THOR
Added 2024-03-05 17:13:41 +0000 UTC
6 Eldritch Knight / 6 Tempest Domain
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Fighter
- Second Wind (Short Rest)
- Regain 1d10 + Fighter Level HP
Fighting Style: Great Weapon Fighting
- When you roll a 1 or 2 with a 2-Handed Weapon Attack, the die is rerolled once
- Applies to Versatile weapons when off-hand is empty
Race: Human
- +1 additional Skill Proficiency
- Carrying Capacity increased by 25%
Background: Folk-Hero (Animal Handling, Survival)
Skills: Religion, Athletics, History
Stats:
- STR = 16
- DEX = 10
- 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: Eldritch Knight
- +2 Level 1 Spell Slots
- Weapon Bond
- Bind your weapon
- Returns when thrown
- Cannot be knocked out of your hands
Cantrips:
- Shocking Grasp
- 1d8 Lightning Damage
- Target cannot use Reactions
- Advantage on targets with Metal Armour
- Level 5 = 2d8
- Level 10 = 3d8
- Blade Ward
- Halves incoming Physical Damage for 2 turns
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
- 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
Expanded:
- Enhance Leap (Ritual) (10 turns)
- Triple Jump distance
--------------------LEVEL 4--------------------
Multiclass: Cleric
Subclass: Tempest Domain
- +1 Level 1 Spell Slot
- Wrath of the Storm (Reaction)
- When attacked, can make one of two Reactions:
- Wrath of the Storm: Lightning
- 2d8 Lightning Damage
- Half-Damage on successful Saving Throw
- Wrath of the Storm: Thunder
- 2d8 Thunder Damage
- Half-Damage on successful Saving Throw
- Wrath of the Storm: Lightning
- Thunderwave
- 2d8 Thunder Damage
- Pushes creatures away
- +1d8 Thunder Damage per upcast
- Fog Cloud (Concentration)
- Create 5m Area of Fog for 10 turns
- Blind creatures
- Creature’s ranged attacks and spells have a range of 3m
- Creature’s Attack Rolls have Disadvantage
- Attack Rolls against creature have Advantage
- Heavily Obscure creatures
- Blind creatures
- +2m per upcast
Cantrips:
- Guidance (Concentration)
- +1d4 Ability Checks
- Resistance (Concentration)
- +1d4 Saving Throws
- Thaumaturgy
- Advantage on Intimidation Checks
Prepared Spells:
- Create or Destroy 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
- Guiding Bolt
- 4d6 Radiant Damage
- Guiding Bolt (WIS Save)
- Next Attack Roll against creatures has Advantage
- +1d6 per upcast
- Cure Wounds
- Heal 1d8 + Spellcasting Modifier HP
- +1d8 per upcast
- Bless (Concentration)
- Bless up to 3 creatures for 10 turns
- +1d4 Attack Rolls
- +1d4 Saving Throws
- +1 target per upcast
--------------------LEVEL 5--------------------
Cleric 2
- +1 Channel Divinity Charge
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Destructive Wrath (Channel Divinity)
- When rolling Thunder or Lightning damage, use a Channel Divinity Charge to MAX Damage
- 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
Prepared Spell:
- Command
- Command a creature to flee, move closer, stop, drop their weapon, or fall prone
- +1 target per upcast
--------------------LEVEL 6--------------------
Fighter 4
Spell:
Note: This spell will use Intelligence, so consider Magic Missile even though it isn’t flavorful.
- 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
Feat: Ability Improvement (+2 STR)
--------------------LEVEL 7--------------------
Fighter 5
- Extra Attack
--------------------LEVEL 8--------------------
Cleric 3
- +1 Level 2 Spell Slot
- Shatter
- 3d8 Thunder Damage in 3m Radius
- CON Save to Half Damage
- Inorganic creatures have Disadvantage on Saving Throw
- +1d8 per upcast
- Gust of Wind
- Clear areas such as Fog and Cloudkill
- Push creatures back 5m
- Cause creatures to become Off Balance
Prepared Spell:
- Aid
- Raise you and your allies HP by 5 HP in 9m Radius
- +5 HP per upcast
- Lasts until Long Rest
--------------------LEVEL 9--------------------
Cleric 4
- +2 Level 3 Spell Slots
Cantrip:
- Light
- Infuse an object with an aura of light with a radius of 7.5m
Prepared Spell:
- Lesser Restoration
- Cure Diseased, Poisoned, Paralysis, or Blinded
Feat: Tavern Brawler (+1 CON)
- When you make Unarmed, Improved Weapon, or Thrown Attack, add STR Modifier twice to Damage and Attack Rolls
Note: After Thor has had his favorite Mead, he will be more inclined to throw his hammer. Due to our weapon being bound, it will return every time, just like the real Mjolnir!
