Alucard (Castlevania) (Build 1)
Added 2024-06-02 17:43:12 +0000 UTC
This is essentially a Swords Bard build, with a little bit of Alucard flavor. I have a second Alucard build with transformations and different class utilization.
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Bard
- +2 Level 1 Spell Slots
- +3 Bardic Inspiration Charges
- Bardic Inspiration
Grant an ally +1d6 on their next Attack Roll, Saving Throw, or Ability Check
Level 5 = 1d8
Level 10 = 1d10
Race: Drow Half-Elf
- 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
- Dancing Lights (Cantrip) (Concentration)
Illuminate a 9m Radius
- Faerie Fire (Concentration) (Long Rest)
All targets within 6m area turn visible and Attack Rolls against them have Advantage
Unlocked at Character Level 3 & uses CHA
- Darkness (Concentration) (Long Rest)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Unlocked at Character Level 4 & uses CHA
Background: Noble
Skills: Athletics, Perception, Persuasion
Stats:
STR = 8
DEX = 16
CON = 14
INT = 8
WIS = 10
CHA = 17
Cantrips:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
- Friends OR Minor Illusion
Spells:
- Longstrider (Ritual)
+3m Movement Speed
- Cure Wounds
Heal 1d8 + Spellcasting Modifier HP
+1d8 per upcast
- Healing Word
Heal 1d4 + Spellcasting Modifier HP
+1d4 HP per upcast
- Heroism (Concentration)
Gain 5 Temp HP each turn
Immune to Frightened
--------------------LEVEL 2--------------------
Bard 2
- +1 Level 1 Spell Slot
- Jack of All Trades
Add half of your Proficiency Bonus to Ability Checks you aren’t proficient in
- Song of Rest (Long Rest)
Take a Short Rest
Spell:
- Disguise Self (Ritual)
Alter your appearance
--------------------LEVEL 3--------------------
Bard 3
Subclass: College of Swords
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Slashing Flourish (Bardic Inspiration)
Deal +1d6 Damage to 2 enemies within 2m Cone AoE
+1d8 at Level 5 Bard
+1d10 at Level 10 Bard
- Defensive Flourish (Bardic Inspiration)
Deal +1d6 Damage
+4 AC if you land hit
+1d8 at Level 5 Bard
+1d10 at Level 10 Bard
- Mobile Flourish (Bardic Inspiration)
Deal +1d6 Damage
Push enemy back 6m
Can teleport to target
+1d8 at Level 5 Bard
+1d10 at Level 10 Bard
Fighting Style: Duelling
+2 Damage when wielding one one-handed weapon
Spell:
- Cloud of Daggers (Concentration)
4d4 Slashing Damage per turn
+2d4 Slashing Damage per upcast
--------------------LEVEL 4--------------------
Bard 4
- +1 Level 2 Spell Slot
Feat: Ability Improvement (+2 DEX)
Cantrip:
- Friends OR Minor Illusion
Spell:
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 5--------------------
Bard 5
- +2 Level 3 Spell Slots
- +1 Bardic Inspiration Charge
- Font of Inspiration
Regain all Bardic Inspiration Charges after a Short or Long Rest
- Improved Bardic Inspiration
Bardic Inspiration dice are now d8
Spell:
- 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 6--------------------
Bard 6
- +1 Level 3 Spell Slot
- Extra Attack
- Countercharm
You and allies within 9m have Advantage on Saving Throws against Charmed & Frightened
Spell:
- Stinking Cloud (Concentration)
Create 6m Stinking Cloud area for 10 turns
Nauseous
Can’t take Actions
Poisoned
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
--------------------LEVEL 7--------------------
Bard 7
- +1 Level 4 Spell Slot
Spell:
- 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
Note: Respec for 1 Level of Fighter for Constitution Proficiency if you feel you need it. In both cases, continue with the guid as normal.
--------------------LEVEL 8--------------------
Bard 8
- +1 Level 4 Spell Slot
- +1 Bardic Inspiration Charge
Feat: Ability Improvement (+2 DEX or CHA)
Spell:
- Featherfall (Ritual)
Grant you and your allies Immunity to Falling Damage within 9m for 10 turns
--------------------LEVEL 9--------------------
Bard 9
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Spell:
- Calm Emotions (Concentration) (10 turns)
Can’t be Charmed, Frightened, or become enraged in 6m Radius
--------------------LEVEL 10--------------------
Bard 10
- +1 Level 5 Spell Slot
- Improved Bardic Inspiration
Bardic Inspiration dice are now d10
Skills: Insight, Medicine
Magical Secrets:
- 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
- Vampiric Touch (Concentration)
3d6 Necrotic Damage
Can recast while concentration without expending spell slot
+1d6 Necrotic Damage per upcast
Cantrip: Any
Spell: Any
--------------------LEVEL 11--------------------
Multiclass; Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Note: Respec for your 1st Level as Fighter for Constitution Proficiency if you didn’t do so at Level 7.
--------------------LEVEL 12--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------GEAR--------------------
Important Items:
- Hag’s Hair (+1 CHA)
-------ACT 1-------
Head:
- 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
------------------------------
Chest:
- Spidersilk Armour
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
- 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 Cinder and Sizzle
Unarmed Attacks deal Bonus 1d4 Fire Damage
Scorching Ray (Long Rest)
Location: Sold by Lady Esther at Rosymorn Monastery Trail
- Wondrous Gloves
+1 AC
+1 Bardic Inspiration Charge
Location: Dropped by a Mimic in Grymforge
------------------------------
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
------------------------------
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
- 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:
- 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
------------------------------
Shields:
- Safeguard Shield
+2 AC
+1 Saving Throws
Location: Purchased from Dammon
------------------------------
Melee Weapons:
- Sword of Screams
Rapier
+1d4 Psychic Damage
Location: Dropped by Nere
- 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:
- 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: N/A
------------------------------
Chest: N/A
------------------------------
Gloves:
- Raven Gloves
Summon Quothe the Raven (Short Rest(
Location: Given by He Who Was for completing Punish the Wicked
- Gloves of the Duellist
+2 Attack Rolls while only wielding one weapon in Main Hand
Location: Purchased from trader at Moonrise Towers
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
------------------------------
Boots:
- Boots of Brilliance
Restore 1 Bardic Inspiration once per long rest
Location: Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723
------------------------------
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: N/A
------------------------------
Shields:
- Shield of Devotion
+2 AC
+1 Level 1 Spell Slot
Aid (Level 3) (Long Rest)
Location: Last Light Inn Quatermaster
------------------------------
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
- 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
------------------------------
Chest:
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
- 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
- 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
------------------------------
Boots: N/A
------------------------------
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: N/A
------------------------------
Shields:
- 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:
- Duellist’s Prerogative
Rapier
+3 Enchantment
+1d4 Necrotic Damage
+1 Reaction per turn
While Off-Hand is empty, score a Critical Hit when rolling a 19
Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit
Challenge to Duel
Cause target to have Disadvantage on Attack Rolls against anyone but caster
Target possibly might Bleed after being hit by caster
Dueller’s Enthusiasm
Bonus Action normal weapon attack
Location: Reward for completing the quest Save Vanra