Gandalf the Grey
Added 2024-09-01 18:10:53 +0000 UTC
Bard 10 / Wizard 1 / Fighter 1
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Bard
- +2 Level 1 Spell Slots
- Bardic Inspiration
Grant an ally +1d6 on their next Attack Roll, Saving Throw, or Ability Check
Level 5 = 1d8
Level 10 = 1d10
Cantrips:
- Vicious Mockery
1d4 Psychic Damage (WIS Save to Negate)
Target has Disadvantage on next Attack Roll
Level 5 = 2d4
Level 10 = 3d4
- Light
Infuse an object with an aura of light with a radius of 7.5m
Spells:
- Speak with Animals (Ritual)
Speak with animals!
- Heroism (Concentration)
Gain 5 Temp HP each turn
Immune to Frightened
- Faerie Fire (Concentration)
All targets within 6m area turn visible and Attack Rolls against them have Advantage
- Thunderwave
2d8 Thunder Damage
Pushes creatures away
+1d8 Thunder Damage per upcast
Race: Human
Background: Sage
Skills: Investigation, Animal Handling, Insight
Stats: (Roleplay)
STR = 14
DEX = 8
CON = 14
INT = 12
WIS = 12
CHA = 16
Stats: (Min-Max)
STR = 14
DEX = 14
CON = 14
INT = 8
WIS = 8
CHA = 16
--------------------LEVEL 2--------------------
Bard 2
- +1 Level 1 Spell Slot
- Jack of All Trades
Add half of your Proficiency Bonus to Ability Checks you aren’t proficient in
- Song of Rest (Long Rest)
Take a Short Rest
Spell:
- Healing Word
Heal 1d4 + Spellcasting Modifier HP
+1d4 HP per upcast
--------------------LEVEL 3--------------------
Bard 3
Subclass: College of Lore
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Cutting Words (Reaction) (Bardic Inspiration)
Distract a creature and sap its confidence
-1d6 Attack Rolls, Ability Checks, or Saving Throws
Skills:
- Nature
- Perception x2
- Intimidation
- Investigation
Spell:
- Shatter
3d8 Thunder Damage in 3m Radius
CON Save to Half Damage
Inorganic creatures have Disadvantage on Saving Throw
+1d8 per upcast
Replace Spell: Faerie Fire
- Heat Metal
2d8 Fire Damage
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire and force the creature to let go or receive Disadvantage
--------------------LEVEL 4--------------------
Bard 4
- +1 Level 2 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
Spell:
- Silence
6m AoE Silenced
Creatures cannot cast spells that require a verbal component
Note: Can be used to cheese some spellcasting enemies
Feat: Dual Wielder
+1 AC while dual-wielding
Can dual-wield all but Heavy weapons
--------------------LEVEL 5--------------------
Bard 5
- +2 Level 3 Spell Slots
- Improved Bardic Inspiration
- Font of Inspiration
Regain all Bardic Inspiration Charges after a Short or Long Rest
Spell:
- Fear (Concentration)
Cause targets in a 9m Cone AoE to become Fearful for 2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Must run from source of fear
Cannot take additional actions
Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster
--------------------LEVEL 6--------------------
Bard 6
- +1 Level 3 Spell Slot
- Countercharm
You and allies within 9m have Advantage on Saving Throws against Charmed & Frightened
Spell:
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
Magical Secrets:
- Guiding Bolt
4d6 Radiant Damage
Guiding Bolt (WIS Save)
Next Attack Roll against creatures has Advantage
+1d6 per upcast
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
--------------------LEVEL 7--------------------
Multiclass: Wizard
- +1 Level 4 Spell Slot
- Arcane Recovery (Long Rest) (Arcane Recovery Charge)
Replenish expended Spell Slots
+1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Fire Bolt
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
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Spells:
- 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
- Expeditious Retreat (Concentration)
Immediately gain Dash this turn and as a Bonus Action until this spell ends
Can last until Long Rest
- Find Familiar (Ritual) (Short Rest)
Can summon a Familiar to accompany you in your travels
- Featherfall (Ritual)
Grant you and your allies Immunity to Falling Damage within 9m for 10 turns
- 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
Note: Level(s) into Wizard can be taken at any point, earlier or later in the build, depending on how you feel during campaign. This is mainly for non-damaging spells
--------------------LEVEL 8--------------------
Bard 7
- +1 Level 4 Spell Slot
Spell:
- Confusion (Concentration)
Confuse a group of creatures for 3 turns
Hostile to everyone
Wanders aimlessly
Chance to skip turn
Larger AoE per upcast
--------------------LEVEL 9--------------------
Bard 8
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
Spell:
- 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
Feat: Ability Improvement (+2 CHA)
--------------------LEVEL 10--------------------
