Griffith (Post-Eclipse)
Added 2024-01-19 19:11:59 +0000 UTC--------CC & LEVEL 1--------
Starting Class: Bard
Race: Half-Elf Wood Elf
- +1.5m Movement Speed
- Proficiency in Stealth
Background: Noble (History, Persuasion)
Skills: Perception, Deception, Performance
Stats:
- STR = 8
- DEX = 16
- CON = 14
- INT = 8
- WIS = 10
- CHA = 17
Unlocks:
- +2 Level 1 Spell Slots
- +2 Bardic Inspiration Charges
- Bardic Inspiration
Cantrips:
- Friends (Concentration)
- Gain Advantage on Charisma Checks against a non-hostile creature
- Vicious Mockery
- 1d4 Psychic Damage
- Applies Condition: Vicious Mockery = Disadvantage on next Attack Roll
Spells:
- Thunderwave
- Dissonant Whispers
- Tasha's Hideous Laughter
- Longstrider
-------------LEVEL 2-------------
Multiclass: Warlock
Subclass: Archfey
Unlocks:
- Level 1 Warlock Spells
- +1 Warlock Spell Slot
- Fey Presence
Cantrips:
- Eldritch Blast
- Bone Chill
Spells:
- Hex
- Arms of Hadar
-------------LEVEL 3-------------
Warlock 2
Unlocks:
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonizing Blast
- Devil's Sight
Spell: Any, will be replaced next level
-------------LEVEL 4-------------
Warlock 3
Unlocks:
- Warlock Spell Slots upgraded to Level 2
Pact Boon: Pact of the Blade
- Pact of the Blade
- Bind Pact Weapon
Spells:
- Darkness
Replace Spell:
- Remove previous Spell
- Hold Person
-------------LEVEL 5-------------
Warlock 4
Feat: Ability Improvement (+2 Charisma)
Cantrip:
- Blade Ward
Spell:
- Shatter
-------------LEVEL 6-------------
Warlock 5
Unlocks:
- Extra Attack (Deepened Pact)
- Warlock Spells upgraded to Level 3
Eldritch Invocation:
- Mire the Mind
Spell:
- Hypnotic Pattern
-------------LEVEL 7-------------
Warlock 6
Unlocks:
- Misty Escape (Reaction)
Spell:
- Fear
-------------LEVEL 8-------------
Bard 2
Unlocks:
- +1 Level 1 Spell Slot
- Jack of All Trades
- Song of Rest
Spell:
- Featherfall
-------------LEVEL 9-------------
Bard 3
Subclass: College of Swords
Fighting Style: Duelling
- +2 Bonus to Damage Rolls when wielding only 1 One-Handed Weapon
- Works with Shields
Skills: Deception, Perception
Unlocks:
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slot
- Defensive Flourish (Melee/Ranged)
- Slashing Flourish (Melee/Ranged)
- Mobile Flourish (Melee/Ranged)
Spell:
- Blindness
------------LEVEL 10------------
Bard 4
Feat: Ability Improvement (+2 Constitution)
Unlocks:
- +1 Level 2 Spell Slot
Cantrip:
- Light
Spell:
- Detect Thoughts
- Crown of Madness (Concentration) [Alternative Option]
------------LEVEL 11------------
Bard 5
Unlocks:
- +2 Level 3 Spell Slots
- +1 Bardic Inspiration Charge
- Font of Inspiration
- Improved Bardic Inspiration
Spell:
- Glyph of Warding
------------LEVEL 12------------
Bard 6
Unlocks:
- +1 Level 3 Spell Slot
- Extra Attack
- Countercharm
Spell:
- Plant Growth
--------------GEAR--------------
Important Items:
- Hag's Hair (+1 Charisma)
--------------ACT 1--------------
Head:
- Haste Helm
- Gain Momentum for 3 turns at the start of combat
- Momentum:
- +1.5m Movement Speed
- Removed when Restrained, Incapacitated, Prone, or slowed down
- Max 5 turns
- Momentum:
Location: Blighted Village [X:32 Y:403]
- The Shadespell Circlet
- While Obscured in shadow (Darkness), gain +1 Bonus to Spell Save DC
- Note: Spell Save DC makes spells with saves more likely to succeed
Location: Purchased from Omeluum in the Myconid Colony
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Chest:
- Blazer of Benevolence
- 11 AC + Dexterity Modifier
- Gain 4 Temporary HP when you use Bardic Inspiration on an ally
Location: Reward for rescuing Volo from the Goblin Camp
- Infernal Robe (Optional)
- +1 AC
- Resistance to Fire Damage
- Fire Shield: Warm (Long Rest)
- 10 Turns
- Emit Light in 3m Radius
- Resistance to Cold Damage
- Deals 2d8 Fire Damage to Melee Attackers
Location: Quest Reward for killing Karlach during Wyll's questline
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Gloves:
- Wondrous Gloves
- +1 AC
- +1 Bardic Inspiration Charge
Location: Dropped by a Mimic in Grymforge
- Daredevil Gloves
- +1 Bonus to Spell Attack Rolls
- Can make Ranged Spell Attacks as Melee Spell Attacks when adjacent to an enemy; Toggleable
Location: Purchased from the Trader at Crèche Y'llek
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Boots:
- Boots of Speed
- Click Heels (Per Turn)
- Doubled Movement Speed
- Enemies have Disadvantage on Opportunity Attacks against you
Location: Worn by Thulia in the Myconid Colony
- Disintegrating Night Walkers
- Cannot be Enwebbed, Entangled, or Ensnared
