Sasuke Uchiha
Added 2024-02-29 00:22:33 +0000 UTC
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Fighter
- Second Wind (Short Rest)
- Regain 1d10 + Fighter Level HP
Fighting Style: Two-Weapon Fighting or Great Weapon Fighting
- Two-Weapon Fighting (Preferred)
- Add your Ability Modifier to the damage of your off-hand weapon
- Great Weapon Fighting
- When you roll a 1 or 2 for damage while attacking with a 2 Handed Weapon, reroll the die once
Note: Sasuke is able to utilize Finesse Longswords, Shortswords, and Daggers.
Race: Wood Elf
- +1.5m Movement Speed (Permanent)
- Shortsword, Longsword, Shortbow, Longbow Proficiency
- Stealth, Perception Proficiency
- Darkvision
- Can see in the dark up to 12m
- Prevents Disadvantage when attacking creatures in the dark up to 12m
- Fey Ancestry
- Immune to Sleep
- Advantage on Saving Throws against Charmed
Note: Half Elves have better face options for Sasuke, but do not gain Perception proficiency
Background: Outlander (Athletics, Survival)
Note: I took Outlander to sort of mimic living out of the village with Orochimaru
Skills: Acrobatics, Perception
Stats:
- STR = 8
- DEX = 16
- CON = 14
- INT = 17
- WIS = 10
- CHA = 8
--------------------LEVEL 2--------------------
Fighter 2
- Action Surge (Short Rest)
- Gain an extra action to use in the same turn
--------------------LEVEL 3--------------------
Fighter 3
Subclass: Eldritch Knight
- +2 Level 1 Spell Slots
- Weapon Bond
- Applies to Main Hand Weapon
- Weapon can’t be knocked out of your hands
- Weapon returns when Thrown
Cantrips:
- Shocking Grasp
- 1d8 Lightning Damage
- Target cannot use Reactions
- Advantage on targets with Metal Armour
- Level 5 = 2d8
- Level 10 = 3d8
- Fire Bolt
- 1d10 Fire Damage
- Level 5 = 2d10
- Level 10 = 3d10
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
- Witch Bolt (Concentration)
- 1d12 Lightning Damage
- Can be activated on the same target for 10 turns without expending Spell Slots
Expanded:
- Charm Person (10 turns)
- Can’t attack spellcaster
- Spellcaster has Advantage on Charisma Checks in dialogue
- Ends early if target is hurt
--------------------LEVEL 4--------------------
Fighter 4
- +1 Level 1 Spell Slot
Spell: Burning Hands (Fire Style Jutsu) or Magic Missile (Shuriken Jutsu)
- Burning Hands
- 3d6 Fire Damage in 5m Cone AoE
- DEX Save to halve damage
- +1d6 per upcast
Note: I chose Burning Hands because Sasuke will usually be in close-to-mid range combat
Feat: Ability Improvement (+2 DEX)
Note: Make sure to get the Hag’s Hair when possible to increase Intelligence to 18
--------------------LEVEL 5--------------------
Fighter 5
- Extra Attack
- Can make an additional attack after making a Weapon or Unarmed Attack
--------------------LEVEL 6--------------------
Fighter 6
Feat: War Caster
- Advantage on Constitution Saving Throws
- Can cast Shocking Grasp as an Opportunity Attack
--------------------LEVEL 7--------------------
Fighter 7
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- War Magic
- After you cast a Cantrip, you can make a Weapon Attack using a Bonus Action
Spells:
- Scorching Ray
- 2d12 Fire Damage per Ray (3)
- +1 Ray per upcast
- Darkness (Concentration)
- Blind all creatures within Darkness (5m Radius)
- Ranged attacks cannot penetrate Darkness
Note: Darkness can be flavored as a Ninja Tool or possibly a Genjutsu
--------------------LEVEL 8--------------------
Multiclass: Wizard
- +1 Arcane Recovery Charge
- Arcane Recovery (Long Rest) (Arcane Recovery Charge)
- Replenish expended Spell Slots
- +1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Poison Spray
- 1d12 Poison Damage
- Level 5 = 2d12
- Level 10 = 3d12
- Blade Ward (2 turns)
- Halves incoming Physical Damage
- 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
Spells:
- Magic Missile
- 1d4 + 1 Force Damage per missile
- Always hits
- +1 missile per upcast
- False Life
- Gain 7 Temporary HP
- +5 Temporary HP per upcast
- 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
- Enhance Leap (Ritual) (10 turns)
- Triple Jump distance
- Expeditious Retreat (Concentration)
