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Space Marine (BG3 Build)

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For the Emperor!

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

Starting Class: Cleric

Subclass: War Domain

Deity: The Emperor of Mankind (Tyr or Lathander)

- +2 Level 1 Spell Slots

- +3 War Priest Charges

- War Priest

  • Use a Bonus Action & War Priest Charge to make a Weapon Attack

- Shield of Faith (Concentration)

  • +2 AC

- Divine Favour (Concentration)

  • +1d4 Radiant Damage on Weapon Attacks

Cantrips:

- Sacred Flame

  • 1d8 Radiant Damage

  • Dex Save to Negate Damage

  • Level 5 = 2d8

  • Level 10 = 3d8

- Guidance (Concentration)

  • +1d4 Ability Checks

- Thaumaturgy

  • Advantage on Intimidation Checks

Note: Consider the Light cantrip

Prepared Spells:

- Command

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

  • +1 target per upcast

- Guiding Bolt

  • 4d6 Radiant Damage

  • Guiding Bolt (WIS Save)

    • Next Attack Roll against creatures has Advantage

  • +1d6 per upcast

- 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

Race: Human

Background: Soldier (Athletics, Intimidation)

Skills: Religion, Insight, Perception

Stats:

  • STR = 16

  • DEX = 14

  • CON = 14

  • INT = 8

  • WIS = 14

  • CHA = 9

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

Cleric 2

- +1 Level 1 Spell Slot

- +1 Channel Divinity Charge

- Turn Undead (Channel Divinity)

  • Turn Undead within 9m

    • Moves away from caster on turn

    • Can’t willingly move within 9m of caster

    • Can’t take Reactions

    • Can only Dash or escape from being prevented from moving

    • Ends upon taking damage

  • Level 5 = 4d6 Radiant Damage to Turned creatures

- Guided Strike

  • Increase an Attack Roll by +10

Prepared Spell:

- Bless (Concentration)

  • Bless up to 3 creatures for 10 turns

  • +1d4 Attack Rolls

  • +1d4 Saving Throws

  • +1 target per upcast

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

Multiclass: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Great Weapon Fighting (or Archery or Defence)

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

Note: Respec with Fighter as Level 1 for Constitution Proficiency 

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

Fighter 2

- Action Surge

  • Gain an additional Action to use this turn

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

Fighter 3

Subclass: Battlemaster (Champion is fine too)

- +4 Superiority Dice

Manoeuvre:

- 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 6--------------------

Fighter 4

Feat: Ability Improvement (+2 STR)

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

Fighter 5

- Extra Attack

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

Cleric 3

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Magic Weapon (Concentration)

  • Imbue Weapon with +1 Attack & Damage Rolls

  • Level 4 & 5 = +2

  • Level 6 = +3

- 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

Prepared Spell:

- Lesser Restoration

  • Cure Diseased, Poisoned, Paralysis, or Blinded

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

Cleric 4

- +1 Level 2 Spell Slot

Cantrip:

- Resistance (Concentration)

  • +1d4 Saving Throws

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

Prepared Spell:

- 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

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

Cleric 5

- +2 Level 3 Spell Slots

- Destroy Undead

  • Turn Undead now deals 4d6 Radiant Damage to Turned creatures

- Spirit Guardians (Concentration)

  • Summons spirits in 3m radius for 10 turns

    • 3d8 Radiant or Necrotic Damage per turn

    • Enemies Movement Speed halved

  • Caster cannot become Invisible

  • +1d8 per upcast

- Crusader’s Mantle

  • Grant allies Aura in 9m Radius

    • Weapon Attacks deal +1d4 Radiant Damage

Prepared Spell:

- Glyph of Warding (or Daylight for Cazador fight)

  • 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 11--------------------

Cleric 6

- +1 Level 3 Spell Slot

- +1 Channel Divinity Charge

- War God’s Blessing

  • +10 to ally’s Attack Roll

Prepared Spell:

- Remove Curse

  • Remove all Curses and Hexes affecting a creature

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

Cleric 7

- +1 Level 4 Spell Slot

- 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

- Stoneskin (Concentration)

