Chosen of Agathys
Added 2024-04-27 16:00:08 +0000 UTCNOTES
2 Sorcerer / 7 Wizard / 3 Cleric
Note: This build is recommended for experienced players. Beginners beware!
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Sorcerer
- +2 Level 1 Spell Slots
Subclass: Dragonic Bloodline
Dragon Ancestor: White (Cold)
- Armour of Agathys
Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists
+5 Temp HP and Damage per upcast
Lasts until Long Rest or Temp HP is gone
Cantrips:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Note: Make sure to have this active as often as possible. This can later be replaced by having a party member cast Warding Bond on this build’s character.
- Mage Hand
Summons an incorporeal hand that can manipulate and interact with objects
Lasts for 10 turns
Note: Use Mage Hand to throw Water Bottles
- Minor Illusion
Creates an Illusion that compels creatures to investigate
Can be cast while Silenced
Can remain hidden when cast
Can last for 10 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
Note: Only used to dodge Ranged Weapon/Spell Attacks
- Magic Missile
1d4 + 1 Force Damage per Missile (3)
Can select multiple targets
Missiles always hit
+1 Missile per upcast
Race: Any (I chose Silver Dragonborn for RP & Cold Resistance)
Background: Acolyte
Skills: Religion, Arcana
Stats:
STR = 8
DEX = 12 (or 10)
CON = 16
INT = 8
WIS = 17
CHA = 13 (or 14)
Note: Dexterity & Initiative can easily be raised with many pieces of gear throughout the game.
Late-Game Respec:
STR = 16
DEX = 10
CON = 8
INT = 8
WIS = 17
CHA = 14
--------------------LEVEL 2--------------------
Note: Immediately aim to acquire the Warped Band of Intellect once off the Nautiloid.
Multiclass: Wizard
Arcane Recovery
- +1 Level 1 Spell Slot
Cantrips:
- Ray of Frost
1d8 Cold Damge
Reduce target’s Movement Speed by 3m for 1 turn
Level 5 = 2d8
Level 10 = 3d8
- Shocking Grasp
1d8 Lightning Damage
Target cannot use Reactions
Advantage on targets with Metal Armour
Level 5 = 2d8
Level 10 = 3d8
- Light
Infuse an object with an aura of light with a radius of 7.5m
Spells:
- 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
- Mage Armour
Increase AC to 13 + DEX Modifier
Cannot be wearing armour
- Chromatic Orb
Cast an orb of a selected damage type to cast at enemies
3d8 Thunder Damage
2d8 Acid Damage + Acid Surface
2m for 2 turns
Reduces AC by 2
2d8 Cold Damage + Ice Surface
2m for 2 turns
Movement Speed halved
Chance to fall Prone
2d8 Fire Damage + Fire Surface
2m for 2 turns
Burning
Take 1d4 Fire Damage per turn
2d8 Lightning Damage + Electrified Surface
2m for 2 turns
Electrified
Take 1d4 Lightning Damage per turn
2d8 Poison Damage + Acid Surface
2m for 7 turns
Poisoned
Disadvantage on Attack Rolls and Abilities Checks
+1d8 per Upcast
Note: Use Chromatic Orb to leave ice surfaces, which become Water when melted.
