Talion (Alternate)
Added 2024-04-21 17:23:13 +0000 UTC-----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
Cantrips:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
- Light
Infuse an object with an aura of light with a radius of 7.5m
Spells:
- Longstrider (Ritual)
+3m Movement Speed
- Heroism (Concentration)
Gain 5 Temp HP each turn
Immune to Frightened
- Cure Wounds
Heal 1d8 + Spellcasting Modifier HP
+1d8 per upcast
- Dissonant Whispers
3d6 Psychic Damage
Frighten creature for 2 turns
+1d6 per Upcast
Race: Human or Half-Elf Wood Elf
+3m Movement Speed
Darkvision
Can see in the dark up to 12m
Prevents Disadvantage when attacking creatures in the dark within 12m
Weapon Proficiency: Longswords, Shortswords, Longbows, Shortbows
Advantage on Charmed Saving Throws
Cannot be magically put to Sleep
Perception Proficiency
Stealth Proficiency
Background: Soldier (Athletics, Intimidation)
Skills: Insight, Perception, Survival (Stealth if possible)
Stats:
STR = 8
DEX = 16
CON = 14
INT = 8
WIS = 10
CHA = 17
Note: Consider respec to DEX 14 & CON 16 after Warlock 3. This build will utilize Hag’s Hair for +1 CHA & Pact of the Blade for CHA Weapon Rolls. Talion will wear the Amulet of Greater Health for Max CON in the late game.
--------------------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:
Featherfall or Charm Person (Featherfall for late game especially)
- Feather Fall (Ritual) (10 turns)
Immune to Falling Damage
Affects you and allies within 9m
- Charm Person (10 turns)
Can’t attack spellcaster
Spellcaster has Advantage on Charisma Checks in dialogue
Ends early if target is hurt
--------------------LEVEL 3--------------------
Bard 3
Subclass: College of Swords
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
Skills: Stealth or Insight, Perception
Note: Take Stealth if you want to use Greater Invisibility later on.
Fighting Style: Duelling
+2 Bonus to Damage Rolls when wielding only 1 One-Handed Weapon
Works with Shields
Spell:
- Enhance Ability (Concentration)
Advantage on Ability Checks with chosen Ability
+1 creature when cast at 3rd Level or higher
--------------------LEVEL 4--------------------
Multiclass: Warlock
Subclass: The Archfey
- +1 Warlock Spell Slot
- Fey Presence
Charm or Frighten foes within 3m
Cantrips:
- Eldritch Blast
1d10 Force Damage per Beam
Level 5 = 2 Beams
Level 10 = 3 Beams
- 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:
- Hex (Concentration)
Attacks deal Bonus 1d6 Necrotic Damage against target with Hex
Hex causes Disadvantage on Checks of an Ability of your choosing
- Faerie Fire (Concentration)
All targets within 6m area turn visible and Attack Rolls against them have Advantage
--------------------LEVEL 5--------------------
Warlock 2
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonising Blast (Passive)
Add CHA Modifier to Eldritch Blast’s Damage
- Devil’s Sight
Able to see in magical and nonmagical Darkness
Spell:
- 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
--------------------LEVEL 6--------------------
Warlock 3
- Level 2 Warlock Spell Slots
Pact Boon: Pact of the Blade
- Pact of the Blade
Bind Pact Weapon
Spell:
- Darkness
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Note: Darkness requires headcanon. Consider this to be Talion’s “stealth” capabilities/speed for this version.)
