no preview
DESCRIPTION

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

Starting Class: Paladin

- +1 Channel Oath Charge

- +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

Subclass: Oathbreaker

- Spiteful Suffering (Channel Oath)

  • 1d4 + CHA Modifier Necrotic Damage per turn

  • Attack Rolls against target have Advantage

Race: Wood Elf or Wood Half-Elf (Elf gets Perception Bonus)

  • +1.5m Movement Speed

Background: Soldier (Athletics, Intimidation)

Skills: Insight, Persuasion

Stats:

  • STR = 17

  • DEX = 12

  • CON = 13

  • INT = 8

  • WIS = 10

  • CHA = 15

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

Paladin 2

- +2 Level 1 Spell Slots

- 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: Great Weapon Fighting

  • When you roll a 1 or 2 on a damage die for an attack with a Two-Handed Weapon, the die is rerolled once

Prepared Spells:

- Command

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

  • +1 target per upcast

- Wrathful Smite (Concentration)

  • +1d6 Psychic Damage

  • Frightened

- Thunderous Smite

  • +2d6 Thunder Damage

  • Pushes target 3m

  • Chance to knock target Prone

- 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 3--------------------

Paladin 3

- +1 Level 1 Spell Slot

- Divine Health

  • Immunity to Disease

- Control Undead (Channel Oath)

  • Gain Controlled over an Undead Creature that is lower level than yours

    • Follows the Paladin and attacks their enemies

    • Lasts until Long Rest

- Dreadful Aspect (Channel Oath)

  • Frighten enemies in a 9m Radius

- Hellish Rebuke (Reaction)

  • 2d10 Fire Damage (DEX Save halves damage)

  • +1d10 per Upcast

- Inflict Wounds

  • 3d10 Necrotic Damage

  • +1d10 per upcast

Prepared Spell:

- Bless (Concentration)

  • Bless up to 3 creatures for 10 turns

  • +1d4 Attack Rolls

  • +1d4 Saving Throws

  • +1 target per upcast

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

Paladin 4

- +1 Lay on Hands Charge

Feat: Ability Improvement (+1 CHA +1 CON)

Prepared Spell:

- Shield of Faith (Concentration)

  • +2 AC

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

Paladin 5

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Extra Attack

- Crown of Madness (Concentration)

  • Cause an enemy to attack the nearest creature other than spellcaster

- Darkness (Concentration)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

Prepared Spells:

- Lesser Restoration

  • Cure Diseased, Poisoned, Paralysis, or Blinded

- Magic Weapon (Concentration)

  • Imbue Weapon with +1 Attack & Damage Rolls

  • Level 4 & 5 = +2

  • Level 6 = +3

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

Multiclass: Warlock

Subclass: Archfey

- +1 Warlock Spell Slot

- Fey Presence

  • Charm or Frighten foes within 3m

Cantrips:

- Eldritch Blast

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

- 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:

- Arms of Hadar

  • 2d6 Necrotic Damage

    • Targets can’t take reactions for 1 turn

  • +1d6 per upcast

- Sleep

  • Select targets up to 24 HP and put them to Sleep

  • +8 HP per Upcast

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

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spell:

- Expeditious Retreat (Concentration)

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

  • Can last until Long Rest

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

Warlock 3

- Level 2 Warlock Spells

Pact Boon: Pact of the Tome

- Guidance (Concentration)

  • +1d4 Ability Checks

- Vicious Mockery

  • 1d4 Psychic Damage (WIS Save to Negate)

  • Target has Disadvantage on next Attack Roll

  • Level 5 = 2d4

  • Level 10 = 3d4

- Thorn Whip

  • 1d6 Piercing Damage

  • Pull creature 3m towards you

  • 2d6 Piercing Damage at Level 5

  • 3d6 Piercing Damage at Level 10

Spell:

- Hold Person (Concentration)

  • 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

Replace Spell: Expeditious Retreat

- Misty Step

  • Teleport to an open space within 18m that you can see

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

Warlock 4

Feat: Ability Improvement (+2 CHA) (Great Weapon Master optional)

Cantrip:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Spell:

- Mirror Image (10 turns)

  • Create 3 Illusory duplicates of yourself that distract attackers

  • +3 AC per duplicate

  • When you evade an attack, 1 duplicate dissappears

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

Warlock 5

- Level 3 Warlock Spells

Deepened Pact:

- Animate Dead

  • Animate a corpse as a servant while not in combat

  • Level 4 Upcast raises 3 minions instead of 1

  • Level 5 Updated raises a Ghoul or Flying Ghoul

- 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

- Call Lightning (Concentration)

  • 3d10 Lightning Damage

  • Can recast for free once per turn

  • +1d10 Lightning Damage per upcast

Eldritch Invocation: Sign of Ill Omen

- Bestow Curse (Concentration)

