Sung Jinwoo
Added 2024-06-07 19:00:19 +0000 UTC
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Duelling or Two-Weapon Fighting (Defence if playing Solo)
Race: Human
Background: Criminal (Deception, Stealth)
Skills: Athletics, Insight, Perception
Stats:
STR = 10
DEX = 17
CON = 14
INT = 16
WIS = 8
CHA = 8
--------------------LEVEL 2--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------LEVEL 3--------------------
Fighter 3
Subclass: Eldritch Knight
- +2 Level 1 Spell Slots
- Weapon Bond
Bind your weapon
Returns when thrown
Cannot be knocked out of your hands
Cantrips:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
- Friends (Concentration) (10 turns)
Advantage on Charisma Checks against non-hostiles creatures
Can be used in Dialogue
Can be cast while Silenced
Spells:
- Shield (Reaction)
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
- Mage Armour
Increase AC to 13 + DEX Modifier
Cannot be wearing armour
Expanded:
- Expeditious Retreat (Concentration)
Immediately gain Dash this turn and as a Bonus Action until this spell ends
Can last until Long Rest
--------------------LEVEL 4--------------------
Fighter 4
- +1 Level 1 Spell Slot
Feat: Ability Improvement (+2 DEX)
Spell:
- 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
Replace Spell: Mage Armour
- Longstrider (Ritual)
+3m Movement Speed
--------------------LEVEL 5--------------------
Fighter 5
- Extra Attack
Replace Spell: Protection From Evil & Good
- False Life
Gain 7 Temporary HP
+5 Temporary HP per upcast
--------------------LEVEL 6--------------------
Fighter 6
Feat: Ability Improvement (+2 INT)
Note: You can take this level at any point later in the build if you want necromancy a level early.
--------------------LEVEL 7--------------------
Multiclass: Wizard
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Arcane Recovery (Long Rest) (Arcane Recovery Charge)
Replenish expended Spell Slots
+1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Mage Hand
Summons an incorporeal hand that can manipulate and interact with objects
Lasts for 10 turns
- Light
Infuse an object with an aura of light with a radius of 7.5m
- 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:
- Enhance Leap (Ritual) (10 turns)
Triple Jump distance
- Feather Fall (Ritual) (10 turns)
Immune to Falling Damage
Affects you and allies within 9m
- 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
- Magic Missile
1d4 + 1 Force Damage per missile
Always hits
+1 missile per upcast
- Thunderwave (Headcannon as attacking multiple enemies)
2d8 Thunder Damage
Pushes creatures away
+1d8 Thunder Damage per upcast
- Ray of Sickness (Headcannon as his dagger’s poison)
2d8 Poison Damage
Chance to Poison Target
+1d8 per upcast
--------------------LEVEL 8--------------------
Wizard 2
Subclass: Necromancy
- +1 Level 2 Spell Slot
- Necromancy Savant
Halves the cost to learn Necromancy Spells from Scrolls
- Grim Harvest
Once per turn, regain HP equal to twice the Spell Slot level used to kill a creature, thrice HP if used a Necromancy Spell
Spells: (Can be ignored)
- Charm Person (10 turns)
Can’t attack spellcaster
Spellcaster has Advantage on Charisma Checks in dialogue
Ends early if target is hurt
- Fog Cloud (Concentration)
Create 5m Area of Fog for 10 turns
Blind creatures
Creature’s ranged attacks and spells have a range of 3m
Creature’s Attack Rolls have Disadvantage
Attack Rolls against creature have Advantage
Heavily Obscure creatures
+2m per upcast
--------------------LEVEL 9--------------------
Wizard 3
- +2 Level 3 Spell Slots
Spells:
- Invisibility
- Magic Weapon (Concentration)
Imbue Weapon with +1 Attack & Damage Rolls
Level 4 & 5 = +2
Level 6 = +3
--------------------LEVEL 10--------------------
Wizard 4
- +1 Level 3 Spell Slot
Feat: Ability Improvement (+2 INT)
Cantrip:
- True Strike!