Replace Spell: Faerie Fire
- Mirror Image (10 turns)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
--------------------LEVEL 7--------------------
Warlock 4
Cantrip:
- Friends (Concentration) (10 turns)
Advantage on Charisma Checks against non-hostiles creatures
Can be used in Dialogue
Can be cast while Silenced
Spell:
- Misty Step
Teleport to an open space within 18m that you can see
Replace Spell: Armour of Agathys
- Hold Person (Concentration)
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
Feat:
Ability Improvement (+2 CHA)
--------------------LEVEL 8--------------------
Warlock 5
- Level 3 Warlock Spell Slots
- Deepened Pact: Extra Attack
Eldritch Invocation:
- Repelling Blast
When you hit a creature with Eldritch Blast, can push them 4.5m away
Spell:
- Vampiric Touch (Concentration)
3d6 Necrotic Damage
Can recast while concentration without expending spell slot
+1d6 Necrotic Damage per upcast
Replace Spell: Hex
- Remove Curse
Remove all Curses and Hexes affecting a creature
--------------------LEVEL 9--------------------
Warlock 6
- Misty Escape (Short Rest) (Reaction)
Upon taking damage, become Invisible
Can cast Misty Step on next turn but will break Invisibility
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 10--------------------
Warlock 7
- Level 4 Warlock Spell Slots
Eldritch Invocation:
- Dreadful Word
Can cast Confusion with a Warlock Spell Slot
Confuse a group of creatures for 3 turns
Hostile to everyone
Wanders aimlessly
Chance to skip turn
Larger AoE per upcast
Spell:
- Dominate Beast (Concentration)
Control a Beast for 10 turns
When the creature takes damage, makes a Wisdom Saving Throw against domination
--------------------LEVEL 11--------------------
Warlock 8
Spell:
Note: Choose any spell. It will be replaced next level.
Feat:
Great Weapon Master
Note: I know, I couldn’t help myself. GWM for Talion’s brutal 2-handed executions.
--------------------LEVEL 12--------------------
Warlock 9
Level 5 Warlock Spell Slots
Eldritch Invocation:
Otherworldly Leap
Spell:
- Dominate Person (Concentration)
Control a Humanoid for 10 turns
When the creature takes damage, makes a Wisdom Saving Throw against domination
Replace Spell: (last chosen spell)
Hold Monster
--------------------GEAR--------------------
Important Items:
Hag’s Hair (+1 CHA)
-------ACT 1-------
Head:
- The Shadespell Circlet
+1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
------------------------------
Chest:
- Spidersilk Armour
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
- 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
- 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 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
- 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:
- 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
- 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
------------------------------
Melee Weapons:
- 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:
- 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:
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest: N/A
------------------------------
Gloves:
- Gloves of the Duellist**
+2 Bonus to Weapon Attack Rolls while only wielding a One-Handed Weapon in your Main Hand
Location: Purchased 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
- 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: N/A
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet: N/A
------------------------------
Rings:
- 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
- Ring of Free Action**
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased at Moonrise Towers
- Shadow-Cloaked Ring**
+1d4 Weapon and Unarmed Damage against Lightly Obscured, Heavily Obscured, and Shadow creatures
Location: Looted from the Shadow Mastiff Alpha in Ruined Battlefield
------------------------------
Melee Weapons:
- Render of Mind & Body
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Life Stealing
+2 Enchantment
On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP
Location: Purchased from Dammon
------------------------------
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:
- Birthright
+2 Charisma (Max 22)
Location: Purchased in Sorcerous Sundries or Ramazith's Tower
- Helldusk Helmet
+2 Saving Throws against Spells
Immune to Critical Hits
Immune to Blinded
See in Darkness up to 12m
Immolating Gaze (Short Rest)
Frighten creature
+2d8 Fire Damage against Burning creatures
Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939
- 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
- Helmet of Grit
+1 DEX Saving Throws
When the wearer has 50% or less HP, gain an additional Bonus Action
Location: Looted from chest in cursed room of Szarr Palace X: -1298 Y: 965
------------------------------
Chest:
- Helldusk Armour
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
Cast a Cantrip as a Bonus Action once per Short Rest
Location: Purchased at Sorcerous Sundries
- 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:
- 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:
- 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
- Nymph Cloak
Dominate Person (Long Rest)
Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
------------------------------
Rings:
- Keepsake Ring
Dominate Beast (Long Rest)
Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531
------------------------------
Melee Weapons:
- Duke Ravengard’s Longsword
Longsword
+1 Enchantment
+2 CHA (Up to 24)
When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier
Commander’s Strike (Short Rest)
Choose an ally to use a reaction on their next turn to make a Weapon Attack
Location: Looted from Duke Ravengard during the Coronation
------------------------------
Ranged Weapons:
- Gontr Mael
Longbow
+3 Enchantment
On hit, chance to inflict Guiding Bolt
Next attack against target has Advantage
Glows light in a 6m Radius
Celestial Haste (Concentration) (Long Rest)
Gain Haste for 5 turns without becoming Lethargic afterwards
Bolt of Celestial Light (Short Rest)
Frighten target
+1d4 Radiant Damage
Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206