Itachi of the Sharingan
Added 2024-02-26 01:04:29 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Rogue
- Choose 4 Skill Proficiencies
- Expertise
- Double your Proficiency Bonus in 2 Skills you are Proficient in
- Sneak Attack (Once per turn)
- +1d6 Physical Damage
- Must have Advantage on target or have an ally next to
- Must have Finesse or Ranged Weapon equipped
- Level 3 Rogue = 2d6
- Level 5 Rogue = 3d6
- Level 7 Rogue = 4d6
- Level 9 Rogue = 5d6
- Level 11 Rogue = 6d6
Race: Wood Elf
Note: Half-Elves have better face options for Itachi, but do not gain Perception proficiency.
- +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
Background: Criminal (Deception, Stealth)
Skills: Acrobatics, Investigation, Insight, Intimidation (Stealth, Deception from Expertise)
Stats:
- STR = 8
- DEX = 16
- CON = 15
- INT = 16
- WIS = 10
- CHA = 8
--------------------LEVEL 2--------------------
Rogue 2
Unlocks:
- Cunning Action: Hide
- Hide as a Bonus Action
- Cunning Action: Dash
- Dash as a Bonus Action
- Cunning Action: Disengage
- Disengage as a Bonus Action
--------------------LEVEL 3--------------------
Rogue 3
Subclass: Arcane Trickster
Unlocks:
- +2 Level 1 Spell Slots
- Mage Hand (10 turns) (Short Rest)
- A Spectral Hand that can manipulate and interact with objects
- Mage Hand Legerdemain
- Mage Hand is Invisible
- Mage Hand lasts forever until destroyed or dismissed
- Mage Hand can stow away or retrieve objects from other creatures
- Mage Hand can use Thieves’ Tools at range
Cantrips:
- Firebolt
- 1d10 Fire Damage
- Level 5 = 2d10
- Level 10 = 3d10
- 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:
- Tasha’s Hideous Laughter (Concentration) (10 turns)
- Prone a creature with Hideous Laughter
- Target must have INT of 5+
- Target can try to escape when taking damage
- Disguise Self (Ritual)
- Alter your appearance
Expanded:
- Magic Missile
- 1d4 + 1 Force Damage per Missile (3)
- Can select multiple targets
- Missiles always hit
- +1 Missile per upcast
--------------------LEVEL 4--------------------
Multiclass: Wizard
Unlocks:
- +1 Level 1 Spell Slot
- Arcane Recovery (Long Rest) (Arcane Recovery Charge)
- Replenish expended Spell Slots
- +1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Friends (Concentration) (10 turns)
- Advantage on Charisma Checks against non-hostiles creatures
- Can be used in Dialogue
- Can be cast while Silenced
- Ray of Frost
- 1d8 Cold Damge
- Reduce target’s Movement Speed by 3m for 1 turn
- Level 5 = 2d8
- Level 10 = 3d8
- Blade Ward (2 turns)
- Halves incoming Physical Damage
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
- Longstrider (Ritual)
- +3m Movement Speed
- Enhance Leap (Ritual) (10 turns)
- Triple Jump distance
- 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
- Burning Hands
- 3d6 Fire Damage in 5m Cone AoE
- DEX Save to halve damage
- +1d6 per upcast
- 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
--------------------LEVEL 5--------------------
Wizard 2
Subclass: Enchantment
Unlocks:
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Enchantment Savant
- Halves the cost to learn Enchantment Spells from Scrolls
- Hypnotic Gaze (Long Rest) (2 turns)
- Charm & Incapacitate a creature
- Can Maintain Hypnotic Gaze to extend its duration
- Ends upon taking damage
- WIS Save
Spells:
- Feather Fall (Ritual) (10 turns)
- Immune to Falling Damage
- Affects you and allies within 9m
- Find Familiar (Ritual) (Short Rest)
- Can summon a Familiar to accompany you in your travels
--------------------LEVEL 6--------------------
Rogue 4
Feat: Ability Improvement (+2 INT)
Spell:
- Colour Spray
- Blind creatures in 5m AoE Cone up to a combined 33 HP
- +1 target & +11 HP per upcast
--------------------LEVEL 7--------------------
Wizard 3
Unlocks:
- +1 Level 2 Spell Slot
Spells:
- Scorching Ray
- 2d12 Fire Damage per Ray (3)
- +1 Ray per upcast
- 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
--------------------LEVEL 8--------------------
Wizard 4
Feat: Resilient: Constitution
- +1 CON
- Proficiency in Constitution Saving Throws
Unlocks:
- +2 Level 3 Spell Slots
Cantrip:
- Poison Spray
- 1d12 Poison Damage
- Level 5 = 2d12
- Level 10 = 3d12
Spells:
- Misty Step
- Teleport to an open space within 18m that you can see
- 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 9--------------------
Wizard 5
Unlocks:
- +1 Level 3 Spell Slot
Spells:
- Fireball
- 8d6 Fire Damage with 4m AoE
- DEX Save to halve damage
- +1d6 per upcast
- Hypnotic Pattern (Concentration) (2 turns)
- Hypnotize creatures in a 9m radius
- Cannot move or take any actions
