostiles creatures

  • Can be used in Dialogue

  • Can be cast while Silenced

OR

-True Strike! (Concentration)

  • Gain Advantage on your next weapon attack

Spells:

- Thunderwave (Aard)

  • 2d8 Thunder Damage

  • Pushes creatures away

  • +1d8 Thunder Damage per upcast

- Burning Hands (Igni)

  • 3d6 Fire Damage in 5m Cone AoE

  • DEX Save to halve damage

  • +1d6 per upcast

- Charm Person (10 turns) (Axii)

  • Can’t attack spellcaster

  • Spellcaster has Advantage on Charisma Checks in dialogue

  • Ends early if target is hurt

- Shield (Reaction) (Quen)

  • 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

- Longstrider (Ritual)

  • +3m Movement Speed

- 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

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

Fighter 6

Feat: Ability Improvement (+1 DEX +1 INT)

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

Wizard 2

Subclass: Abjuration OR Transmutation

Note: Transmutation if utilizing alchemy to fullest potential, Abjuration for some damage negation. I would likely choose Transmutation for leveling, and respec to Abjuration for late game after I’ve stocked up on everything I need.

- +1 Level 1 Spell Slot

Spells:

- Expeditious Retreat (Concentration)

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

  • Can last until Long Rest

- False Life (Alchemy? Mutagen?)

  • Gain 7 Temporary HP

  • +5 Temporary HP per upcast

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

Wizard 3

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- +1 Arcane Recovery Charge

Spells:

- Hold Person (Concentration) (Yyrden)

  • 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

- Scorching Ray (Igni)

  • 2d12 Fire Damage per Ray (3)

  • +1 Ray per upcast

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

Wizard 4

- +1 Level 2 Spell Slot

Feat: Great Weapon Master

Cantrip: N/A

Spells:

- See Invisibility

  • Spot Invisible creatures within 9m

  • Creatures lose Invisibility if they fail a DEX Save

  • Lasts until Long Rest

- Gust of Wind (Aard)

  • Clear areas such as Fog and Cloudkill

  • Push creatures back 5m

  • Cause creatures to become Off Balance

Note: Gust of Wind is an extremely useful utility spell capable of not only pushing enemies and knocking them Off Balance, but clearing terrain such as Cloudkill

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

Note: If you want 18 INT, take 2 more levels into Fighter for another Ability Improvement Feat. Otherwise, continue along!

Wizard 5

- +2 Level 3 Spell Slots

Spells:

- Slow (Concentration) (Yyrden)

  • Slow up to 6 enemies for 10 turns

    • -2 AC

    • -2 DEX Saves

    • Can only take Action or Bonus Action, not both

    • Cannot take Reactions

    • Cannot make more than 1 attack per turn

    • Spells might delay

- Glyph of Warding (Yyrden?)

  • Create 4m Glyph on the ground that, when stepped on, triggers the selected effect

    • Sleep

      • Puts creatures to Sleep for 2 turns

    • Detonation

      • Pushes creatures back

    • Thunder

      • 5d8 Thunder Damage

      • +1d8 per upcast

    • Lightning

      • 5d8 Lightning Damage

      • +1d8 per upcast

    • Fire

      • 5d8 Fire Damage

      • +1d8 per upcast

    • Cold

      • 5d8 Cold Damage

      • +1d8 per upcast

    • Acid

      • 5d8 Acid Damage

      • +1d8 per upcast

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

Fighter 7

- +1 Superiority Die

Manoeuvres:

- Sweeping Attack

  • Deal Superiority Die Damage in a 2m Cone AoE

Note: Not an effective damage dealer, only use to finish off mobs or in special situations when necessary.

- Trip Attack

  • Chance to knock enemy Prone

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

Important Items:

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

- Mirror of Loss (+2 INT) (Optional)

Note: Using optional routes combined with the optional 4th feat will enable 20 DEX & 20 INT to be possible

Scrolls:

- Aid

- Fireball

- Haste

- Hypnotic Pattern(?)