- Longstrider (Ritual)
+3m Movement Speed
- Enhance Leap (Ritual) (10 turns)
Triple Jump distance
- Featherfall (Ritual)
Grant you and your allies Immunity to Falling Damage within 9m for 10 turns
--------------------LEVEL 3--------------------
Wizard 2
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
Subclass: Abjuration
- Arcane Ward
Blocks Damage equal to charges and then loses 1 charge
Adds charges equal to Level of Abjuration Spell casted up to a max of 2x Wizard Level
After Long Rest, Ward resets charges to equal Wizard Level
Spells:
- Ice Knife
1d10 Piercing Damage
2d6 Cold Damage in 2m Radius
Creates 2m Radius Ice Surface for 2 turns
Difficult Terrain
Movement Speed halved
Creatures fall Prone on failed DEX Save
+1d6 Cold Damage per upcast
- Expeditious Retreat (Concentration)
Immediately gain Dash this turn and as a Bonus Action until this spell ends
Can last until Long Rest
--------------------LEVEL 4--------------------
Multiclass: Cleric
- +1 Level 2 Spell Slot
- +3 War Priest Charges
Subclass: War Domain
- War Priest
Use a Bonus Action & War Priest Charge to make a Weapon Attack
- Divine Favour (Concentration)
+1d4 Radiant Damage on Weapon Attacks
- Shield of Faith (Concentration)
+2 AC
Cantrips:
- Guidance (Concentration)
+1d4 Ability Checks
- Resistance (Concentration)
+1d4 Saving Throws
- Thaumaturgy
Advantage on Intimidation Checks
Prepared Spells:
- Create Water
Summon rain to create a Water Surface of a 4m Radius
Creatures become Wet
Vulnerable to Lightning and Cold Damage
Immune to Burning
Resistant to Fire Damage
+2m per upcast
- 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
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
- Cure Wounds
Heal 1d8 + Spellcasting Modifier HP
+1d8 per upcast
--------------------LEVEL 5--------------------
Note: Acquire Hag’s Hair if you haven’t already.
Wizard 3
- +2 Level 3 Spell Slots
Spells:
- Ray of Enfeeblement (Concentration)
Weaken a foe; they deal half-damage with Weapon Attacks using STR
Note: Use on high STR damage output enemies
- Misty Step
Teleport to an open space within 18m that you can see
--------------------LEVEL 6--------------------
Wizard 4
- +1 Level 3 Spell Slot
Cantrip:
-True Strike! (Concentration)
Gain Advantage on your next weapon attack
Spells:
- Arcane Lock
Close a door or container for 10 turns
Cannot be lockpicked or opened with Knock
- Blindness
Blind a creature for 10 turns
Creature’s ranged attacks and spells have a range of 3m
Creature’s Attack Rolls have Disadvantage
Attack Rolls against creature have Advantage
+1 target per upcast
Feat:
- Ability Improvement +2 WIS
--------------------LEVEL 7--------------------
Wizard 5
- +1 Level 4 Spell Slot
Spells:
- 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
- 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
--------------------LEVEL 8--------------------
Wizard 6
- +1 Level 4 Spell Slot
- Projected Ward
Can sacrifice Arcane Ward for an ally
Spells:
- Glyph of Warding
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
- Protection From Energy (Concentration)
Grant Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage
--------------------LEVEL 9--------------------
Wizard 7
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Spells:
- Fire Shield (10 turns)
Shed light in 3m radius
Resistance to Fire or Cold Damage
Retaliate against melee attackers with 2d8 Fire or Cold Damage
- Otiluke’s Resilient Sphere (Concentration) (3 turns)
Enclose target in a sphere
Blocks ALL incoming and outgoing damage
Halves Movement Speed
--------------------LEVEL 10--------------------
Cleric 2
- +1 Channel Divinity Charge
- +1 Level 5 Spell Slot
- Turn Undead (Channel Divinity)
Turn Undead within 9m
Moves away from caster on turn
Can’t willingly move within 9m of caster
Can’t take Reactions
Can only Dash or escape from being prevented from moving
Ends upon taking damage
Level 5 = 4d6 Radiant Damage to Turned creatures
- Guided Strike
Increase an Attack Roll by +10
--------------------LEVEL 11--------------------
Cleric 3
- +1 Level 6 Spell Slot
- 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
- Magic Weapon (Concentration)
Imbue Weapon with +1 Attack & Damage Rolls
Level 4 & 5 = +2
Level 6 = +3
Prepared Spells:
- Aid
Raise you and your allies HP by 5 HP in 9m Radius
+5 HP per upcast
Lasts until Long Rest
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 12--------------------
Sorcerer 2
- +2 Sorcery Points
- Create Sorcery Points
- Create Spell Slots
Metamagic:
- Twinned Spell
Target two creatures with a spell that otherwise targets one
- Extended Spell
Double the duration of a spell’s effects
Spell: N/A
--------------------GEAR--------------------
Important Items:
- Potion of Hill Giant Strength
- Brand of the Absolute
Allows you to use specific gear
- Hag’s Hair
+1 WIS
- Potion of Everlasting Vigour
+2 STR
- Mirror of Loss (Optional)
+2 WIS or CHA
-------ACT 1-------
Head:
- Warped Headband of Intellect (VERY IMPORTANT)
Increases INT to 17
Location: Dropped by Lump the Enlightened in the Blighted Village X: 13 Y: 366
------------------------------
Chest:
- Infernal Robe (Optional)
Clothing
+1 AC
Resistance to Fire Damage
Fire Shield: Warm (Long Rest)
Location: After recruiting Wyll, you must find and kill Karlach. Mizora will reward Wyll with this robe when taking a long rest
Note: Requires killing Karlach for Wyll’s first quest.