- Removed by taking damage, shoved, or helped
--------------------LEVEL 10--------------------
Wizard 6
Unlocks:
- +1 Level 4 Spell Slot
- Instinctive Charm (Reaction)
- When an enemy attacks you, Charm them for 1 turn
- Charmed will creature will attack a new target if possible
- If target succeeds a WIS Saving Throw, cannot be affected by Instinctive Charm until after Long Rest
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 11--------------------
Wizard 7
Unlocks:
- +1 Level 4 Spell Slot
Spells:
- Wall of Fire (Concentration) (10 turns)
- Create 36m Area: Wall of Fire in a Line
- 5d8 Fire Damage on cast and per turn
- Causes Burning
- Take 1d4 Fire Damage per turn
- Immune from Burning if Wet
- Can be dipped from other characters
- Can be removed with Help, Healing Potion, or gaining Wet
- Wall of Fire: Aura
- Affected entity takes 5d8 +1d8 per upcast Fire Damage per turn if within 3m of Wall of Fire
- Does not break Stealth*
- +1d8 per upcast
- Phantasmal Killer (Concentration) (10 turns)
- Haunt a creature with its worst nightmares
- 4d10 Psychic Damage per turn
- Cannot move
- Disadvantage on Attack Rolls
- Disadvantage on Ability Checks
- +1d10 per upcast
--------------------LEVEL 12--------------------
Wizard 8
Feat: Ability Improvement (+2 INT)
Unlocks:
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Spells:
- Otiluke’s Resilient Sphere (Concentration) (3 turns)
- Enclose target in a sphere
- Blocks ALL incoming and outgoing damage
- Halves Movement Speed
- Banishment (Concentration) (2 turns)
- Banish target to another plane of existence
- Incapacitated
- Can’t be targeted
- Can’t move or take any actions
- CHA Saving Throw
- +1 target per upcast
--------------------JUTSU--------------------
Note: This is a list of spells to learn from scrolls to further Itachi's arsenal of Jutsu
Level 1
- Mage Armour
- Fog Cloud
- Charm Person
Level 2
N/A
Level 3
- Fear
Level 4
N/A
Level 5
- Hold Monster
- Curriculum of Strategy: Artistry of War
--------------------GEAR--------------------
Note: Gear is rated by level of importance relating to this build specifically on a scale of 1-5 indicated by asterisks. Some pieces of gear may be of equal level of importance.
Important Items: N/A
-------ACT 1-------
Head:
- The Spellshade Circlet (*****)
- +1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
- Shadow of the Menzoberranzan (**)
- 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
- 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
- Circlet of Blasting (**)
- Scorching Ray (Long Rest) (Level 2)
- 2d12 Fire Damage per Ray (3)
Location: Sold by Blurg in the Myconid Colony
------------------------------
Chest:
- Spidersilk Armour (*****)
- Light Armour
- 12 AC + Dexterity Modifier
- +1 Stealth Checks
- Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- 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
- Gloves of Baneful Striking (****)
- When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Fleetfingers (***)
- When you Dash or make a similar action, you can Jump without using a Bonus Action
Location: Chest in Forest X: 80 Y: 347
- Gloves of Missile Snaring (**)
- Use a Reaction to reduce incoming Missile Damage from a Ranged Weapon Attack by 1d10 + DEX Modifier
Location: These gloves are sold by Arron in the Druid Grove
------------------------------
Boots:
- Disintegrating Night Walkers (*****)
- Cannot be Enwebbed, Entangled, or Ensnared
- Cannot slip on Grease or Ice
- Misty Step (Short Rest)
Location: Dropped by Nere
- Swiresy Shoes (***)
- +1.5m Jump Distance
- +1 Acrobatics
Location: Grat the Trader at Goblin Camp
- Springstep Boots (**)
- When the wearer Dashes, gain Momentum for 3 turns (+1.5m Movement Speed)
Location: Dror Ragzlin’s Treasure Room
- Mystra’s Grace (**)
- Feather Fall (Bonus Action)
- Immune to Falling Damage
- Affects you and allies within 9m
Location: Chest of the Mundane in Arcane Tower
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Psychic Spark (*****)
- +1 Missile when casting Magic Missile
- Magic Missile (Long Rest) (Level 1)
- 1d4 + 1 Force Damage per missile
- Always hits
Location: Sold by Blurg in Myconid Colony
- 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
- 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
- Pearl of Power Amulet (*****)
- Pearlescent Restoration (Long Rest)
- Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- Ring of Protection (*****)
- +1 AC
- +1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Fetish of Callardun Smoothhands (**)
- 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
- Smuggler’s Ring (****)
