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5 Ranger / 4 Fighter / 3 Paladin

Possibly requires 2 respecs

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

Starting Class: Ranger

Favoured Enemy: Ranger Knight OR Bounty Hunter

Natural Explorer: Wasteland Wanderer: Fire (Can be any, but Fire is the most common element)

Race: Human

Background: Outlander or Folk Hero

Skills: Any

Stats:

  • STR = 16

  • DEX = 14

  • CON = 15

  • INT = 8

  • WIS = 10

  • CHA = 12

Alternative Stats:

  • STR = 16

  • DEX = 14

  • CON = 14

  • INT = 8

  • WIS = 9

  • CHA = 14

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

Ranger 2

- +2 Level 1 Spell Slots

Fighting Style: Defence (or Archery, take Archery when Respec as we will get Defence from Paladin, otherwise we have a wasted option when selecting a Paladin fighting style)

- +1 AC while wearing armour

Spells:

- Longstrider (Ritual)

  • +3m Movement Speed

- Hunter’s Mark (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

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

Ranger 3

Subclass: Hunter

- +1 Level 1 Spell Slot

Hunter’s Prey: Horde Breaker

  • Can attack 2 enemies if they are adjacent to eachother (Melee/Ranged)

Spell:

- Goodberry

  • Conjure 4 magical berries that can be used to restore 1d4 HP

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

Ranger 4

Feat: Ability Improvement (+2 STR)

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

Ranger 5

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Extra Attack

Spell:

- Lesser Restoration

  • Cure Diseased, Poisoned, Paralysis, or Blinded

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

Multiclass: Fighter

Note: Consider a respec for Fighter as your 1st level for Constitution Proficiency (Optional)

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Great Weapon Fighting

  • When you roll a 1 or 2 on a 2-Handed Attack, the die is rerolled once

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Fighter 3

Subclass: Battlemaster

- +4 Superiority Dice

- Precision Attack

  • Add Superiority Dice Roll to next Attack Roll

- Disarming Attack

  • Weapon Damage + 1d8 Physical Damage

  • May force target to drop weapons

- Trip Attack

  • Chance to knock enemy Prone

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

Fighter 4

Feat: Great Weapon Master

  • Great Weapon Master: Bonus Attack

    • When you kill a creature or land a critical hit, you can make another attack using a Bonus Action

  • Great Weapon Master: All In (Toggleable)

    • -5 Attack Rolls with 2-Handed Weapons

    • +10 Damage with 2-Handed Weapons

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

Multiclass: Paladin

Subclass: Oath of Devotion

- +3 Lay on Hands Charges

- Lay on Hands

  • Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons

- Divine Sense (Short Rest)

  • Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns

- Holy Rebuke (Channel Oath) (2 turns)

  • Grant target aura that deals 1d4 Radiant Damage to Melee Attackers

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

Paladin 2

- Divine Smite

  • +2d8 Radiant Damage

  • Extra +1d8 Radiant Damage to Fiends and Undead

  • +1d8 Radiant Damage per upcast (Capped at 5d8)

  • Can be activated when you land a Melee Weapon Attack

  • Choose Spell Slot to expend

  • Does not expend Spell Slot on miss

Fighting Style: Defence 

  • +1 AC while wearing armour

Note: Respec to take Archery as Ranger’s fighting style, so you will be able to take Defence  

Prepared Spells:

- Cure Wounds

  • Heal 1d8 + Spellcasting Modifier HP

  • +1d8 per upcast

- Thunderous Smite

  • +2d6 Thunder Damage

  • Pushes target 3m

  • Chance to knock target Prone

- Shield of Faith (Concentration)

  • +2 AC

- Heroism (Concentration)

  • Gain 5 Temp HP each turn

  • Immune to Frightened

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

Paladin 3

- +1 Level 2 Spell Slot

- Divine Health

  • Immunity to Disease

- Sacred Weapon (Channel Oath) (10 turns)

  • Add CHA Modifier to Attack Rolls with equipped weapon

- Turn the Unholy (Channel Oath) (3 turns)

  • Turn Undead & Fiends in 9m AoE

    • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.

    • It can't willingly move to a space within 9m / 30ft of that creature.

    • It also can't take Reactions.

    • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.

    • The condition ends upon taking damage.

- 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

- Sanctuary

  • Can't be targeted by enemy Attacks or Spells

  • Can still take damage from AoE and surfaces

  • Ends when harmed or harming another creature

  • When ended, cannot gain Sanctuary again for 1 turn

Prepared Spell:

- Command (?)

  • Command a creature to flee, move closer, stop, drop their weapon, or fall prone

  • +1 target per upcast(?)