- Graceful Cloth
Clothing
10 AC + DEX Modifier
+2 DEX
+1 DEX Saving Throws
+1.5m Jump Distance
Cat’s Grace
Advantage on DEX Checks
Half-Damage from falling
Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path
- 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
- Adamantine Splint Armour (Optional)
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 Power (Optional)
+1 Sleight of Hand
On a hit with a weapon attack, possibly inflict Absolute’s Bane on target if the wearer bears the Absolute’s Brand
-1d4 Attack Rolls
-1d4 Saving Throws
Location: Looted from the Goblin Boss Za'Krug in front of the Druid Grove.
- Gloves of the Growling Underdog (Optional)
+1 Strength Saving Throws
Advantage on Melee Attack Rolls when surrounded by 2 or more foes
Location: Dror Ragzlin’s Treasure Chests
- Gloves of Dexterity
Set DEX to 18
+1 Attack Rolls
Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek
- Winter’s Clutches (Optional)
When dealing Cold damage, inflict 2 turns of Encrusted with Frost
Location: Quest reward for the Avenge Glut's Circle quest. Given by Glut once sovereign Spaw has been killed
Location: Sold by Lady Esther at Rosymorn Monastery Trail
Location: Act 3: Found on a counter behind a Lava Elemental and Water Elemental near the entrance to Sorcerous Sundries, alongside a Coldbrim Hat, Gold Wyrmling Staff, and various scrolls
------------------------------
Boots:
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
- Hoarfrost Boots
Cannot fall prone while traversing icy terrain
Location: Inside a display case in Inquisitor's Chamber, Crèche Y'llek
- Boots of Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
- Boots of Speed
Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in 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
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- Mage’s Friend
+1 Arcana
+1 Religion
Location: This ring can be found in a chest at the foot of the bed on the 3rd floor of the Arcane Tower
Note: Will help with Mirror of Loss checks.
- Ring of Elemental Infusion
When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
+1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
------------------------------
Shields:
- Absolute’s Warbond (Optional)
+2 AC
+1 Saving Throws if Branded
Heroism (Long Rest)
Location: Dropped by Priestess Gut in the Shattered Sanctum portion of the Goblin Camp
- Safeguard Shield
+2 AC
+1 Saving Throws
Location: Purchased from Dammon
------------------------------
Melee Weapons:
- Defender Flail
+1 Enchantment
+1 AC
Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1
Location: Can be bought from A'jak'nir Jeera in Crèche Y'llek
------------------------------
Ranged Weapons:
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head: N/A
------------------------------
Chest:
- Reaper’s Embrace (Optional)
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:
- Gloves of the Duellist (Optional)
+2 Attack Rolls while only wielding one weapon in Main Hand
Location: Purchased from trader at Moonrise Towers
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Elemental Absorption
Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
Location: Can be looted from an Opulent Chest X: -170 Y: -171 in Ketheric Thorm's chambers on the second floor of Moonrise Towers
- 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
- Amulet of the Harpers
Advantage on WIS Saving Throws
Shield (Long Rest)
Location: Bought from Quartermaster Talli at Last Light Inn
------------------------------
Rings:
- Snowburst Ring
When the wearer deals Cold damage, they also create a 4.5 m / 15 ft circle of Ice around the target(s).