- +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)
- Crusher’s Ring (***)
- +3m Movement Speed
Location: Dropped by Crusher
- 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:
- 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
- Sussur Dagger (**)
- Dagger
- +1 Enchantment
- Silences target on hit for 2 turns
Location: Finish the Masterwork Weapon quest
- 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
------------------------------
Ranged Weapons:
- Bow of the Banshee (****)
- Shortbow
- +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
- Spellthief (*****)
- Longbow
- Arcane Vehemence (Short Rest)
- On Critical Hit, regain 1 Level 1 Spell Slot
Location: Bought from Arron in the Druid Grove
------------------------------
-------ACT 2-------
Head:
- Hat of Fire Acuity (*****)
- When you deal Fire Damage, 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
Looted from the Strange Ox (Also in Act 3)
- Fistbreaker Helm (***)
- +1 Spell Save DC
- +1 Initiative
Location: Sold by Lann Tarv at Moonrise Towers
- 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
------------------------------
Chest:
- Shadeclinger Armour (***)
- Light Armour
- 12 AC + Dexterity Modifier
- Advantage on Saving Throws while Obscured
- +1 Stealth
Location: Purchased at Last Light Inn
- Penumbral Armour (*)
- Light Armour
- 12 AC + Dexterity Modifier
- +3 Stealth Checks while Obscured
Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145
- Robe of Exquisite Focus (***)
- Clothing
- 10 AC + Dexterity Modifier
- +1 Spell Save DC
Location: Sold by Araj Oblodra on the main floor of Moonrise Towers
------------------------------
Gloves:
- Braindrain Gloves (*****)
- When you deal Pyschic Damage, inflict Mental Fatigue for 2 turns
- -1 WIS, INT, CHA Saving Throws for every turn remaining
- 5 turns of Mental Fatigue = 1d4 Psychic Damage if failed WIS, INT, or CHA Saving Throw
- Maximum 7 turns
Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony next to the Blade of Oppressed Souls X: 748 Y: -14
- Raven Gloves (****)
- Summon Quothe the Raven (Short Rest(
Location: Given by He Who Was for completing Punish the Wicked
- Jhannyl’s Gloves (**)
- +1 Saving Throws
- When the wearer becomes Blinded, Paralyzed, or Poisoned, they automatically cast Lesser Restoration on themselves
Location: Looted from Isobel in numerous locations:
- Last Light Inn if she is killed after dealing with the Nightsong but before completing the assault on Moonrise.
- Mind Flayer Colony if she is kidnapped by Marcus or killed at Last Light Inn before dealing with the Nightsong.
- In your camp in act 3 if she accompanies you.
- Ramazith's Tower in act 3 if the Nightsong is killed or imprisoned there.
------------------------------
Boots:
- Boots of Arcane Bolstering (*****)
- When the wearer Dashes, gain 2 turns of Arcane Charge
- While Threatened, deal +2 Bonus Damage with Spells
- Spells like Magic Missile deal Bonus Damage on each Missile
Location: Sold by Araj Oblodra on the main floor of Moonrise Towers
------------------------------
Cloak:
- Cloak of Protection (*****)
- +1 AC
- +1 Saving Throw
Location: Purchase from trader at Last Light Inn
- 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:
- 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
------------------------------
Rings:
- Ring of Mental Inhibition (*****)
- Inflict 2 turns of Mental Fatigue when a creatures fails a Saving Throw against your Spell or Action
Location: Can be found inside a locked chest in the Ruined BattlefieldX: 76 Y: 40
- 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
- Killer’s Sweetheart (****)
- When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- Firzu’s Ring of Trading (*)
- +1 Deception
Location: On a charred corpse X: 82 Y: -1006 in the hidden room immediately south of the entrance hall of the House of Healing Morgue
------------------------------
Melee Weapons:
- Render of Mind and Body (**)
- Shortsword
- +1 Enchantment
- When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Clutching Umbra (*)
- Shortsword
- +1 Enchantment
- Shadowsoaked Blow
- Strike an enemy and add Proficiency Bonus to Damage
- If Attack hits, deals +1d6 Psychic Damage
- Does not break stealth
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:
- Hood of the Weave (*****)
- +2 Spell Attack Rolls
- +2 Spell Save DC
Location: Sold by Mystic Carrion
------------------------------
Chest:
- Robe of the Weave (*****)
- Clothing
- 10 AC + DEX Modifier
- +2 AC
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Regain 1d6 HP when succeeding a Saving Throw against a spell