- Immediately gain Dash this turn and as a Bonus Action until this spell ends
- Can last until Long Rest
- Disguise Self (Ritual)
- Alter your appearance
Level 1 & 2 Jutsu from Scrolls:
Mage Armour
Blur
Invisibility
Colour Spray
Sleep
--------------------LEVEL 9--------------------
Wizard 2
Subclass: Abjuration
- +1 Level 2 Spell Slot
- Abjuration Savant
- Abjuration spells learned from scrolls cost half
- Arcane Ward (Susano’o Ribs)
- 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:
- Feather Fall (Ritual) (10 turns)
- Immune to Falling Damage
- Affects you and allies within 9m
- 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: Consider gaining Longstrider at some point unless you have another party member with it
--------------------LEVEL 10--------------------
Wizard 3
- +2 Level 3 Spell Slots
Spells:
- Magic Weapon (Concentration)
- Imbue Weapon with +1 Attack & Damage Rolls
- Level 4 & 5 = +2
- Level 6 = +3
- Misty Step
- Teleport to an open space within 18m that you can see
Level 3 Jutsu from Scrolls:
Glyph of Warding
Fear
Grant Flight (Curse Mark)
Protection From Energy
--------------------LEVEL 11--------------------
Wizard 4
- +1 Level 3 Spell Slot
Cantrip:
- Friends (Concentration) (10 turns)
- Advantage on Charisma Checks against non-hostiles creatures
- Can be used in Dialogue
- Can be cast while Silenced
Spells:
- See Invisibility
- Spot Invisible creatures within 9m
- Creatures lose Invisibility if they fail a DEX Save
- Lasts until Long Rest
- Detect Thoughts (Ritual) (Concentration)
- Read the thoughts of creatures while talking to them until Long Rest
Feat: Ability Improvement (+2 DEX)
--------------------LEVEL 12--------------------
Wizard 5
- +1 Level 4 Spell Slot
Spells:
- Fireball
- 8d6 Fire Damage with 4m AoE
- DEX Save to halve damage
- +1d6 per upcast
- Lightning Bolt
- 8d6 Lightning Damage to all creatures in 30m Line
- Targets take Half Damage on DEX Save
- +1d6 per upcast
Level 4 Jutsu from Scrolls:
Wall of Fire (Amaterasu)
IMPORTANT: Fire Shield (Amaterasu-Wrapped Susano’o Ribs)
--------------------GEAR--------------------
Important Items:
Hag’s Hair (+1 INT)
-------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
- The Lifebringer (***)
- When the wearer gains Lightning Charges, they gain 3 temporary HP which will disappear with the Lightning Charges
Location: Purchased in Myconid Colony
------------------------------
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
------------------------------
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
- Daredevil Gloves (*****)
- +1 Spell Attack Rolls
- Daredevil Proximity (Toggleable)
- Ranged Spell Attacks can be made in Melee when adjacent to an enemy
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
------------------------------
Boots:
- 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
- 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
- Boots of Speed (****)
- Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in Myconid Colony
- 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:
- 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
- Necklace of Elemental Augmentation (*****)
- When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
------------------------------
Rings:
- 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 Arcane Synergy (*****)
- When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
- Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Can be looted from Gish Far'aag in Crèche Y'llek
- The Sparkswall (***)
- Cannot be Electrocuted
- Lightning Resistance
Location: Arcane Tower Basement
------------------------------
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
- 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
------------------------------
Ranged Weapons:
- The Joltshooter (*****)
- When you deal damage with this weapon, gain 2 Lightning Charges
Location: Waukeen’s Rest Reward for saving Florrick
------------------------------
-------ACT 2-------
Head:
- Helmet of Arcane Acuity (*****)
- +1 DEX Saving Throws
- When you deal damage with a Weapon Attack, gain Arcane Acuity for 2 turns (stacks)