- Cannot slip on Grease or Ice
- Misty Step (Short Rest)
- Teleport to a clear space you can see within 18m
Location: Dropped from True Soul Nere in Grymforge
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Cloak: N/A
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Amulet:
- Amulet of Branding
- Brand the Weak (Long Rest)
- 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
- Bludgeon the Weak
Location: Looted from a Githyanki at Crèche Y'llek
- Amulet of Misty Step
- Misty Step (Short Rest)
- Teleport to a clear space you can see within 18m
Location: In a chest in the Defiled Temple X:386 Y:8
- Pear of Power Amulet
- Pearlescent Restoration
- Restore a single Spell Slot of 3rd Level or lower
Location: Purchased from Omeluum in the Myconid Colony
- The Spectator Eyes
- Ray of Fear (Long Rest)
- Frighten a target for 2 turns
- Frightened:
- Cannot move
- Disadvantage on Ability Checks and Attack Rolls
- Frightened:
- Frighten a target for 2 turns
- Wounding Ray (Long Rest)
- 2d8 Necrotic Damage
Location: Looted from the Spectator in the Underdark
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Rings:
- Ring of Arcane Synergy
- When you deal damage with a Cantrip, gain 2 turns of Arcane Synergy
- Arcane Synergy:
- Weapon Attacks deal Bonus Damage equal to Spell Casting Ability Modifier (Charisma Modifier)
- Arcane Synergy:
Location: Looted from a Githyanki at Crèche Y'llek
- Strange Conduit Ring
- When Concentrating, Weapon Attacks deal +1d4 Psychic Damage
Location: In a chest at Crèche Y'llek X:1360 Y:-657
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Melee Weapons:
Note: For theme, this build uses rapiers, which, in my opinion, aren't particularly powerful until Act 3. Keep this in mind when roleplaying this build.
- Rupturing Blade
- +1 Enchantment
- Searing Blood
- Deal 1d6 + Proficiency Bonus Fire Damage
- Take 1d6 Slashing Damage
- Chance to cause the target to Bleed and Burn
Location: Purchased at the Zhentarim Hideout after completing the Missing Shipment quest
- Sword of Screams
- +1d4 Psychic Damage
Location: Dropped from Nere in Grymforge
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Ranged Weapons: N/A
--------------ACT 2--------------
Head:
- Fistbreaker Helm
- +1 Spell Save DC
- +1 Initiative
Location: Purchased at Moonrise Towers
- Helmet of Arcane Acuity
- When you deal Weapon Attack Damage, gain 2 turns of Arcane Acuity
- Arcane Acuity:
- +1 Spell Attack Rolls for each turn remaining
- +1 Spell Save DC for each turn remaining
- Duration reduced by 2 when taking damage
- Max 10 Turns
- Arcane Acuity:
Location: In a chest in the Mason's Guild Basement
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Chest:
- Potent Robe
- 10 AC + Dexterity Modifier
- +1 AC
- Cantrips deal Bonus Damage equal to Charisma Modifier
- At the start of each turn, grant Temporary HP equal to Charisma Modifier
Location: Rewarded by Alfira for completing the Rescue the Tieflings quest
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Gloves:
- Gloves of the Duellist
- +2 Bonus to Weapon Attack Rolls while only wielding a One-Handed Weapon in your Main Hand
Location: Purchased at Moonrise Towers
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Boots: N/A
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Cloak:
- Cloak of Protection
- +1 AC
- +1 Saving Throws
Location: Purchased at Last Light Inn
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Amulet:
- Spellcrux Amulet
- Spell Slot Restoration (Bonus Action) (Long Rest)
- Replenish a Spell Slot of any Level
Location: Looted from The Warden in Moonrise Towers Prison
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Rings:
- Ring of Free Action
- Ignore Difficult Terrain
- Immune to Paralysed and Restrained
Location: Purchased at Moonrise Towers
- Shadow-Cloaked Ring
- +1d4 Weapon and Unarmed Damage against Lightly Obscured, Heavily Obscured, and Shadow creatures
Location: Looted from the Shadow Mastiff Alpha in Ruined Battlefield
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Melee Weapons:
- Infernal Rapier
- +2 Enchantment
- Uses Spellcasting Ability Modifier (Charisma) for Attack Rolls instead of Dexterity Modifier
- +1 Spell Save DC
- Planar Ally: Cambion (Long Rest)
- Summons a Cambion to your party
Location: Reward for freeing Zariel's Asset in the Mindflayer Colony as part of Wyll's quest, The Blade of Froniters
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Ranged Weapons: N/A
