Aragorn
Added 2024-10-07 15:46:59 +0000 UTC
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
------------------------------
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
------------------------------