Spells:
- Hold Person (Can be Headcannoned as Sung’s speed, his enemies frozen in place because of how fast he’s moving)
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
- Detect Thoughts (Ritual) (Concentration)
Read the thoughts of creatures while talking to them until Long Rest
--------------------LEVEL 11--------------------
Wizard 5
- +1 Level 4 Spell Slot
Spells:
- 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
- Fear (Concentration)
Cause targets in a 9m Cone AoE to become Fearful for 2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Must run from source of fear
Cannot take additional actions
Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster
--------------------LEVEL 12--------------------
Wizard 6
- +1 Level 4 Spell Slot
- Undead Thralls: Animate Dead
Gain Animate Dead Always Prepared
- Undead Thralls: Additional Undead
Can raise 1 additional corpse
- Undead Thralls: Better Summons
Summons from Animate Dead have additional HP equal to Wizard Level
Proficiency Bonus added to damage of Animate Dead Summons
Spells:
- Hypnotic Pattern (Concentration) (2 turns)
Hypnotize creatures in a 9m radius
Cannot move or take any actions
Removed by taking damage, shoved, or helped
- Counterspell (Reaction)
Nullify a creature’s spell as a Reaction
Spell must be 3rd Level or lower
If Spell is 4th Level or above, must succeed a Check to nullify
Check Difficulty is based on Spell’s Level
--------------------GEAR--------------------
Important Items:
- Hag’s Hair (+1 DEX)
- Necromancy of Thay
- Scroll of Conjure Minor Elemental
- Scroll of Greater Invisibility
- Elixirs of Viciousness (Reduce number needed to Crit by 1)
- Potions of Hill Giant Strength (OPTIONAL)
- Potion of Everlasting Vigour (+2 STR) (OPTIONAL)
- Scroll of Misty Step (OPTIONAL)
-------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
- 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
- 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:
- 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:
- 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
- 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
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Broodmother’s Revenge
Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage
Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3
- 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:
- 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
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
------------------------------
Melee Weapons:
- Ritual Dagger
Dagger
On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn
Blood Sacrifice (Bonus Action)
Take 1d4 Slashing Damage
+1d4 Attack Rolls & Saving Throws for 1 turn
Location: On the table next to Abdirak in Shattered Sanctum
- 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
------------------------------
Ranged Weapons:
- 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
- Bow of the Banshee
+1 Enchantment
+1d4 Attack Rolls against Frightened creatures
+1d4 Damage against Frightened creatures
On a hit, possibly inflict Frightened
Note: Both +1d4 buffs apply to all weapons you are wielding
Location: Corsair Greymon in Grymforge
------------------------------
-------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
------------------------------
Chest:
- 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
- Reaper’s Embrace
Heavy Armour
19 AC
-2 All Incoming Damage
Reaper’s Rigidity (Toggleable)
Can’t be moved against your will
Disadvantage on DEX Saving Throws
Howl of the Dead
Numb nearby creatures
Disadvantage on Stealth Checks
Location: Ketheric Thorm
------------------------------
Gloves:
- Gauntlets of Surging Accuracy
Gain +1d4 Attack Rolls until the end of your turn when using Action Surge
Location: Purchased at Moonrise Towers
- Gloves of the Duellist
+2 Attack Rolls while only wielding one weapon in Main Hand
Location: Purchased from trader at Moonrise Towers
- Hr’a’cknir Bracers
+1 STR Saving Throws
Can cast Mage Hand as a Bonus Action
Telekinesis (Short Rest)
Location: Looted from Ch'r'ai Tska'an in Reithwin Town near the bridge leading to the To Baldur's Gate waypoint
------------------------------
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
------------------------------
Rings:
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
- Ring of Shadows
Pass Without Trace (Concentration) (Long Rest)
+10 Stealth Checks for you and allies in 9m radius
Lasts until Long Rest
Location: Hide and Seek quest reward by Oliver, House with Flowers in Shadow-Cursed Lands. Can also be obtained by knocking him out or through pick-pocketing at the exact moment the encounter becomes a tactical turn based encounter and before he vanishes or if you can see invisible creatures
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
------------------------------
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:
- 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
------------------------------
Gloves:
- 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 Hill Giant Strength (SUPER OPTIONAL)
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
------------------------------
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
------------------------------
Rings:
- Ring of Regeneration
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
- 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
------------------------------
Melee Weapons:
- Bloodthirst
Dagger
+2 Enchantment
Bound Weapon
Number needed to roll a Critical Hit is reduced by 1
True Strike (Bonus Action) (Cantrip) (Short Rest)
Main Hand: On hit, target becomes Vulnerable to Piercing Damage
Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
Off-Hand: +1 AC
Location: Reward for defeating Orin during Get Orin’s Netherstone
------------------------------
Ranged Weapons:
- 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
------------------------------
Comments
ARISE
TheOneandOnlyEdster
2024-06-07 19:36:50 +0000 UTC