Bard 9
- +1 Level 5 Spell Slot
Spell:
- Mass Cure Wounds
3d8 + (Spellcasting Mod) HP in 18m AoE
+1d8 per Upcast
--------------------LEVEL 11--------------------
Bard 10
- +1 Level 6 Spell Slot
- Improved Bardic Inspiration
Skills:
- Insight
- Persuasion
Cantrip:
- Dancing Lights (Cantrip) (Concentration)
Illuminate a 9m Radius
Spell:
- Greater Restoration
Cure Charmed, Petrification, Stun, or Cursed
Magical Secrets:
- Lightning Bolt
8d6 Lightning Damage to all creatures in 30m Line
Targets take Half Damage on DEX Save
+1d6 per upcast
- Fireball
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
--------------------LEVEL 12--------------------
Multiclass: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Two-Weapon Fighting
Add Ability Score Modifier to off-hand weapon attack
Note: This level can be taken at any point during the build. Consider a respec with Fighter as your first level for Constitution Proficiency.
--------------------GEAR--------------------
Important Items:
Scroll of Sunbeam
NOTE: This character CANNOT wear Medium Armour until taking a level into Fighter
-------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
- Wapira’s Crown
When healing a creature, the wearer regains 1d6 HP
Location: Reward for Save the Refugees (Accept the Reward)
- Circlet of Blasting
Scorching Ray (Level 2) (Long Rest)
2d12 Fire Damage per Ray (3)
+1 Ray per upcast
Location: Sold by Blurg in Myconid Colony
- Warped Headband of Intellect
Increases INT to 17
Location: Dropped by Lump the Enlightened in the Blighted Village X: 13 Y: 366
- Cap of Curing
When you inspire an ally using Bardic Inspiration, they regain 1d6 HP
Location: Chest next to Alfira
------------------------------
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
- Blazer of Benevolence
Gain 4 Temp HP whenever using Bardic Inspiration
Location: Reward for rescuing Volo
------------------------------
Gloves:
- Hellrider’s Pride
+1 Strength Saving Throws
When you heal a creature, it gains Blade Ward
Blade Ward:
Resistance to Bludgeoning, Piercing, and Slashing by Weapon Attacks
Location: Purchased or Stolen from Zevlor at Druid Grove, or earned as a reward for Investigate Kagha
- Wondrous Gloves
+1 AC
+1 Bardic Inspiration Charge
Location: Dropped by a Mimic in Grymforge
- 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
- 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)
Location: Dropped by Nere
- Vital Conduit Boots
When you cast a spell that requires Concentration, gain 8 Temp HP
+1 Athletics
Location: Can be bought or stolen from A'jak'nir Jeera
- 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
- Boots of Aid & Comfort
When you heal a creature, they gain 3 Temp HP
Location: Grat the Trader (Goblin Camp)
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Amulet of Restoration
Healing Word (Once per Long Rest)
Mass Healing Word (Once per Long Rest)
Location: Ebonlake Grotto: Can be bought or stolen from Derryth Bonecloak in the Underdark X: -55 Y: -93 OR The Counting House: In a chest titled 'Private Stash', in the eastern room down the very first flight of stairs. X: -85 Y: -185
- Amulet of Silvanus
Lesser Restoration (Once Per Long Rest)
Cure a creature of Paralysis, Blinded, Diseased, or Poisoned
Location: Druid Grove X:262 Y:481
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
- Silver Pendant
Guidance (Cantrip)
Location: Looted from a skeleton on the Harper Outpost southwest of the Druid Grove. To reach this area, jump up two small ridges and climb a wooden ladder. X: 152 Y: 366
------------------------------
Rings:
- The Whispering Promise
When you heal a creature, grant them Bless for 2 turns
Bless:
Creature gains +1d4 Bonus to Attack Rolls and Saving Throws
Location: Purchased from Volo in Druid Grove, or Grat the Trader in Goblin Camp
- Ring of Salving
You restore an additional 2hit points every time you heal another creature
Location: Bought or stolen from Omeluum
- 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
- Mage’s Friend
+1 Arcana
+1 Religion
Location: This ring can be found in a chest at the foot of the bed on the 3rd floor of the Arcane Tower
------------------------------
Melee Weapons:
- Staff of Arcane Blessing
Bless (Long Rest)
Bless grants additional 1d4 bonus to Spell Attack Rolls
Location: Arcane Tower
- Cacophony
+1 Enchantment
+1d4 Thunder Damage
Thunderous Smite (Short Rest)
+2d6 Thunder Damage
Pushes target 3m
Chance to knock target Prone
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Gold Wyrmling Staff
+1 Enchantment
+1d4 Fire Damage
Firebolt (Cantrip)
Location: Bought or stolen from Roah Moonglow in the Shattered Sanctum X: 275 Y: -29.
