Space Marine (BG3 Build)
Added 2024-10-18 13:00:09 +0000 UTCFor the Emperor!
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Cleric
Subclass: War Domain
Deity: The Emperor of Mankind (Tyr or Lathander)
- +2 Level 1 Spell Slots
- +3 War Priest Charges
- War Priest
Use a Bonus Action & War Priest Charge to make a Weapon Attack
- Shield of Faith (Concentration)
+2 AC
- Divine Favour (Concentration)
+1d4 Radiant Damage on Weapon Attacks
Cantrips:
- Sacred Flame
1d8 Radiant Damage
Dex Save to Negate Damage
Level 5 = 2d8
Level 10 = 3d8
- Guidance (Concentration)
+1d4 Ability Checks
- Thaumaturgy
Advantage on Intimidation Checks
Note: Consider the Light cantrip
Prepared Spells:
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
- Guiding Bolt
4d6 Radiant Damage
Guiding Bolt (WIS Save)
Next Attack Roll against creatures has Advantage
+1d6 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
Race: Human
Background: Soldier (Athletics, Intimidation)
Skills: Religion, Insight, Perception
Stats:
STR = 16
DEX = 14
CON = 14
INT = 8
WIS = 14
CHA = 9
--------------------LEVEL 2--------------------
Cleric 2
- +1 Level 1 Spell Slot
- +1 Channel Divinity Charge
- 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
- Guided Strike
Increase an Attack Roll by +10
Prepared Spell:
- Bless (Concentration)
Bless up to 3 creatures for 10 turns
+1d4 Attack Rolls
+1d4 Saving Throws
+1 target per upcast
--------------------LEVEL 3--------------------
Multiclass: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Great Weapon Fighting (or Archery or Defence)
When you roll a 1 or 2 on a 2-Handed Attack, the die is rerolled once
Note: Respec with Fighter as Level 1 for Constitution Proficiency
--------------------LEVEL 4--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------LEVEL 5--------------------
Fighter 3
Subclass: Battlemaster (Champion is fine too)
- +4 Superiority Dice
Manoeuvre:
- Precision Attack
Add Superiority Dice Roll to next Attack Roll
- Disarming Attack
Weapon Damage + 1d8 Physical Damage
May force target to drop weapons
- Trip Attack
Chance to knock enemy Prone
--------------------LEVEL 6--------------------
Fighter 4
Feat: Ability Improvement (+2 STR)
--------------------LEVEL 7--------------------
Fighter 5
- Extra Attack
--------------------LEVEL 8--------------------
Cleric 3
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Magic Weapon (Concentration)
Imbue Weapon with +1 Attack & Damage Rolls
Level 4 & 5 = +2
Level 6 = +3
- Spiritual Weapon
Summon a floating, spectral weapon for 10 turns
Greataxe
Greatsword
Halberd
Maul
Spear
Trident
Immune to Psychic and Poison Damage
Resistant to all other Damage types
1d8 + 1 + Spellcasting Modifier Force Damage
+1d8 Force Damage per upcast
+8 HP per upcast
Prepared Spell:
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 9--------------------
Cleric 4
- +1 Level 2 Spell Slot
Cantrip:
- Resistance (Concentration)
+1d4 Saving Throws
Feat: Great Weapon Master
Great Weapon Master: Bonus Attack
When you kill a creature or land a critical hit, you can make another attack using a Bonus Action
Great Weapon Master: All In (Toggleable)
-5 Attack Rolls with 2-Handed Weapons
+10 Damage with 2-Handed Weapons
Prepared Spell:
- Sanctuary
Can't be targeted by enemy Attacks or Spells
Can still take damage from AoE and surfaces
Ends when harmed or harming another creature
When ended, cannot gain Sanctuary again for 1 turn
--------------------LEVEL 10--------------------
Cleric 5
- +2 Level 3 Spell Slots
- Destroy Undead
Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Spirit Guardians (Concentration)
Summons spirits in 3m radius for 10 turns
3d8 Radiant or Necrotic Damage per turn
Enemies Movement Speed halved
Caster cannot become Invisible
+1d8 per upcast
- Crusader’s Mantle
Grant allies Aura in 9m Radius
Weapon Attacks deal +1d4 Radiant Damage
Prepared Spell:
- Glyph of Warding (or Daylight for Cazador fight)
Create 4m Glyph on the ground that, when stepped on, triggers the selected effect
Sleep
Puts creatures to Sleep for 2 turns
Detonation
Pushes creatures back
Thunder
5d8 Thunder Damage
+1d8 per upcast
Lightning
5d8 Lightning Damage
+1d8 per upcast
Fire
5d8 Fire Damage
+1d8 per upcast
Cold
5d8 Cold Damage
+1d8 per upcast
Acid
5d8 Acid Damage
+1d8 per upcast
--------------------LEVEL 11--------------------
Cleric 6
- +1 Level 3 Spell Slot
- +1 Channel Divinity Charge
- War God’s Blessing
+10 to ally’s Attack Roll
Prepared Spell:
- Remove Curse
Remove all Curses and Hexes affecting a creature
--------------------LEVEL 12--------------------
Cleric 7
- +1 Level 4 Spell Slot
- Freedom of Movement
Frees an ally from Stun
Immunity to Paralyzed and Restrained
Difficult Terrain doesn’t slow creature down
If target is restrained by non-magical means, can spend 1.5m of Movement to free itself
Lasts until Long Rest
- Stoneskin (Concentration)
Resistance to Bludgenoing, Piercing, and Slashing Damage
Can last until Long Rest
Prepared Spell:
- Guardian of Faith
Summons a Guardian
Stationary
3m range of Attack
Loses HP equal to Damage dealt
When an enemy is in range, Attacks
60 HP
--------------------GEAR--------------------
Important Items:
- Potion of Everlasting Vigor (+2 STR) (then make sure to PURGE the drow)
Note: I don’t know how much of this gear is possible to obtain considering the roleplay of the Space Marine, but here is the list nonetheless!
