Talion
Added 2024-03-03 20:44:20 +0000 UTC
Note: Two more versions coming to the Patreon
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Ranger
Favoured Enemy:
- Ranger Knight
- Gain Heavy Armour Proficiency
- Gain Skill Proficiency in History
Natural Explorer:
- Wasteland Wanderer: Fire
- Fire Resistance
Race: Human
- +1 additional Skill Proficiency
- Carrying Capacity increased by 25%
Background: Soldier (Athletics, Intimidation)
Skills: Insight, Stealth, Perception, Survival
Stats:
- STR = 12
- DEX = 16
- CON = 14
- INT = 8
- WIS = 16
- CHA = 8
--------------------LEVEL 2--------------------
Ranger 2
- +2 Level 1 Spell Slots
Fighting Style: Archery
- +2 Attack Rolls with Ranged Weapons
Note: Melee is completely viable with this build especially during the late game
Spells:
- Longstrider (Ritual)
- +3m Movement Speed
- Hunter’s Mark (Concentration)
- +1d6 Physical Damage to Weapon Attacks
- Can recast without expending spell slots
--------------------LEVEL 3--------------------
Ranger 3
Subclass: Gloomstalker
- +1 Level 1 Spell Slot
- Superior Darkvision
- Can see in the dark up to 24m
- Doubles distance of Disadvantage prevention from Darkvision
- Dread Ambusher
- On 1st turn
- +3 Movement Speed
- Can make free Melee/Ranged Attack that deals Normal Damage +1d8 additional Damage
- Dread Ambusher: Hide
- Hide as a Bonus Action
- Umbral Shroud (Short Rest)
- Become Invisible if you are Obscured
- Advantage on Attack Rolls
- Enemies have Disadvantage on Attack Rolls against you
- Ends when you Attack, Cast a Spell, take an Action, or take Damage
- Disguise Self (Ritual)
- Magically change your appearance
- Has various uses
Spell:
- Enhance Leap (Ritual)
- Triple Jump distance
--------------------LEVEL 4--------------------
Multiclass: Cleric
Subclass: Trickery Domain
- Blessing of the Trickster (Concentration)
- Grant another creature Advantage on Stealth Checks
- Charm Person
- Can’t attack spellcaster
- Spellcaster has Advantage on Charisma Checks in dialogue
- Ends early if target is hurt
Cantrips:
- Guidance (Concentration)
- +1d4 Ability Checks
- Thaumaturgy (Concentration)
- Advantage on Intimidation Checks
- Blade Ward
- Resistance to Physical Damage for 2 turns
Prepared Spells:
- Command
- Command a creature to flee, move closer, stop, drop their weapon, or fall prone
- +1 target per upcast
- Bane (Concentration)
- Targets recieve -1d4 penalty to Attack Rolls and Saving Throws
- +1 target per upcast
- Cure Wounds
- Heal 1d8 + Spellcasting Modifier HP
- +1d8 per upcast
- Inflict Wounds
- 3d10 Necrotic Damage
- +1d10 per upcast
--------------------LEVEL 5--------------------
Cleric 2
- +1 Channel Divinity Charge
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- 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
- Invoke Duplicity (Channel Divinity) (Wraith) (Concentration)
- Summon an illusory duplicate of yourself to distract enemies
- You and allies have Advantage on Attack Rolls against creatures so long as you are both within 3m of duplicate
Prepared Spell:
- Shield of Faith (Concentration)
- +2 AC
- Can last until Long Rest
--------------------LEVEL 6--------------------
Cleric 3
- +1 Level 2 Spell Slot
- Mirror Image (10 turns) (Wraith)
- Create 3 Illusory duplicates of yourself that distract attackers
- +3 AC per duplicate
- When you evade an attack, 1 duplicate dissappears
- Pass Without Trace (Concentration)
- +10 Bonus to Stealth Checks for you and all allies within 9m
Prepared Spells:
Remove an existing prepared spell
- Spiritual Weapon (Wraith)
- 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
- 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 7--------------------
Cleric 4
- +2 Level 3 Spell Slots
Cantrip:
- Resistance (Concentration)
- +1d4 Saving Throws
Prepared Spell:
- Enhance Ability (Concentration)
- Advantage on Ability Checks with chosen Ability
- +1 creature when cast at 3rd Level or higher
Feat: Ability Improvement (+2 DEX)
--------------------LEVEL 8--------------------
Cleric 5
- +1 Level 3 Spell Slot
- Destroy Undead
- Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Bestow Curse (Concentration)
- Curse a creature for 10 turns
- +10 turns per upcast
- Dread
- Additional Damage
- Attack Disadvantage
- Strength Disadvantage
- Dexterity Disadvantage
- Constitution Disadvantage
- Intelligence Disadvantage
- Wisdom Disadvantage
- Charisma Disadvantage
- 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
Prepared Spell:
- Spirit Guardians (Wraith) (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
--------------------LEVEL 9--------------------
Cleric 6
- +1 Channel Divinity Charge
- +1 Level 4 Spell Slot
- Channel Divinity: Cloak of Shadows
- Become Invisible when you are Obscured for 2 turns
Prepared Spell:
- Animate Dead (Flavor as dominated orcs, or simply don’t use it)
- Animate a corpse as a servant while not in combat
- Level 4 Upcast raises 3 minions instead of 1
- Level 5 Updated raises a Ghoul or Flying Ghoul
--------------------LEVEL 10--------------------
Cleric 7
- +1 Level 4 Spell Slot
- Polymorph
- Transform a creature into a sheep for 5 turns
- Has 3HP for 5 turns
- Reverts to original form if HP reduced to 0
- Dimension Door
- Teleport you and an adjacent ally toa space you can see.