- Remove Curse

-------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

- 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

- Warped Headband of Intellect (Optional)

  • Increases INT to 17

Location:  Dropped by Lump the Enlightened in the Blighted Village X: 13 Y: 366

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

Chest:

- 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 Missile Snaring

  • Use a Reaction to reduce incoming Missile Damage from a Ranged Weapon Attack by 1d10 + DEX Modifier

Locaiton: These gloves are sold by Arron in the Druid Grove

- 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

- 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

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

Boots:

- Boots of Speed

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

Location: Gnome in Myconid Colony

- Boots of Striding

  • +1 Athletics

  • When you cast a spell that requires Concentration, gain Momentum for 2 turns

  • While you are concentrating, you cannot be pushed or knocked prone

Location: Minthara

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

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

Cloak: N/A

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

Amulet:

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

- 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

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

- Amulet of Silvanus

  • Lesser Restoration (Once Per Long Rest)

    • Cure a creature of Paralysis, Blinded, Diseased, or Poisoned

Location: Druid Grove X:262 Y:481

- Uncovered Mysteries

  • Cast Detect Thoughts once per Long Rest

Location: Chest in Arcane Tower

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

Rings:

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

- 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

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

Melee Weapons:

- 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

- 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

- Sussur Greatsword

  • +1 Enchantment

  • Silences target on hit

Location: This weapon is obtained as part of the quest Finish the Masterwork Weapon in the Blighted Village by combining the Greatsword with Sussur Tree Bark in the Blacksmith's Forge found in one of the buildings in the village

- Sword of Justice

  • +1 Enchantment

  • Cast Shield of Faith once per Long Rest

Location: Anders X:110 Y::560

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

Ranged Weapons:

- Hand Crossbows!

- 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:

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

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

Chest: N/A

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

Gloves:

- Gauntlets of Surging Accuracy

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

Location: Purchased at Moonrise Towers

- Jhannyl’s Gloves

  • +1 Saving Throws

  • When the wearer becomes Blinded, Paralyzed, or Poisoned, they automatically cast Lesser Restoration on themselves

Location: Looted from Isobel in numerous locations:

  • Last Light Inn if she is killed after dealing with the Nightsong but before completing the assault on Moonrise.

  • Mind Flayer Colony if she is kidnapped by Marcus or killed at Last Light Inn before dealing with the Nightsong.

  • In your camp in act 3 if she accompanies you.

  • Ramazith's Tower in act 3 if the Nightsong is killed or imprisoned there.

- Cindersnap Gloves

  • Protection From Missiles (10 turns) once Per Long Rest

Location: Quartermaster at Last Light Inn

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

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

- 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:

- Killer’s Sweetheart

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

Location: Self-Same Trial in Gauntlet of Shar

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

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

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

- Ne’er Misser

  • +1 Enchantment

  • Deals Force damage instead of Physical

  • Magic Missile (Level 3) (Once per Short Rest)

Location: Sold by Roah Moonglow in Moonrise Towers

Trivia: The Ne’er Misser has a unique animation for Magic Missile in which it fires the missiles directly from the Bow itself

- 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

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

Chest:

- 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

- Flame Enamelled Armour

  • 16 AC + 2 (DEX)

  • +2 Initiative

  • +2 Saving Throws

  • Fire Resistance

  • Fire Shield: Warm (Long Rest)

  • Disadvantage on Stealth Checks

Location: Can be found in a chest at Wyrm's Rock Fortress at X: -28 Y: 184

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

Gloves:

- 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

- 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

- Gauntlets of Hill Giant Strength

  • 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

- 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:

- 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:

- Ring of Regeneration

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

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

Melee Weapons:

- Balduran’s Giantslayer

  • +3 Enchantment

  • Double damage from STR Modifier

  • Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures

  • Giant Form

  • Topple the Big Folk

Location: Ansur

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

Ranged Weapons: N/A

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

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POSTEDJul 14, 2024
ARCHIVEDJun 10, 2026