-------ACT 1-------
Head:
- Holy Lance Helm
+1 Constitution Saving Throws
Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage
Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level
- 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:
- Luminous Armour
Medium Armour
15 AC + DEX Modifier (Max 2)
When the wearer deals Radiant Damage, they cause a Radiant Shockwave
Inflict Radiating Orb in a 3m Radius
Entity has -1 to Attack Rolls per remaining turn
Entity sheds light around it
Location: Found in a locked and trapped Opulent Chest in the Selûnite Outpost area of the Underdark X: 176 Y: -247. The chest is behind a hidden door revealed by a Perception check, or it can be accessed by jumping from the room with the waypoint
- 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
Location: Grymforge
------------------------------
Gloves:
- Gloves of Dexterity
Set DEX to 18
+1 Attack Rolls
Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek
- 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 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 Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the 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
- 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
Location: Sold by Omeluum
------------------------------
Cloak: N/A
------------------------------
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
- Periapt of Wound Closure
When Downed, automatically stabilise
Whenever healed, heal Max possible HP
Location: Purchased from Lady Esther at the Rosymorn Monastery Trail
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- 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
- Guiding Light
Cast Light
Locaiton: This ring can be obtained by telling Bernard the appropriate play line. Alternatively, it can be looted from Bernard after defeating it. X: -26 Y: -283
------------------------------
Shields:
- Safeguard Shield
+2 AC
+1 Saving Throws
Location: Purchased from Dammon
- Adamantine Shield
+2 AC
When a melee attack misses you, the attacker is sent Reeling for 2 turns
Attackers can't land critical hits on the wearer
When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity saving throw
Location: Grymforge
------------------------------
Melee Weapons:
- Light of Creation
+1 Enchantment
+1d6 Lightning Damage
Chance to Stun wielder unless it is a Construct
DC 10 CON Save
Location: Looted from Bernard in Arcane Tower
Note: Helm of Baldurn grants stun immunity. Gloves of the Automaton in Act 2 give you Construct status
- Everburn Blade
+1d4 Fire Damage
Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.
- Faithbreaker
+1 Enchantment
Absolute Power (Short Rest)
+1d6 Force Damage
Possibly pushes target back 5m
Location: Dropped by Dror Ragzlin
- The Skinburster
+1 Enchantment
When the wielder deals damage with this weapon, gain 2 turns of Force Conduit
Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining
If the entity takes damage while it has 5 or more turns remaining, it deals 1d4 Force damage in a 6m radius
Max 7 turns
Location: Can be found leaning against a display case in the Inquisitor's Chamber. X: 1383 Y: -659
- 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
- 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
------------------------------
Ranged Weapons:
- Titanstring Bow
Longbow
+1 Enchantment
Deals additional Damage equal to STR Modifier
Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers
- Crossbow of Arcane Force
+1 Enchantment
Arcane Ammunition
+1d4 Force Damage
Location:Looted from Raider G'r'ath in the camp area south of the Crèche Y'llek waypoint. X: 1396 Y: -839
- Gandrel’s Aspiration
Advantage against Monstrosities
Works with Melee Attacks as long as this weapon is equipped
Location: Dropped from Gandrel
------------------------------
-------ACT 2-------
Head:
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest:
- Rippling Force Mail
17 AC
Gain 2 turns of Force Conduit when taking Slashing, Piercing, or Bludgeoning damage
Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining
If the entity takes damage while it has 5 or more turns remaining, it deals 1d4 Force damage in a 6m radius
Max 7 turns
Disadvantage on Stealth checks
Location: Can be found in a locked Rustic Chest on the second floor of Dammon's blacksmith. X: -22 Y: 175
- 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:
- Luminous Gloves
+1 STR Saving Throws
When dealing Radiant Damage, also inflict 2 turns of Radiating Orb
Location: Found inside the Potter's Chest accessible by jumping. X: -52 Y: 11
- Gauntlets of Surging Accuracy
Gain +1d4 Attack Rolls until the end of your turn when using Action Surge
Location: Purchased at Moonrise Towers
- 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.