- +1 Spell Attack Rolls for each remaining turn
- +1 Spell Save DC for each remaining turn
- Reduce the duration by 2 each time the entity takes damage
- Maximum 10 turns
Location: Mason’s Guild Basement
- 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
- Fistbreaker Helm (***)
- +1 Spell Save DC
- +1 Initiative
Location: Sold by Lann Tarv at Moonrise Towers
------------------------------
Chest: N/A
------------------------------
Gloves:
- Gloves of Battlemage’s Power (*****)
- +1 STR Saving Throws
- When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)
- +1 Spell Attack Rolls for each remaining turn
- +1 Spell Save DC for each remaining turn
- Reduce the duration by 2 each time the entity takes damage
- Maximum 10 turns
Location: Last Light Inn Quartermaster
- Gauntlets of Surging Accuracy (**)
- Gain +1d4 Attack Rolls until the end of your turn when using Action Surge
Location: Purchased at Moonrise Towers
------------------------------
Boots: N/A
------------------------------
Cloak:
- Vivacious Cloak (****)
- Gain 8 Temporary HP for 4 turns after casting a spell in Melee
Location: Can be looted from a chest X: -257 Y: -886 in the Grand Mausoleum in the Shadow-Cursed Lands
- Cloak of Cunning Brume (****)
- When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn
Location: Purchased at Last Light Inn
------------------------------
Amulet:
- Surgeon’s Subjugation Amulet (**)
- When you land a Critical Hit, you can Paralyze the target for 2 turns
Location: House of Healing
------------------------------
Rings:
- Eversight Ring (****)
- Immune to Blind
Location: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981
- Shifting Corpus Ring (***)
- Invisibility (Long Rest)
- Blur (Long Rest)
- Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
------------------------------
Melee Weapons: N/A
------------------------------
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:
- Mask of Soul Perception (***)
- +2 Attack Rolls
- +2 Initiative
- +2 Perception
- Detect Thoughts (Short Rest)
Location: Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City
- 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:
- 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
- Flame Enamelled Armour (****)
- 16 AC + 2 (DEX)
- +2 Initiative
- +2 Saving Throws
- Fire Resistance
- Fire Shield: Warm (Long Rest)
- Disadvantage on Stealth Checks
Location: Can be found in a chest at Wyrm's Rock Fortress at X: -28 Y: 184
------------------------------
Gloves:
- Quickspell Gloves (*****)
- Can cast Cantrips as a Bonus Action once per Short Rest
Location: Rolan or Lorroakan’s Porjection in Act 3
- Gemini Gloves (****)
- Cantrips can target an additional creature or the same creature twice
Location: Purchased from the Devil’s Fee
- Legacy of the Masters (****)
- +2 Attack Rolls
- +2 Damage Rolls
- +1 Strength Saving Throws
Location: Sold by Dammon at the Forge of the Nine, in the Lower City
- Dark Displacement Gloves (**) (Amenotejikara)
- +1 Sleight of Hands
- +1 Attack Rolls when throwing, can swap places with target if they fail a DEX Save
Location: Can be bought, pickpocketed, or looted from Popper in the Circus of the Last Days in Rivington
------------------------------
Boots:
- Spaceshunt Boots (Amenotejikara/Portal Jutsu) (****)
- Dimension Door (Long Rest)
- Teleport you and an ally to a place you can see
Location: Can be looted from Dolor the assassin, found at the Wine Festival X: 18 Y: -36 in the Lower City of Baldur's Gate
- 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:
- Cloak of Displacement (*****)
- Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
- Cindermoth Cloak (***)
- A creature that damages the wearer from within 2m becomes Burning
- 1d4 Fire Damage per turn
Location: Can be looted from Aelis Siryasius in the Lower City Sewers X: -123 Y: 834
------------------------------
Amulet: N/A
------------------------------
Rings: N/A
------------------------------
Melee Weapons:
- Crimson Mischief (*****)
- 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
- 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