  • Resistance to Bludgenoing, Piercing, and Slashing Damage

  • Can last until Long Rest

Prepared Spell: 

- Guardian of Faith

  • Summons a Guardian

    • Stationary

    • 3m range of Attack

    • Loses HP equal to Damage dealt

    • When an enemy is in range, Attacks

    • 60 HP

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

Important Items:

- Potion of Everlasting Vigor (+2 STR) (then make sure to PURGE the drow)

Note: I don’t know how much of this gear is possible to obtain considering the roleplay of the Space Marine, but here is the list nonetheless!

-------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

- 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:

- 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

- Gloves of Belligerent Skies

  • When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target

Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side

- 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 Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

- Boots of Stormy Clamour

  • When you inflict a condition on a creature, also inflict 2 turns of Reverberation

    • Reverberation

      • Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn

      • When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)

      • Creatures Immune to Thunder cannot receive Reverberation

Location: Sold by Omeluum

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

Cloak: N/A

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

Amulet:

- 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

- 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:

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- 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

- Guiding Light

  • Cast Light

Locaiton: This ring can be obtained by telling Bernard the appropriate play line. Alternatively, it can be looted from Bernard after defeating it. X: -26 Y: -283

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

Shields:

- Safeguard Shield

  • +2 AC

  • +1 Saving Throws

Location: Purchased from Dammon

- Adamantine Shield

  • +2 AC

  • When a melee attack misses you, the attacker is sent Reeling for 2 turns

  • Attackers can't land critical hits on the wearer

  • When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity saving throw

Location: Grymforge

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

Melee Weapons:

- Light of Creation

  • +1 Enchantment

  • +1d6 Lightning Damage

  • Chance to Stun wielder unless it is a Construct

    • DC 10 CON Save

Location: Looted from Bernard in Arcane Tower

Note: Helm of Baldurn grants stun immunity. Gloves of the Automaton in Act 2 give you Construct status

- 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.

- Faithbreaker

  • +1 Enchantment

  • Absolute Power (Short Rest)

    • +1d6 Force Damage

    • Possibly pushes target back 5m

Location: Dropped by Dror Ragzlin

- The Skinburster

  • +1 Enchantment

  • When the wielder deals damage with this weapon, gain 2 turns of Force Conduit

    • Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining

    • If the entity takes damage while it has 5 or more turns remaining, it deals 1d4 Force damage in a 6m radius

    • Max 7 turns

Location: Can be found leaning against a display case in the Inquisitor's Chamber. X: 1383 Y: -659

- 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

- 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

- Hamarhraft

  • Shockwave (Toggleable)

    • When you Jump, deal 1d4 Thunder Damage in 3m Radius

Location: Found in a gilded chest in one of the burning rooms on the second story of the inn at Waukeen's Rest X: -85 Y: 631

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

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

- Crossbow of Arcane Force

  • +1 Enchantment

  • Arcane Ammunition

    • +1d4 Force Damage

Location:Looted from Raider G'r'ath in the camp area south of the Crèche Y'llek waypoint. X: 1396 Y: -839

- Gandrel’s Aspiration

  • Advantage against Monstrosities

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

Location: Dropped from Gandrel 

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

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

Head:

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

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

Chest:

- Rippling Force Mail

  • 17 AC

  • Gain 2 turns of Force Conduit when taking Slashing, Piercing, or Bludgeoning damage

    • Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining

    • If the entity takes damage while it has 5 or more turns remaining, it deals 1d4 Force damage in a 6m radius

    • Max 7 turns

  • Disadvantage on Stealth checks

Location: Can be found in a locked Rustic Chest on the second floor of Dammon's blacksmith. X: -22 Y: 175

- 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

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

Gloves:

- 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

- 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.