  • Curse a creature for 10 turns

  • +10 turns per upcast

    • Dread

    • Additional Damage

    • Attack Disadvantage

    • Strength Disadvantage

    • Dexterity Disadvantage

    • Constitution Disadvantage

    • Intelligence Disadvantage

    • Wisdom Disadvantage

    • Charisma Disadvantage

Spell:

- Vampiric Touch (Concentration)

  • 3d6 Necrotic Damage

  • Can recast while concentration without expending spell slot

  • +1d6 Necrotic Damage per upcast

Replace Spell: Sleep

- Hypnotic Pattern (Concentration) (2 turns)

  • Hypnotize creatures in a 9m radius

    • Cannot move or take any actions

    • Removed by taking damage, shoved, or helped

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

Warlock 6

- Misty Escape (Short Rest) (Reaction)

  • Upon taking damage, become Invisible

  • Can cast Misty Step on next turn but will break Invisibility

Spell:

- Hunger of Hadar (Concentration) (6m Radius)

  • 2d6 Cold Damage

  • 2d6 Acid Damage if creature ends turn in area (DEX Save to negate)

  • Difficult Terrain

  • Blinds those within

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

Warlock 7

- Level 4 Warlock Spells

Eldritch Invocation:

- Repelling Blast

  • When you hit a creature with Eldritch Blast, can push them 4.5m away

Spell:

- Blight

  • 8d8 Necrotic Damage

  • Plants take maximum damage

  • Plants have Disadvantage on Saving Throw against it

  • Does not affect Undead or Constructs

  • +1d8 Necrotic Damage per upcast

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

Important Items:

Necromancy of Thay

  • Speak with Dead

  • Danse Macabre

  • The Tharchiate Codex: Blessing

  • Forbidden Knowledge 

    • Allows you to use Mirror of Loss for Permanent Bonus

Hag’s Hair (+1 STR)

Potion of Everlasting Vigour (+2 STR)

Mirror of Loss (+2 CHA)

Arrows of Transposition

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

Head:

- 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

- The Spellshade Circlet

  • +1 Spell Save DC while Obscured

Location: Sold by Omeluum in Myconid Colony

- 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:

- 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:

- 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 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:

- 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 (This build could be Dark Urge, so maybe get the cloak?)

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

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

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

    • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

- 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:

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- 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:

- 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.

- 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:

- 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

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

-------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

- Dark Justiciar Helmet

  • Medium Armour

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

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

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

Chest:

- Armour of Devotion

  • 18 AC

  • Eternal Devotion (Long Rest)

    • Recharge 1 Channnel Oath Charge

  • Disadvantage on Stealth Checks

Location: Sold by Roah Moonglow

- 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

- Dark Justiciar Half-Plate (Very Rare)

  • Medium Armour

  • 17 AC +2 (DEX)

  • While Obscured, Advantage on Stealth Checks

  • Advantage on Constitution Saving Throws

  • Reduce all incoming damage by 2 and reflect damage back at attacker who takes 1d4 Necrotic Damage while Shield of Faith is active

  • Shar’s Aegis (Shield of Faith) (Long Rest)

Location: Kill the Nightsong

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

Gloves:

- Dark Justiciar Gauntlets (Rare)

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

    • Creatures is haunted by darkness for 2 turns

    • Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area

Location: Reward for killing the Nightsong in Nightsong's Prison

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

Boots:

- Dark Justiciar Boots

  • +1 DEX Saving Throws

  • Shadow Teleportation (Short Rest)

    • Teleport between shadows

Location: Kill the Nightsong

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

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:

- Ring of Free Action

  • Ignore Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Araj at Moonrise Towers

- Shadow-Cloaked Ring

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear

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

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:

- 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

- Hood of the Weave

  • +2 Spell Attack Rolls

  • +2 Spell Save DC

Location: Sold by Mystic Carrion

- 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

- 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

- Gauntlets of Hill Giant Strength

  • Increase STR to 23

  • +1 STR Saving Throws

Location: House of Hope

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

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.

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

Cloak:

- Nymph Cloak

  • Dominate Person (Long Rest)

Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access

- Cloak of the Weave

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • Absorb Elements (Short Rest)

    • Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack

Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked

- 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:

- 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

- Band of the Mystic Scoundrel

  • After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action

Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle

- Keepsake Ring

  • Dominate Beast (Long Rest)

Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531

- After Death Do Us Part

  • When the wearer is Downed, they rise with half-HP but gain Shadow Possession

    • Cursed

    • Attacks the nearest creature

    • Deals +1d4 Necrotic Damage

Location: Possible reward for completing Free the Artist

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

Melee Weapons:

- 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

- Sword of Chaos

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • On hit, regain 1d6 HP

Location: Sarevok

- 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:

- 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

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

PURGE EVIL PATREON 1 favs
VIEWS1
FILES1 file
POSTEDOct 29, 2024
ARCHIVEDJun 10, 2026