Bhaal Assassin
Added 2024-04-06 16:00:10 +0000 UTC6 MONK / 3 RANGER / 3 FIGHTER
A Custom Request from Slayer Extractz, and an offshoot of my SOON TO COME Dark Justiciar Build(s). This is my first build that officially includes Tadpole powers.
I present to you, the undeniable Chosen Assassin of Bhaal himself.
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Monk
Race: 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: Haunted One
Skills: Athletics, Acrobatics
Stats:
STR = 10
DEX = 17
CON = 16
INT = 8
WIS = 14
CHA = 8
Unlocks:
+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 2--------------------
Monk 2
Unlocks:
+1 Ki Points
+3 Movement Speed while not wearing armour or using a shield
Patient Defence (1 Ki)
Attack Rolls against you have Disadvantage
Advantage on Dexterity Checks
Step of the Wind: Dash (1 Ki)
Double movement speed
Jump does not require Bonus Action
Step of the Wind: Disengage (1 Ki)
No longer provokes Opportunity Attacks
Jump does not require Bonus Action
--------------------LEVEL 3--------------------
Monk 3
Subclass: Way of the Shadow
Cantrip:
Minor Illusion
Create an illusion that compels nearby creatures to investigate
Does not break stealth
Can be cast while Silenced
Unlocks:
+1 Ki Point
Deflect Missiles (Reaction)
Use a Reaction to reduce the Damage from a Ranged Weapon Attack by 1d10 + Dexterity Modifier + Monk Level
If Damage is reduced to 0, you can spend a Ki Point to send the Missile back to the Attacker
Shadow Arts: Hide
Hide as a Bonus Action
Shadow Arts: Pass Without Trace (Concentration) (2 Ki)
Grants +10 Stealth Checks to caster and nearby allies within 9m
Lasts until Long Rest unless Concentration broken
Shadow Arts: Darkness (Concentration) (2 Ki)
Create Area: Darkness 5m Radius
Heavily Obscures creatures
Blinds creatures
Ranged Attacks cannot be made into or out of Area unless creatures has Blind Immunity
Note: Darkness can be absolutely abused with this build. Utilize it well once you gain Blind Immunity through gear.
Shadow Arts: Darkvision (2 Ki)
Note: Wood Elf has this as a racial passive. Ignore this spell
Shadow Arts: Silence (Concentration) (2 Ki)
Creates Area: Silenced 6m Radius
Creatures are Silenced
Creatures are Immune to Thunder Damage
Note: Can trivialize various boss fights. Utilize this spell well
--------------------LEVEL 4--------------------
Monk 4
Feat: Ability Improvement (+2 Dexterity)
Unlocks:
+1 Ki Point
Slow Fall (Reaction)
When you fall, can use a Reaction to gain Resistance to Falling Damage
--------------------LEVEL 5--------------------
Monk 5
Unlocks:
+1 Ki Point
Extra Attack
Stunning Strike (Melee/Unarmed) (1 Ki)
Deal Weapon/Unarmed Damage with a chance to Stun the target
Cloak of the Shadows
Become Invisible if you are Obscured
Advantage on Attack Rolls
Enemies have Disadvantage on Attack Rolls against you
Ends when you Attack, Cast a Spell, take an Action, or take Damage
--------------------LEVEL 6--------------------
Monk 6
Unlocks:
+1 Ki Point
+1.5m Movement Speed (Total 4m) while not wearing armour or using a shield
Unarmed Attacks ignore Resistance and Immunity to Non-Magical Damages (Slashing, Piercing, Bludgeoning
Shadow Step
Teleport from shadow to shadow
Advantage on next Melee Attack Roll*
Cannot teleport to a Clear Area, must be Obscured
Can be cast while Silenced
--------------------LEVEL 7--------------------
Multiclass: Ranger
Favoured Enemy: Sanctified Stalker (Keeper of the Veil alternatively)
Religion Proficiency
Sacred Flame (Cantrip)
2d8 Radiant Damage
3d8 Radiant Damage at Level 10+
Creatures must make a Dexterity Save to negate damage
Natural Explorer: Wasteland Wanderer: Fire
Resistance to Fire Damage (most common element used by enemies)
Abilities: Stealth
--------------------LEVEL 8--------------------
Ranger 2
Fighting Style: Two-Weapon Fighting
Add Ability Modifier to Off-Hand Weapon Attack Damage
Spells:
Longstrider (Ritual)
+3m Movement Speed
Enhance Leap
Unlocks:
+2 Level 1 Spell Slots
--------------------LEVEL 9--------------------
Ranger 3
Subclass: Gloomstalker
Spell:
Disguise Self (Always Prepared) (Ritual)
Magically change your appearance
Has various uses
Fog Cloud (Concentration)
Creates Area: Fog 5m Radius
Heavily Obscures creatures
Blinds creatures
Note: Use as a backup to Darkness
Unlocks:
+1 Level 1 Spell Slot
Superior Darkvision
Can see in the dark up to 24m
Doubles distance of Disadvantage prevention from Darkvision
Umbral Shroud (Short Rest)
Become Invisible if you are Obscured
Advantage on Attack Rolls
Enemies have Disadvantage on Attack Rolls against you
Ends when you Attack, Cast a Spell, take an Action, or take Damage
Note: Can be ignored in favour of Cloak of Shadows
Dread Ambusher: Hide
Hide as a Bonus Action
Dread Ambusher
On 1st turn
+3 Movement Speed
Can make free Melee/Ranged Attack that deals Normal Damage +1d8 additional Damage
--------------------LEVEL 10--------------------
Multiclass: Fighter
Fighting Style: Defence
+1 AC when wearing Armour
Unlocks:
Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
--------------------LEVEL 11--------------------
Fighter 2
Unlocks:
- Action Surge (Once per Short Rest)
Gain an extra action
--------------------LEVEL 12--------------------
Fighter 3
Subclass: Champion
Unlocks:
- Improved Critical Hit
- Number needed to roll a Critical Hit is reduced by 1
--------------------GEAR--------------------
Important Items:
Absolute’s Brand
Hag’s Hair (Dexterity)
Note: If you cannot gain Hag’s Hair, consider 2 Fighter & 4 Ranger to gain a 2nd Feat and boost Dexterity to 20. The trade-off is you will not gain the extra Critical Hit Roll stack buff.