On a pedestal beneath the stained glass window behind the lava and water elementals on the ground floor of Sorcerous Sundries, Lower City X: -2 Y: -66
- 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
------------------------------
Ranged Weapons: N/A
------------------------------
-------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
- Hat of Storm Scion’s Power
Whenever the wearer deals Thunder damage, gain Arcane Acuity
Arcane Acuity
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Duration reduced by 2 when entity takes damage
Max 10 turns
Location: Purchased from Araj in Moonrise Towers
- 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
Location: Looted from the Strange Ox (Also in Act 3)
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest:
- Moon Devotion Robe
Clohing
10 AC + DEX Modififier
+1 Saving Throws
Advantage on Constitution Saving Throws
While having Mage Armour, attackers take 1d4 Radiant Damage when you make a successful Saving Throw against their attack
Lunar Bulwark (Mage Armour) (Long Rest)
Produce Flame (Cantrip)
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:
- 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
- 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
------------------------------
Boots:
- Boots of Brilliance
Restore 1 Bardic Inspiration once per long rest
Location: Looted from a Heavy Chest in the room just north of Yurgir in the Gauntlet of Shar X: -632 Y: -723
------------------------------
Cloak:
- 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
- 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:
- 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
- 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
- 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:
- Incandescent Staff
+1 Spell Attack Rolls
Fire Resistance
Fire Bolt (Cantrip)
1d10 Fire Damage
Level 5 = 2d10
Level 10 = 3d10
Fireball (Level 3) (Long Rest)
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
Location: Quartermaster Tali
------------------------------
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:
- Birthright
+2 CHA (Up to 22)
Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower
- 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
- 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:
- The Reviving Hands
+1 STR Saving Throws
Revivify (Long Rest)
When you heal a creature, it gains Blade Ward
When you Revive a creature, it gains Death Ward
Location: Stormshore Tabernacle
- Helldusk Gloves
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
------------------------------
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
------------------------------
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
------------------------------
Rings: N/A
------------------------------
Melee Weapons:
- Markoheshkir
+2 Enchantment
+1 Spell Save DC
+1 Spell Attack Rolls
Kereska’s Favor (Short Rest)
Allows caster to imbue themselves with an element and unlock resistances and spells associated with it
Arcane Battery
Next spell doesn’t use a spell slot
Location: Ramazith's Tower: Located inside a Globe of Invulnerability (Use See Invisibility to see the lever and disable the globe) X: 4970 Y: 705
- Duke Ravengard’s Longsword
Longsword
+1 Enchantment
+2 CHA (Up to 24)
When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier
Commander’s Strike (Short Rest)
Choose an ally to use a reaction on their next turn to make a Weapon Attack
Location: Looted from Duke Ravengard during the Coronation
------------------------------
Ranged Weapons: N/A
------------------------------
Comments
Let’s goooo🔥🔥🔥🔥
Franklin Robinson
2024-09-03 20:42:47 +0000 UTCNo problem!! I’ll have Aragorn next ⚔️
PURGE EVIL
2024-09-03 20:41:53 +0000 UTCI most definitely have to try this build. Thanks man💪🏾💪🏾💪🏾
Franklin Robinson
2024-09-01 18:40:20 +0000 UTC