Dark Justiciar
Added 2024-05-13 12:31:43 +0000 UTCNote: This character is entirely built around the gear set and is one of the most abusive builds in the game. This build begins at Level 8 (Average timeframe of Nightsong completion) and assumes you are respeccing. I don’t consider this a build until you acquire the Rare Dark Justiciar Armour from killing the Nightsong. You may play this build from the beginning of the game, but do take this into consideration if doing so as it will not be very flavorful. If wanting to play as Lore-Accurate Shadowheart, simply play Trickery Domain until you get the Dark Justiciar gear, possibly mixing in Rogue or Ranger. If requested, I will do a build for this.
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Fighter
- Constitution Proficiency
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Two-Weapon Fighting
Add Ability Score Modifier to Offhand weapon
Race: N/A
Background: N/A
Skills: N/A
Stats:
STR = 8
DEX = 17
CON = 15
INT = 8
WIS = 16
CHA = 8
--------------------LEVEL 2--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------LEVEL 3--------------------
Fighter 3
Subclass: Champion
- Improved Critical Hit
Number needed to land a Critical Hit reduced by 1
--------------------LEVEL 4--------------------
Fighter 4
Feat: Ability Improvement (+1 DEX / +1 CON)
--------------------LEVEL 5--------------------
Fighter 5
- Extra Attack
--------------------LEVEL 6--------------------
Fighter 6
Feat: Dual Wielder
Can wield two weapons even if they aren’t Light except Heavy weapons
+1 AC while wielding a weapon in each hand
--------------------LEVEL 7--------------------
Multiclass: Monk
- +2 Ki Points
- Unarmoured Defence
Adds Wisdom Modifier to AC while not wearing armour
- Martial Arts: Dextrous Attacks*
Monk Weapons and Unarmed Attacks use Dexterity instead of Strength if Dexterity is higher
- Martial Arts: Deft Strikes
Monk Weapons and Unarmed Attacks will always deal a minimum of 1d4 Bludgeoning Damage
- Martial Arts: Bonus Unarmed Strike
Can make an Unarmed Strike as a Bonus Action after making an initial attack with a Monk Weapon or Unarmed Attack
- Flurry of Blows (1 Ki)
Make 2 Unarmed Strikes against target
--------------------LEVEL 8--------------------
Multiclass: Rogue
Sneak Attack (Once per turn)
+1d6 Physical Damage
Must have Advantage on target or have an ally next to
Must have Finesse or Ranged Weapon equipped
Level 3 Rogue = 2d6
Level 5 Rogue = 3d6
Skills: Stealth x2, Religion
--------------------LEVEL 9--------------------
Rogue 2
- Cunning Action: Hide
- Cunning Action: Dash
- Cunning Action: Disengage
--------------------LEVEL 10--------------------
Rogue 3
Subclass: Thief
- Gain an additional Bonus Action
--------------------LEVEL 11--------------------
Note: The last 2 levels can be taken into Rogue, Fighter, or War Domain. Cleric being largely unnecessary, but it does give us Guided Strike as well as the flavor of being a Cleric (again). If min/max, I would take Rogue to 5 with Savage Attacker as the Feat.
Multiclass: War Domain Cleric
OR
Fighter 7
OR
Rogue 4*
Feat: Savage Attacker
--------------------LEVEL 12--------------------
Cleric 2
OR
Fighter 8
Feat: Savage Attacker
OR
Rogue 5*
Uncanny Dodge
--------------------GEAR--------------------
Important Items:
- Elixir of Viciousness
Reduces number needed to Critical Hit by 1
- Mirror of Loss (+2 WIS or +2 DEX)
-------ACT 1-------
Head:
- 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
------------------------------
Chest:
- Dark Justiciar Mail
Medium Armour
13 AC + 2 (DEX)
While obscured, deal 1d4 Necrotic Damage to attackers that hit you with a Melee Attack
Location: Looted from skeletons in Grymforge
------------------------------
Gloves: N/A
------------------------------
Boots: N/A
------------------------------
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
------------------------------
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
- Ring of Protection
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
------------------------------
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:
- 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:
- Covert Cowl
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
- 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
------------------------------
Chest:
- 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 (Uncommon)
Weapon Attacks +1d4 Necrotic Damage
+1 STR Saving Throws
Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir
- 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:
- Fleshmelter Cloak
When hit with a melee attack, deal 1d4 Acid Damage to that creature
Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue
------------------------------
Amulet:
- Surgeon’s Subjugation Amulet
When you land a Critical Hit, you can Paralyze the target for 2 turns
Location: House of Healing
------------------------------
Rings:
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- 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
- Shadow Blade Ring
Shadow Blade (Short Rest) (Concentration)
Conjure a shortsword
Can be unequipped and equipped as long as it remains on the caster’s person
2d8 Psychic Damage
Advantage against Obscured creatures
Location: Reward for Find Arabella’s Parents quest
- 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
------------------------------
Melee Weapons:
- Shar’s Spear of Evening*
+3 Enchantment
Blind Immunity
Shar’s Blessing
Advantage on Saving Throws while Obscured
Deal +1d6 Damage to Obscured creatures
Shar’s Darkness (Per Turn)
Cast Darkness as a Level 2 spell once per turn using a normal action
Edge of Darkness (Short Rest)
Create a cloud of Darkness while you attack
Location: Reward for convincing Shadowheart to kill the Nightsong
- Justiciar’s Scimitar*
+2 Echantment
When attacking with Advantage, chance to Blind target
Shadowsoaked Blow
Add Proficiency Bonus to damage of an attack
Deals bonus 1d6 Psychic Damage
Doesn’t break concealment
Location: Looted from Lyrthindor in the Gauntlet of Shar. Lyrthindor is involved in the quest Break Yurgir's Contract. He can be found at the foot of the large statue of Shar X: -713 Y: -732, though you must first speak with and follow the rats to this location in order to find him
- Sword of Clutching Umbra
Shortsword
+1 Enchantment
Shadowsoaked Blow
Strike an enemy and add Proficiency Bonus to Damage
If Attack hits, deals +1d6 Psychic Damage
Does not break stealth
Location: Purchased from Dammon
- Render of Mind and Body
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
------------------------------
Ranged Weapons:
- Least Expected
Shortbow
+2 Enchantment
+1d4 Bonus to Ranged Weapon Attacks while Obscured
Blinding Shot (Bonus Action)
Blind your target
Location: Gauntlet of Shar
------------------------------
-------ACT 3-------
Head: N/A
------------------------------
Chest: N/A
------------------------------
Gloves: N/A
------------------------------
Boots: N/A
------------------------------
Cloak:
- Shade-Slayer Cloak
Number needed to roll a Critical Hit reduced by 1 while Hiding
Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers
------------------------------
Amulet:
- Amulet of Greater Health (Optional, can dump CON if using this)
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Amulet of the Devout (Optional for players taking last 2 levels into Cleric)
+2 Spell Save DC
+1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
------------------------------
Rings: N/A
------------------------------
Melee Weapons:
- Bloodthirst (Main Hand weapon, Shar’s Spear of Evening in Offhand)
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