Location: Found tucked away inside a loose plank (Perception check required to spot), in the inn of the Last Light Inn X: -80 Y: 158
- True Love’s Caress
Note: Must be used in conjunction with another character wearing True Love’s Embrace.
------------------------------
Shields:
- Absolute’s Protector
If the wielder bears the Absolute's Brand, all damage received from spells is reduced by 1
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Fire Shield: Chill (Long Rest)
Location: Dropped by Z'rell in Moonrise Towers
- Sentinel Shield
Gain a +3 bonus to Initiative rolls and Advantage on Perception checks
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Location: Sold by Lann Tarv in Moonrise Towers
------------------------------
Melee Weapons:
- Sylvan Scimitar
+1 Enchantment
Instead of its Dexterity Modifier, the affected entity add its Spellcasting Ability Modifier to Attack rolls
Location: This weapon is held by Jaheira. It can be obtained by killing and looting her, or recruiting her
------------------------------
Ranged Weapons: N/A
------------------------------
-------ACT 3-------
Head: N/A
------------------------------
Chest:
- Armour of Persistence
20 AC
-2 ALL incoming damage
Resistance (Permanent)
Blade Ward (Permanent)
Disadvantage on Stealth Checks
Location: Dammon
- Emblazoned Plate of the Marshal
19 AC
-2 ALL incoming damage
+2 Saving Throws
Fire Resistance
Fire Shield (Long Rest)
Disadvantage on Stealth Checks
Location: Duke Ravengard
- Helldusk Armour (Optional)
Heavy Armour
21 AC
Considered Proficient with this armour while wearing it
When you succeed a Saving Throw, the caster receives Burning for 3 turns
Resistance to Fire
Immunity to Burning
-3 Damage from all sources
Fly
Location: Looted from Raphael
------------------------------
Gloves:
- Quickspell Gloves (Optional)
Can cast Cantrips as a Bonus Action once per Short Rest
Location: Rolan or Lorroakan’s Porjection in Act 3
- Gauntlets of Hill Giant Strength (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: N/A
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Amulet of the Devout (Optional)
+2 Spell Save DC
+1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
------------------------------
Rings: N/A
------------------------------
Shields: N/A
------------------------------
Melee Weapons:
- Flail of Ages
+1 Enchantment
Elemental Age (Long Rest)
Location: Stormshore Armoury
- Trident of the Waves
+1 Enchantment
On hit, inflict Wet and create 2m water surface around target
Location: Vault 4 in Counting House
- Sethan
+2 Enchantment
Sethan: Spiritual Greataxe (Level 6) (Long Rest)
Sethan: Reduce (Long Rest)
Location: Bought or stolen from Ferg Drogher near the Requisitioned Barn, Rivington X: 43 Y: -101. He has to be persuaded during dialogue to disclose his special wares, this greataxe included.
- 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
------------------------------
Ranged Weapons:
- Hellrider Longbow
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington
------------------------------
Comments
The way multiclassing is coded uses your last class mutlclassed main stat for scrolls dc and such, also spiritual weapon damage, and i feel like im forgetting something as well atm
PURGE EVIL
2024-05-20 15:25:56 +0000 UTCWhy do you have wisdom so high?
Michael hill
2024-05-20 14:29:04 +0000 UTCI didn’t think of the duelists prerogative, good catch!! I messed around with the thought of tempest but wanted to keep it full cold, especially since I had in mind to pair this with the storm sorc/tempest cleric build as they are a perfect duo. Great suggestions though, your way would possibly make it even better for solo
PURGE EVIL
2024-05-04 13:26:56 +0000 UTCLike the build. I am assuming you are playing this as a frost knight type of build. You could change up a little and take 2 levels of tempest domain cleric. You still get heavy armor proficiency and you would get full lightning retaliation (x2 if attacker is wet) as a reaction. Then take one more level in wizard netting you 16 abjuration charges total then take heavy armor master which reduces another 3 incoming damage. Counterspell and glyph of warding let you build abjuration charges quickly. Optional weapon in act 3 duelists perogative which makes enemies have to hit you.
Lab3
2024-05-04 12:36:02 +0000 UTC