--------------------LEVEL 10--------------------
Cleric 5
- +1 Level 3 Spell Slot
- Destroy Undead
- Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Call Lightning (Concentration)
- 3d10 Lightning Damage in 2m Radius
- DEX Save for Half Damage
- Can cast freely for 10 turns without expending Spell Slots
- +1d10 per upcast
- Sleet Storm (Concentration)
- Create 9m Area of Sleet Storm for 10 turns
- Difficult Terrain
- Ice Surface
- Movement speed halved
- Chance to fall Prone
- Forces spellcasters to make Concentration Saving Throws
Prepared Spell:
Note: Spirit Guardians isn’t very flavorful, but is clearly the best spell to take for this build, gameplay wise. I will recommend something more flavorful, however.
- Beacon of Hope (Concentration)
- Allies within 9m regain max HP possible from Healing sources
- Advantage on Wisdom and Death Saving Throws
--------------------LEVEL 11--------------------
Cleric 6
- +1 Channel Divinity Charge
- +1 Level 4 Spell Slot
- Thunderbolt Strike
- When dealing Thunder or Lightning damage, you can push the target 3m
Prepared Spell:
- Protection From Energy (Concentration)
- Grant Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage
--------------------LEVEL 12--------------------
Fighter 6
- +1 Level 4 Spell Slot
Feat: Ability Improvement (+2 WIS)
--------------------GEAR--------------------
Important Items:
Potion of Everlasting Vigor
- +2 STR (Permanent)
-------ACT 1-------
Head:
- Grymskull Helm (****)
- Immune to Critical Hits
- Fire Resistance
- Hunter’s Mark (Long Rest) (Concentration)
- +1d6 Physical Damage to Weapon Attacks
- Can recast without expending spell slots
Location: Dropped by Grym in Grymforge
------------------------------
Chest:
- The Jolty Vest (*****)
- Medium Armour
- 14 AC + DEX Modifier (Max 2)
- Take 1 less Slashing Damage
- When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked
Location: Sold by Brem in the Zhentarim Hideout
- Adamantine Splint Armour (****)
- 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
- Reeling:
Location: Grymforge
------------------------------
Gloves:
- Gloves of Belligerent Skies (*****)
- When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target
Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side
- Gloves of Uninhibited Kushigo (****)
- +1d4 Damage from Thrown Attacks and Improvised Weapon Attacks
Location: Given to you by Derryth Bonecloak in the Myconid Colony as reward for saving Baelen Bonecloak during Find the Mushroom Picker
- 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
------------------------------
Boots:
- Boots of Stormy Clamour (*****)
- When you inflict a condition on a creature, also inflict 2 turns of Reverberation
- Reverberation
- Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn
- When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)
- Creatures Immune to Thunder cannot receive Reverberation
- Reverberation
Location: Sold by Omeluum
- The Watersparkers (****)
- When standing in water during combat, it becomes Electrified
- If the weared starts their turn on an Electrified Surface, gain 3 Lightning Charges
Location: Found in a gilded chest in Minthara's area of the Shattered Sanctum. X: 339 Y: 41
- The Speedy Lightfeet (**)
- +1 Athletics
- When the wearer Dashes or makes a similar action, gain 3 Lightning Charges
Location: Found inside a Heavy Chest in the cellar behind the windmill in the Blighted Village
------------------------------
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
- The Blast Pendant (****)
- Lightning Blast (Long Rest)
- Next Lightning Spell or Cantrip deals bonus Lightning Damage equal to your remaining Lightning Charges
- On hit, all Lightning Charges are consumed
Location: Worn by Dhourn, the petrified Drow near the Selunite Outpost
------------------------------
Rings:
- The Sparkswall (*****)
- Cannot be Electrocuted
- Lightning Resistance
Location: Arcane Tower Basement
- 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
- Ring of Flinging (*****)
- +1d4 Damage on Thrown Attacks
Location: Sold by Arron in the Druid Grove
- Ring of Protection (****)
- +1 AC
- +1 Saving Throws
Location: Reward for Steal the Sacred Idol
------------------------------
Melee Weapons:
- Hamarhraft (****)
- Shockwave (Toggleable)
- When you Jump, deal 1d4 Thunder Damage in 3m Radius
Location: Found in a gilded chest in one of the burning rooms on the second story of the inn at Waukeen's Rest X: -85 Y: 631