- Ally cannot be larger than Medium size
Prepared Spell:
- Guardian of Faith (Wraith)
- Summons a Guardian
- Stationary
- 3m range of Attack
- Loses HP equal to Damage dealt
- When an enemy is in range, Attacks
- 60 HPSummons a Guardian
- Stationary
- 3m range of Attack
- Loses HP equal to Damage dealt
- When an enemy is in range, Attacks
- 60 HP
--------------------LEVEL 11--------------------
Cleric 8
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- Divine Strike: Poison
- +1d8 Poison Damage to a Weapon Attack once per turn
Prepared Spells:
- Death Ward
- When a creature’s HP would be reduced to 0, instead remain conscious with 1 HP
- 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 WIS)
--------------------LEVEL 12--------------------
Cleric 9
- +1 Level 5 Spell Slot
- Dominate Person (Concentration)
- Control a Humanoid for 10 turns
- When the creature takes damage, makes a Wisdom Saving Throw against domination
- Seeming (Concentration)
- Disguise up to 4 members of your party
- Each party member can choose new disguises
Prepared Spell:
Remove an existing prepared spell
- Planar Binding (Concentration)
- Target a Celestial, Elemental, Fey, or Fiend to follow and fight for you for 10 turns
- When the creature takes damage, makes a Wisdom Saving Throw against domination
- Flame Strike (cause it’s cool)
- 5d6 Fire Damage + 5d6 Radiant Damage in 3m AoE
- +1d6 Fire & +1d6 Radiant per upcast
--------------------GEAR--------------------
Important Items:
-------ACT 1-------
Head:
- The Shadespell Circlet
- +1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
------------------------------
Chest:
- Spidersilk Armour
- Light Armour
- 12 AC + Dexterity Modifier
- +1 Stealth Checks
- Advantage on Constitution Saving Throws
Location: Worn by Minthara
- Dark Justiciar Mail
- Medium Armour
- 13 AC + 2 (DEX)
- While obscured, deal 1d4 Necrotic Damage to attackers that hit you with a Melee Attack
Location: Looted from skeletons in Grymforge
- Adamantine Scale Mail
- 16 AC
- -1 All Incoming Damage
- Immunity to Critical Hits
- 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 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:
- 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:
- Periapt of Wound Closure
- When Downed, automatically stabilise
- Whenever healed, heal Max possible HP
Location: Purchased from Lady Esther at the Rosymorn Monastery Trail
- 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
- 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
------------------------------
Rings:
- 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
- Caustic Band
- +2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
------------------------------
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
------------------------------
Ranged Weapons:
- Bow of the Banshee
- +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
------------------------------
-------ACT 2-------
Head:
- Flawed Helldusk Helmet
- +1 Constitution Saving Throws
- +2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest: N/A
------------------------------
Gloves:
- Flawed Helldusk Gloves
- +1d4 Fire Damage with Weapon Attacks
- +1d4 Necrotic Damage with Unarmed Attacks
- Unarmed Attacks have a chance to inflict Bleeding
- +1 Strength Saving Throws
Location: Purchased from Dammon
- Dark Justiciar Gauntlets (Rare)
- +1d4 Necrotic Damage with Weapon Attacks
- +1 Strength Saving Throws
- Beckoning Darkness (Bonus Action)
- Creatures is haunted by darkness for 2 turns
- Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area
Location: Reward for killing the Nightsong in Nightsong's Prison
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection
- +1 AC
- +1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet: N/A
------------------------------
Rings:
- Shadow Blade Ring
- Shadow Blade (Short Rest) (Concentration)
- Conjure a shortsword
- Can be unequipped and equipped as long as it remains on the caster’s person
- 2d8 Psychic Damage
- Advantage against Obscured creatures
Location: Reward for Find Arabella’s Parents quest
- 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
------------------------------
Melee Weapons:
- Render of Mind & Body
- Shortsword
- +1 Enchantment
- When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Life Stealing
- +2 Enchantment
- On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP
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:
- 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
- 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
- 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:
- Helldusk Armour
- Heavy Armour
- 21 AC
- Considered Proficient with this armour while wearing it
- When you succeed a Saving Throw, the caster receives Burning for 3 turns
- Resistance to Fire
- Immunity to Burning
- -3 Damage from all sources
- Fly
Location: Looted from Raphael
------------------------------
Gloves:
- 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
- Dark Displacement Gloves
- +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:
- 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:
- 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
- Nymph Cloak
- Dominate Person (Long Rest)
Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access
------------------------------
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
------------------------------
Rings:
- Keepsake Ring
- Dominate Beast (Long Rest)
Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531
------------------------------
Melee Weapons: N/A
------------------------------
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