Awakened (Passive)
You can use all of your Illithid Powers as a Bonus Action. Your resistance to the zaith'isk in the githyanki infirmary awakened this power.
How: Succeed on all three saving throws when interacting with the Zaith'isk in Crèche Y'llek; Or, if Lae'zel is the one in the Zaith'isk, success on all three ability checks
-------ACT 1-------
Head:
- 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
- Shadow of the Menzoberranzan (Optional)
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
- Haste Helm (Optional)
Light Armour
At the start of combat, gain Momentum for 3 turns
Momentum
+1.5 Movement Speed
Location: Chest in Blighted Village near Waypoint
------------------------------
Chest:
- Spidersilk Armour
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
- Armour of Uninhibited Kushigo
Clothing
10 AC + Dexterity Modifier
While Patient Defence is Active, the wearer can use a Reaction to make an Unarmed Strike against any Attacker that Misses
Location: Find the Missing Boots quest Reward for giving Boots of Speed to Thrinn in Grymforge
------------------------------
Gloves:
- Gloves of Power*
+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.
- Bracers of Defence
+2 AC while not wearing armour or holding a shield
Location: In the secret area of the Apothecary's Cellar beneath the Blighted Village. The bracers are located in a gilded chest X: -656 Y: -370
------------------------------
Boots:
- Disintegrating Night Walkers*
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Teleport to a clear space you can see within 18m
Location: Dropped from True Soul Nere in Grymforge
- Springstep Boots
When the wearer Dashes, gain Momentum for 3 turns (+1.5m Movement Speed)
Location: Dror Ragzlin’s Treasure Room
- Boots of Speed
Click Heels (Per Turn)
Doubled Movement Speed
Enemies have Disadvantage on Opportunity Attacks against you
Location: Worn by Thulia in the Myconid Colony
Note: Must be given away during a quest in order to receive Armour of Uninhibited Kushigo
------------------------------
Cloak:
- The Deathstalker Mantle*
Once per turn when you kill an enemy, become Invisible for 2 turns
Location: Given to The Dark Urge during Act 1 in a cutscene
------------------------------
Amulet:
- 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
- Ring of Protection*
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Crusher’s Ring (Optional)
+3m Movement Speed
Location: Dropped by Crusher
- Smuggler’s Ring (Optional)
+2 Stealth
+2 Sleight of Hand
-1 Charisma
Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:58, Y:512)
- Fetish of Callarduran Smoothhands (Optional)
Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses
------------------------------
Melee Weapons:
- 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
- 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
- Hunter’s Dagger
Dagger
+1 Enchantment
On hit, target must make 13 DC Constitution Saving Throw or become Ruptured for 3 turns
Take 1d4 Piercing Damage when moving
Each time you move, reduce duration by 1
Location: Purchased from Roah Moonglow in Shattered Sanctum
- Sussur Dagger (Optional)
Dagger
+1 Enchantment
Silences target on hit for 2 turns
Location: Finish the Masterwork Weapon quest
- Worgfang (Optional)
Dagger
Goblins have Disadvantage on Attack Rolls against wielder
Location: Worgfang can be looted from a pile of bones in one of the cells within the Worg Pens area of the Goblin Camp X: 386 Y: -17
- Assassin’s Touch (Optional)
Dagger
+1 Enchantment
+1d4 Necrotic Damage against creatures Knocked Out or Sleeping
Location: Reward for quest Save the Goblin Sazza
------------------------------
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
- Bow of Awareness (Optional)
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
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
- Covert Cowl (Optional)
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
------------------------------
Chest:
- Shadeclinger Armour*
Light Armour
12 AC + Dexterity Modifier
Advantage on Saving Throws while Obscured
+1 Stealth
Location: Purchased at Last Light Inn
------------------------------
Gloves:
- Dark Justiciar Gauntlets***
+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: Rare version. Reward for killing the Nightsong in Nightsong's Prison
- Flawed Helldusk Gloves (Optional)
+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: N/A
------------------------------
Cloak:
- Cloak of Cunning Brume (Optional)
When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn
Location: Purchased at Last Light Inn
- Cloak of Protection (Optional)
+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 (Long Rest)
Location: House of Healing
------------------------------
Rings:
- Eversight Ring*
Immune to Blind
Location: Looted from Opulent Chest in the House of Healing Morgue X: 9 Y: -981