- Gloves of the Automaton

  • +1 STR Saves

  • Circuitry Interface (Bonus Action) (10 turns) (Short Rest)

    • You are considered a Construct

    • Advantage on Attack Rolls

    • Resistance to Lightning Damage

    • Effect remains when unequipping gloves

Location: Bought or stolen from Barcus Wroot at his workshop. X: -56 Y: 133

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

Boots: N/A

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

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:

- 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

- Coruscation Ring

  • When the wearer deals Spell Damage while Illuminated, inflict 2 turns of Radiating Orb on the target

Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn

- Ring of Spiteful Thunder

  • When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns

Location: Roah Moonglow in Moonrise Towers

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

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

Shield:

- Shield of Devotion

  • +2 AC

  • +1 Level 1 Spell Slot

  • Aid (Level 3) (Long Rest)

Location: Last Light Inn Quatermaster

- Sentinel Shield

  • Gain a +3 bonus to Initiative rolls and Advantage on Perception checks

  • When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw

Location: Sold by Lann Tarv in Moonrise Towers

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

Melee Weapons:

- Moonlight Glaive

  • +2 Enchantment

  • +1d4 Radiant Damage

  • Shines light in a 6m Radius

  • Moonlight Butterflies

    • Strike a foe, conjuring an illusory swarm of moon-pale butterflies and gaining Advantage on attacks against the target

Location: Rewarded for freeing the Nightsong from the Shadowfell during the Find the Nightsong quest. X: -604 Y: -1431

- Drakethroat Glaive

  • Glaive

  • +2 Enchantment

  • Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.

  • Draconic Elemental Weapon

    • +1d4 Element Damage

    • +1 Attack Rolls

    • +1 Damage Rolls

    • Can be cast on a weapon lying on the ground

Location: Roah Moonglow

- Harmonium Halberd

  • Halberd

  • +1 Enchantment

  • +2 STR (Max 23)

  • -1 INT

  • -1 WIS

Location: Dammon

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

Ranged Weapons:

- 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

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

-------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

- 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:

- Emblazoned Plate of the Marshal

  • 19 AC

  • -2 ALL incoming damage

  • +2 Saving Throws

  • Fire Resistance

  • Fire Shield (Long Rest)

  • Disadvantage on Stealth Checks

Location: Duke Ravengard

- Armour of Persistence

  • 20 AC

  • -2 ALL incoming damage

  • Resistance (Permanent)

  • Blade Ward (Permanent)

  • Disadvantage on Stealth Checks

Location: Dammon

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

Gloves:

- Gauntlets of Hill Giant Strength

  • Increase STR to 23

  • +1 STR Saving Throws

Location: House of Hope

- 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

- 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

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

Boots:

- 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.

- 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

- Amulet of the Devout

  • +2 Spell Save DC

  • +1 Channel Divinity Charge per Long Rest

Location: Chest in Stormshore Tabernacle

- 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

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

Shield:

- 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:

- Hammer of the Just

  • +2 Enchantment

  • +1d4 Radiant Damage

  • +1d6 Slashing Damage against Fiends and Undead

Location: Looted from the Offerings to Tyr Chest in the basement. The basement can be reached by entering the secret hatch in the corner of the tabernacle. X: 796 Y: 1159

- 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

- Sethan

  • +2 Enchantment

  • Sethan: Spiritual Greataxe (Level 6) (Long Rest)

  • Sethan: Reduce (Long Rest)

Location: Bought or stolen from Ferg Drogher near the Requisitioned Barn, Rivington X: 43 Y: -101. He has to be persuaded during dialogue to disclose his special wares, this greataxe included.

- Devotee’s Mace (Spec Cleric to unlock and use Divine Intervention, then respec. You will not lose the Mace)

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

Ranged Weapons:

- Gontr Mael

  • Longbow

  • +3 Enchantment

  • On hit, chance to inflict Guiding Bolt

    • Next attack against target has Advantage

  • Glows light in a 6m Radius

  • Celestial Haste (Concentration) (Long Rest)

    • Gain Haste for 5 turns without becoming Lethargic afterwards

  • Bolt of Celestial Light (Short Rest)

    • Frighten target

    • +1d4 Radiant Damage

Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206

- 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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POSTEDOct 18, 2024
ARCHIVEDJun 10, 2026