Location: Located inside a Globe of Invulnerability in Ramazith's Tower
- Robe of Supreme Defences (*****)
- Clothing
- 10 AC + DEX Modifier
- While Concentrating:
- +1 AC
- Add Spellcasting Modifier to Saving Throws
Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington
- Cloth of Authority (**)
- Clothing
- 10 AC + DEX Modifier
- +1 AC
- Cannot be Frightened
- Cannot be afflicted with emotion-altering conditions
- Advantage on Intimidation Checks
- Advantage on Insight Checks
Location: Looted from Enver Gortash
------------------------------
Gloves:
- Cerebral Citadel Gloves (*****)
- +1 STR Saving Throws
- Charm or Frighten a creature to gain Lieges of the Underdark Blessing
- +1d4 Attack Rolls
- +1d4 Saving Throws
- Lasts for 3 turns
Location: Located in a wardrobe in the Knights of the Shield Hideout under the Elfsong Tavern X: 728 Y: 588
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of the Weave (*****)
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Absorb Elements (Short Rest)
- Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack
Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked
- 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 Greater Health (*****)
- Set CON to 23
- Advantage on CON Saving Throws
Location: House of Hope
- Spell Savant Amulet (*****)
- Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
- Corvid Token (***)
- +1.5m Jump/Flying
- Feather Fall (Active)
- Feather Fall persists while Polymorphed or Wild-Shaped
- Polymorph: Dire Raven
- Take the shape of a Raven that can Blind enemies and has 13 HP
Location: Sold by Mattis in Rivington
------------------------------
Rings:
- Band of the Mystic Scoundrel (*****)
- After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
- Burnished Ring (**)
- Paralyzing Ray (Long Rest) (Level 3)
- Paralyze a target for 2 turns
- Attack rolls against this creature have Advantage
- Attack rolls made against creature within 3m are always Critical Hits
Location: Dropped by a Spectator in House of Hope
------------------------------
Melee Weapons:
- Rhapsody (****)
- Dagger
- +1 Enchantment
- Scarlet Remittance
- +1 Attack Rolls, Damage, and Spell Save DC for every foe you slay up to +3
- Scarlet Saturation (Long Rest)
- Consume +3 stack to make next attack a Critical Hit
- Scarlet Stupor (Long Rest)
- Consume +3 stack to give hostile creatures Disadvantage on Saving Throws against your spells
- Scarlet Regeneration (Long Rest)
- Consume +3 stack to regain 3d10 HP
- Possibly inflict Bleeding when hitting a creature while Hiding or Invisible
Location: Dropped by Cazador
- Stillmaker (***)
- Dagger
- +2 Enchantment
- Hold Person (Long Rest) (Level 3)
Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it
------------------------------
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
------------------------------
Comments
Nice man thank you! I’ve been trying to figure out one myself 🤔
PURGE EVIL
2024-02-28 20:23:15 +0000 UTCThis build is great im trying to put a kisame build together and go as a duo
Danny Goulding PT
2024-02-28 19:53:49 +0000 UTCIt is unfortunately still bugged, but they did fix the Shield Bash so here's to hoping they fix this one next. It is however Invisible and permanent so that's nice at the very least, the biggest reason for taking Arcane Trickster here instead of the other 2 is to get the Level 5 spell slot at the end!
PURGE EVIL
2024-02-26 18:29:01 +0000 UTCis the Mage Hand Legerdemain still bugged? Last time I tried i didn't find any extra action with it (like disarm, lockpick, loot, pickpocket) which makes me sad as then I dont really see what is the meaning of the spell. Maybe I will see in your video for this build :) Thank you for the build
Tamás Zsolt Damu
2024-02-26 11:05:45 +0000 UTCThank you Watcherdude i appreciate it! In the early game we have a bunch of enhancements since our Sharingan is being blocked and limited from the tadpole, so we have to utilize our shinobi skills for a while and then some basic jutsu! Originally I didn’t have it with Susanoo spells but I figured out a good way to get to them. With the tadpole putting blockers on itachi, that’s why the totsuka blade (banishment) only lasts for 2 turns. Phantasmal Killer for Tsukuyomi is so perfect Its almost meant for it and wall of fire does a decent job for Amaterasu. I Love this build personally I’m hype you enjoy it
PURGE EVIL
2024-02-26 02:47:19 +0000 UTCGreat work, I love the use of spells to enhance the physical aspects of the build and simulate Genjutsu. Especial like the final spells giving a bit of Susano flavor.
Watcherdude65
2024-02-26 02:31:21 +0000 UTC