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

Important Items:

- Potion of Everlasting Vigour (+2 STR)

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

Head:

- Holy Lance Helm

  • +1 Constitution Saving Throws

  • Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage

Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level

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

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

- Luminous Armour

  • Medium Armour

  • 15 AC + DEX Modifier (Max 2)

  • When the wearer deals Radiant Damage, they cause a Radiant Shockwave

    • Inflict Radiating Orb in a 3m Radius

      • Entity has -1 to Attack Rolls per remaining turn

      • Entity sheds light around it

Location: Found in a locked and trapped Opulent Chest in the Selûnite Outpost area of the Underdark X: 176 Y: -247. The chest is behind a hidden door revealed by a Perception check, or it can be accessed by jumping from the room with the waypoint

- 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:

- Gloves of Dexterity

  • Set DEX to 18

  • +1 Attack Rolls

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

Note: If using these for a long time, can respec to drop all DEX points for another ability

- 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

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the 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

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

Cloak: N/A

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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 Silvanus

  • Lesser Restoration (Once Per Long Rest)

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

Location: Druid Grove X:262 Y:481

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

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

Rings:

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idoll

- 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

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

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

- Everburn Blade

  • +1d4 Fire Damage

Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.

- Svartlebee’s Woundseeker

  • +1 Enchantment

  • +1d4 Attack Rolls against creatures who have already taken damage

Location: Looted from Gauntlet Yeva in Waukeen's Rest X: -66 Y: 609 in Act 1. Has to be acquired before the first zone travel (including teleporting to your camp) after coming to Waukeen's Rest for the first time. If you come to the area after travelling to a different zone, Yeva will be gone. Can also be obtained from Gauntlet Yeva in the Tadpoling Centre within the Mind Flayer Colony in Act 2. One method to keep her non-hostile is to use a Disarming action on her during the fight where she appears. As long as you do not kill her, she will remain an ally.

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

Ranged Weapons:

- Titanstring Bow

  • Longbow

  • +1 Enchantment

  • Deals additional Damage equal to STR Modifier

Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers

- Gandrel’s Aspiration

  • Advantage against Monstrosities

  • Works with Melee Attacks as long as this weapon is equipped

Location: Dropped from Gandrel 

- 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

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

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

Head:

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

- Circlet of Hunting

  • +1d4 Attack Rolls to creatures marked with Hunter’s Mark*, True Strike, Faerie Fire, or Guiding Bolt

Location: Purchased from trader at Moonrise Towers

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

Chest: 

- Protective Plate

  • 18 AC

  • Necrotic Resistance

Location: Looted from the Hollow Armour at the bottom of the pit in House of Healing Morgue X: 44 Y: -942

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

Gloves:

- Swordmaster Gloves

  • Gain Proficiency with Shortswords, Longswords, and Greatswords

  • +1 Melee Attack Rolls

Location: Bought or stolen from Dammon in Act Two

- Gauntlets of Surging Accuracy

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

Location: Purchased at Moonrise Towers

- Luminous Gloves

  • +1 STR Saving Throws

  • When dealing Radiant Damage, also inflict 2 turns of Radiating Orb

Location: Found inside the Potter's Chest accessible by jumping. X: -52 Y: 11

- 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.

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

Boots: N/A

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

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

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

Amulet:

- Amulet of the Harpers

  • Advantage on WIS Saving Throws

  • Shield (Long Rest)

Location: Bought from Quartermaster Talli at Last Light Inn

- 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:

- Callous Glow Ring

  • +2 Radiant Damage to Illuminated creatures

Location: Contained inside an Opulent Chest in the vault room near Balthazar, inside the Gauntlet of Shar, X: -821 Y: -752

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

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

Melee Weapons:

- Blade of Oppressed Souls

  • +1 Enchantment

  • +1d4 Psychic Damage

  • Crowning Strike (Short Rest)

    • Normal Weapon Damage + Proficiency Bonus Psychic Damage

    • Possibily instill Crown of Madness for 3 turns

      • Charmed

      • Will Attack the nearest creature other than spellcaster

      • Weapon Action DC Intelligence Saving Throw

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

Ranged Weapons: N/A

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

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

Head:

- 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

- 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

- Helldusk Helmet

  • +2 Saving Throws against Spells

  • Immune to Critical Hits

  • Immune to Blinded

  • See in Darkness up to 12m

  • Immolating Gaze (Short Rest)

    • Frighten creature

    • +2d8 Fire Damage against Burning creatures

Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939

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

Chest:

- Armour of Persistence

  • 20 AC

  • -2 ALL incoming damage

  • Resistance (Permanent)

  • Blade Ward (Permanent)

  • Disadvantage on Stealth Checks

Location: Dammon

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

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

- 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 the Warmaster

  • Targets have Disadvantage against your Maneuvers and Weapon Actions

  • +1 Attack Rolls

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

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

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

- Mantle of the Holy Warrior

  • Cast Crusader’s Mantle once per Long Rest

    • Concentration

    • 10 turns

    • Nearby allies in 9m Radius deal +1d4 Radiant Damage

Location: Sold by Vicar Humbletoes in Stormshore Tabernacle

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

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Khalid’s Gift

  • Aid (Long Rest)

  • +1 WIS

Location: In a display case in Jaheira's Basement

- 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

- Duke Ravengard’s Longsword

  • Longsword

  • +1 Enchantment

  • +2 CHA (Up to 24)

  • When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier

  • Commander’s Strike (Short Rest)

    • Choose an ally to use a reaction on their next turn to make a Weapon Attack

Location: Looted from Duke Ravengard during the Coronation

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

Ranged Weapons: N/A

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POSTEDOct 7, 2024
ARCHIVEDJun 10, 2026