- Intransigent Warhammer (*****)
- Knocks nearby creatures Prone after killing a target or landing a Critical Hit
Location: Can be found inside a Watertight Chest on a Duergar skiff during your first voyage to Grymforge from the Decrepit Village
- Faitherbreaker (***)
- +1 Enchantment
- Absolute Power (Short Rest)
- +1d6 Force Damage
- Possibly pushes target back 5m
Location: Dropped by Dror Ragzlin
------------------------------
Ranged Weapons:
- The Joltshooter (*****)
- When you deal damage with this weapon, gain 2 Lightning Charges
Location: Waukeen’s Rest Reward for saving Florrick
- Hunting Shortbow (*****)
- +1 Enchantment
- Advantage on Monstrosity Enemy types for ALL weapons equipped
- Hunter’s Mark (Long Rest) (Concentration)
- +1d6 Physical Damage to Weapon Attacks
- Can recast without expending spell slots
Location: Purchased from Dammon
- Bow of Awareness (***)
- +1 Enchantment
- +1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head:
- Flawed Helldusk Helmet (*****)
- +1 Constitution Saving Throws
- +2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest:
- Dwarven Splintmail (****)
- 19 AC
- +2 CON
- Take 1 less Piercing Damage
- +1 STR Saving Throws
- +1 Ability Checks
- Disadvantage on Stealth Checks
Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic
------------------------------
Gloves: N/A
------------------------------
Boots: N/A
------------------------------
Cloak:
- Thunderskin Cloak (*****)
- When a creature inflicted with Reverberation deals damage to the wearer, the creature must make a CON Saving Throw or become Dazed
Location: Purchased from Araj in Moonrise Towers
- Cloak of Protection (****)
- +1 AC
- +1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Spineshudder Amulet (****)
- When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation
Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers
------------------------------
Rings:
- Ring of Spiteful Thunder (*****)
- When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns
Location: Roah Moonglow in Moonrise Towers
- Ring of Free Action (****)
- Ignore Difficult Terrain
- Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
------------------------------
Melee Weapons:
- Charge-Bound Warhammer (******************)
- +1 Enchantment
- Only functions when bound by Eldritch Knight or Warlock
- +1d6 Lightning Damage
- +1 Attack Rolls
- +1 Damage Rolls
Location: Purchased from Dammon
------------------------------
Ranged Weapons:
- 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:
- Helm of Balduran (****)
- +1 AC
- +1 Saving Throws
- Regain 2 HP at the start of each turn
- Immunity to Stunned
- Immunity to Critical Hits
Location: The Dragon’s Sanctum
------------------------------
Chest: N/A
------------------------------
Gloves:
- Gauntlets of Hill Giant Strength (***)
- 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 the Devout (*****)
- +2 Spell Save DC
- +1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
- Amulet of the Drunkard (****)
- Regain 2d4 HP per turn while Drunk
- Increase Drunk by 5 turns
Location: Bought from Hoots Hooligan in Sharess’ Caress
- Amulet of Greater Health (***)
- Set CON to 23
- Advantage on CON Saving Throws
Location: House of Hope
------------------------------
Rings: N/A
------------------------------
Melee Weapons: N/A
------------------------------
Ranged Weapons:
- Hellfire Engine Crossbow (***)
- +2 Enchantment
- Lightning Arrow (Long Rest)
- 4d8 Lightning Damage
- 2d8 Lightning Damage 3m AoE (Dexterity Save to Halve Damage)
- Reposition Malefactor
- Pull a creature 9m closer to you
- 15 DC Dexterity Saving Throw
Location: Crafted in the Steel Watch Foundry
------------------------------
Comments
This would go perfect with the Thor hammer mod
ObsidianDevil
2024-03-19 18:55:16 +0000 UTCThe warlock spell? I haven’t used it lately but it always took a spell slot. You could cast it at will if you were still concentrating on it after your target died
PURGE EVIL
2024-03-08 01:20:04 +0000 UTCHey bud, was there a change to Hex? I feel like it was able to cast at will. Now it's taking a spell slot.....there was definitely a change right?
SkyReaper647
2024-03-08 00:08:27 +0000 UTCThis one is getting a video, right after Talion ⚔️
PURGE EVIL
2024-03-05 17:24:48 +0000 UTCSweet! Thanks man. Will there be a video for this? Or just the written?
SkyReaper647
2024-03-05 17:18:16 +0000 UTC