- 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 (Optional)
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
------------------------------
Melee Weapons:
- Render of Mind and Body*
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Slicing Shortsword (Optional)
Shortsword
+1 Enchantment
When attacking with Advantage, inflict Bleeding
Location: Purchased from trader at Moonrise Towers
- Sword of Clutching Umbra (Optional)
Shortsword
+1 Enchantment
Shadowsoaked Blow
Strike an enemy and ass Proficiency Bonus to Damage
If Attack hits, deals +1d6 Psychic Damage
Does not break stealth
Location: Purchased from Dammon
- Sword of Life Stealing (Optional)
Shortsword
+2 Enchantment
On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP
Location: Purchased from Dammon
------------------------------
Ranged Weapons:
- Darkfire Shortbow (Optional)
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:
- Sarevok’s Horned Helmet (Optional)
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:
- Bhaalist Armour***
Light Armour
14 AC + Dexterity Modifier
+2 Initiative
Aura of Murder
Enemies within 2m become Vulnerable to Piercing Damage
Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
------------------------------
Gloves:
- Bhaalist Gloves (Optional)
+1 Attack Rolls
Garrotte (Short Rest)
Wrap a shadow rope around a Humanoid’s throat and deal 1d10 Bludgeoning Damage for 3 turns
Creature must make DC 14 Strength Saving Throw to save
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
- Legacy of the Masters* (Optional)
+2 Attack Rolls
+2 Damage Rolls
+1 Strength Saving Throws
Location: Sold by Dammon at the Forge of the Nine, in the Lower City
Note: These will insanely help you get Critical Hits, but Dammon must still be alive which is unlikely, unfortunately. Props if you managed to keep him alive
------------------------------
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 Bhaal***
On a hit, inflict Bleeding to targets with 100% HP
Location: Sarevok
------------------------------
Rings:
- After Death Do Us Part (Roleplay Optional)
When the wearer is Downed, they rise with half-HP but gain Shadow Possession
Cursed
Attacks the nearest creature
Deals +1d4 Necrotic Damage
Location: Possible reward for completing Free the Artist
------------------------------
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
- Crimson Mischief (Optional)
Shortsword
+2 Enchantment
+1d4 Necrotic Damage
+1d4 Piercing Damage to targets with less than 50%HP
+7 Piercing Damage when attacking with Advantage
When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage
Location: Dropped by Orin
------------------------------
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
-------ILLITHID POWERS-------
--------------------------------Normal Powers --------------------------------
- Favourable Beginnings* (Passive)
The 1st Attack Roll or Ability Check you make against any target gains a bonus equal to your Proficiency Bonus
Unlocked automatically after becoming Half-Illithid
Concentrated Blast*
3d6 Psychic Damage
Can only use while Concentrating
If the target is Concentrating, Heal for the same amount as Damage dealt
Ends Concentration
Unlocked automatically after becoming Half-Illithid
Psionic Overload (Short Rest) (10 Turns)
+1d4 Psychic Damage with Attacks
Take 1d4 Psychic Damage every turn
Unlocked automatically after becoming Half-Illithid
Stage Fright (Short Rest)
Target has Disadvantage on Attack Rolls
Takes 2d6 Psychic Damage each time they miss an Attack Roll
Removed upon successful Attack Roll
Note: Must have Psionic Overload to gain this ability
Note: Combined with Darkness, this can be deadly
Luck of the Far Realms*** (Reaction) (Long Rest)
Chance a successful Attack Roll into a Critical Hit
Note: Must have Favourable Beginnings
Psionic Backlash* (Reaction)
When a creature within 9m casts a spell, use a Reaction to deal Damage
1d4 Psychic Damage per Spell Level
Note: Must have Concentrated Blast
Cull the Weak (Passive) (Toggleable)
When you bring a creature’s HP Number below the Number of your Illithid Powers, it dies and nearby enemies take 1d4 Psychic Damage
Note: Must have Concentrated Blast
--------------------------------Elite Powers --------------------------------
Illithid Expertise
Persuasion Expertise
Deception Expertise
Intimidation Expertise
Note: Must have Luck of the Far Realms or Fracture Psyche
Mind Blast (Long Rest)
4d8 + Spellcasting Modifier Psychic Damage in 14m Cone AoE
Chance to Stun targets
Mind Sanctuary (Long Rest)
Creates Area: Mind Sanctuary Aura 3m Radius for 3 turns
Creatures can take Actions and Bonus Actions interchangeably
After using both Action and Bonus Action, gain condition Mind Sanctuary: Depleted
Cannot benefit from Mind Sanctuary this turn
Note: In Honour Mode, this granted Hasted instead
Note: Must have Psionic Backlash or Freecast