- Gloves of the Automaton
+1 STR Saves
Circuitry Interface (Bonus Action) (10 turns) (Short Rest)
You are considered a Construct
Advantage on Attack Rolls
Resistance to Lightning Damage
Effect remains when unequipping gloves
Location: Bought or stolen from Barcus Wroot at his workshop. X: -56 Y: 133
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader 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:
- Callous Glow Ring
+2 Radiant Damage to Illuminated creatures
Location: Contained inside an Opulent Chest in the vault room near Balthazar, inside the Gauntlet of Shar, X: -821 Y: -752
- Coruscation Ring
When the wearer deals Spell Damage while Illuminated, inflict 2 turns of Radiating Orb on the target
Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn
- 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
------------------------------
Shield:
- Shield of Devotion
+2 AC
+1 Level 1 Spell Slot
Aid (Level 3) (Long Rest)
Location: Last Light Inn Quatermaster
- Sentinel Shield
Gain a +3 bonus to Initiative rolls and Advantage on Perception checks
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Location: Sold by Lann Tarv in Moonrise Towers
------------------------------
Melee Weapons:
- Moonlight Glaive
+2 Enchantment
+1d4 Radiant Damage
Shines light in a 6m Radius
Moonlight Butterflies
Strike a foe, conjuring an illusory swarm of moon-pale butterflies and gaining Advantage on attacks against the target
Location: Rewarded for freeing the Nightsong from the Shadowfell during the Find the Nightsong quest. X: -604 Y: -1431
- Drakethroat Glaive
Glaive
+2 Enchantment
Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.
Draconic Elemental Weapon
+1d4 Element Damage
+1 Attack Rolls
+1 Damage Rolls
Can be cast on a weapon lying on the ground
Location: Roah Moonglow
- Harmonium Halberd
Halberd
+1 Enchantment
+2 STR (Max 23)
-1 INT
-1 WIS
Location: Dammon
------------------------------
Ranged Weapons:
- Ne’er Misser
+1 Enchantment
Deals Force damage instead of Physical
Magic Missile (Level 3) (Once per Short Rest)
Location: Sold by Roah Moonglow in Moonrise Towers
Trivia: The Ne’er Misser has a unique animation for Magic Missile in which it fires the missiles directly from the Bow itself
------------------------------
-------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
- 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
- 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
------------------------------
Chest:
- Emblazoned Plate of the Marshal
19 AC
-2 ALL incoming damage
+2 Saving Throws
Fire Resistance
Fire Shield (Long Rest)
Disadvantage on Stealth Checks
Location: Duke Ravengard
- Armour of Persistence
20 AC
-2 ALL incoming damage
Resistance (Permanent)
Blade Ward (Permanent)
Disadvantage on Stealth Checks
Location: Dammon
------------------------------
Gloves:
- Gauntlets of Hill Giant Strength
Increase STR to 23
+1 STR Saving Throws
Location: House of Hope
- Gauntlets of the Warmaster
Targets have Disadvantage against your Maneuvers and Weapon Actions
+1 Attack Rolls
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
- 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
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
- 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
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Amulet of the Devout
+2 Spell Save DC
+1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
------------------------------
Rings:
- Ring of Regeneration
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
------------------------------
Shield:
- Viconia’s Walking Fortress
+3 AC
Rebuke of the Mighty (Reaction)
When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone
Advantage on Saving Throws against Spells
Spell Attack Rolls against wielder have Disadvatange
Reflective Shell (Short Rest)
Projectiles are reflected back to their origin
Warding Bond (Long Rest)
Resistant to all Damage
+1 AC
+1 Saving Throws
Each time target takes damage, spellcaster takes the same damage
Location: Viconia
------------------------------
Melee Weapons:
- Hammer of the Just
+2 Enchantment
+1d4 Radiant Damage
+1d6 Slashing Damage against Fiends and Undead
Location: Looted from the Offerings to Tyr Chest in the basement. The basement can be reached by entering the secret hatch in the corner of the tabernacle. X: 796 Y: 1159
- Balduran’s Giantslayer
+3 Enchantment
Double damage from STR Modifier
Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures
Giant Form
Topple the Big Folk
Location: Ansur
- Sethan
+2 Enchantment
Sethan: Spiritual Greataxe (Level 6) (Long Rest)
Sethan: Reduce (Long Rest)
Location: Bought or stolen from Ferg Drogher near the Requisitioned Barn, Rivington X: 43 Y: -101. He has to be persuaded during dialogue to disclose his special wares, this greataxe included.
- Devotee’s Mace (Spec Cleric to unlock and use Divine Intervention, then respec. You will not lose the Mace)
------------------------------
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
- 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