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--------------ACT 3--------------
Head:
- Birthright
- +2 Charisma (Max 22)
Location: Purchased in Sorcerous Sundries or Ramazith's Tower
- Hood of the Weave
- + 2 Spell Attack Rolls
- +2 Spell Save DC
Location: Purchased from Mystic Carrion in Philgrave's Mansion
- Mask of Soul Perception
- +2 Attack Rolls
- +2 Initiative
- +2 Perception Checks
- Detect Thoughts (Short Rest)
Location: In a chest in Devil's Fee X:-33 Y:20
- Helldusk Helmet (Optional)
- Cannot be Blinded
- Can see in Magical and Non-Magical Darkness up to 12m
- +2 Bonus to Saving Throws against Spells
- Immune to Critical Hits
- Immolating Gaze (Short Rest)
- 2d8 Fire Damage
- +2d8 Fire Damage against Burning creatures
- Chance to Frighten target
- Frightened:
- Cannot move
- Disadvantage on Ability Checks and Attack Rolls
- Frightened:
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
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Chest:
- Bhaalist Armor
- 14 AC + Dexterity Modifier
- +2 Initiative
- Enemies within 2m are Vulnerable to Piercing Damage, unless they are already Resistant or Immune
Location: Purchased in the Murder Tribunal
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Gloves:
- Quickspell Gloves
- Cast a Cantrip as a Bonus Action once per Short Rest
Location: Purchased at Sorcerous Sundries
- Helldusk Gloves
- +1 Spell Attack Rolls
- +1 Spell Save DC
- +1 Strength Saving Throws
- +1d6 Fire Damage on Weapon Attacks
- +1d6 Necrotic Damage on Unarmed Attacks
- Attacks have a chance to inflict Bleeding
- Rays of Fire (Cantrip) (Short Rest)
- Hurl 3 rays of fire, each dealing 3d6 Fire Damage
Location: House of Hope
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Boots:
- Spaceshunt Boots
- Dimension Door (Long Rest)
- Teleport you and an ally to an open space you can see within 18m
Location: Looted from Dolor at the Wine Festival in Lower City X:18 Y:-36
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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 damage of that same element on your next attack
Location: Purchased at the Devil's Fee
- Nymph Cloak
- Dominate Person (Long Rest):
- Make a Humanoid fight alongside you
Location: Sold by Ferg Drogher or looted from Security Vault 1 in The Counting House
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Amulet:
- Amulet of Greater Health
- Constitution set to 23
- Advantage on Constitution Saving Throws
Location: House of Hope
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Rings:
- Band of the Mystic Scoundrel
- After landing a Weapon Attack, can cast an Illusion or Enchantment* Spell as a Bonus Action
Location: Looted from a Backpack in the Jungle X:-1566 Y:-1522
Note: There are several rings that allow High Level Spells to be cast once per Long Rest. I'd recommend these as well. However, they are not necessary.
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Melee Weapons:
- Duellist's Prerogative
- +3 Enchantment
- +1d4 Necrotic Damage
- +1 Reaction per turn
- While off-hand is empty, score a Critical Hit when rolling a 19
- On a hit, use a Reaction to deal bonus Necrotic Damage equal to Proficiency Bonus
- Challenge to Duel (Bonus Action) (3 turns)
- Target has Disadvantage on Attack Rolls against anyone but the caster
- Target might start Bleeding when attacked by Caster
- Dueller’s Enthusiasm (Bonus Action)
- While not dual-wielding, can make an additional Melee Attack with Duellist’s Prerogative
Location: Reward for completing the quest Save Vanra
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Ranged Weapons: N/A
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Comments
Yes of course, if you scroll to the bottom you’ll notice I have a section in each build for Act 1, 2, and 3 for Gear. I wanted to knock the build parts out of the way and then come back and do gear, since that takes longer. What you’re seeing is not the final product! Once I’ve got all the information in each build, I plan to update them even further to just make them look nicer with little icons for spells and things of that nature
PURGE EVIL
2024-01-22 19:29:17 +0000 UTCAre you planning on updating these to include the gear that is necessary for the build? I know it's in the video, but that kinda defeats the purpose of a written guide. Also, is there any chance you might consider including earlier game gear options? After checking the video it seems like most of the gear for this build (and I assume others) comes from Act Three.
Gray Jacobsen
2024-01-22 19:08:12 +0000 UTC