Geralt of Rivia
Added 2024-07-14 20:43:18 +0000 UTC
-----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