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-----CHARACTER CREATION & LEVEL 1-----

Best Race: Half-Orc or Zariel Tiefling (I use a Human though)

Half-Orc 

All Racial Unlocks at Level 1.

- Menacing: Proficiency in Intimidation

- Darkvision (Passive)

  • Can see in the dark up to 12m
  • Prevents Disadvantage when making attacks in the dark within 12m

- Relentless Endurance (Passive) (Once per Long Rest)

  • If you reach 0 HP, regain 1HP instead of being Downed
  • Savage Attacks (Passive)When you land a Critical with a melee weapon, adds an additional Damage Dice to the total damage

Zariel Tiefling 

Level 1

- Hellish Resistance (Passive)

  • Resistant to Fire Damage, you only take half-damage from it

- Darkvision (Passive)

  • Can see in the dark up to 12m
  • Prevents Disadvantage when making attacks in the dark within 12m

- Thaumaturgy (Cantrip) (Concentration)

  • Gain Advantage on Intimidation & Performance Checks

Level 3

- Searing Smite (2nd Level Spell / Once per Long Rest) (Concentration)

  • +1d6 Fire Damage (+1d6 per upcast)
  • Target takes 1d6 Fire Damage per turn. Lasts 10 turns
  • Condition ends if target succeeds a Constitution Saving Throw

Level 5

- Branding Smite (2nd Level Spell / Once per Long Rest) (Concentration)

  • +2d6 Radiant Damage (+1d6 per upcast)
  • Marks the target with Light, and prevents it from turning Invisible.
  • Works with Ranged Weapons

Background: Soldier (Athletics, Intimidation)

  • Alternatives: Guild Artisan (Persuasion, Insight)
  • Noble (History, Persuasion)

Skills: Athletics, Intimidation (Mary vary depending on your choices)

Stats:

  • STR = 16
  • DEX = 10
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 16

--------------------LEVEL 2--------------------

Prepared Spells:

- Thunderous Smite

  • +2d6 Thunder Damage
  • Pushes target 3m
  • Chance to knock target Prone

- Searing Smite (Concentration)

  • +1d6 Fire Damage (+1d6 per upcast)
  • Target takes 1d6 Fire Damage per turn. Lasts 10 turns
  • Condition ends if target succeeds a Constitution Saving Throw

- Wrathful Smite (Concentration)

  • +1d6 Psychic Damage
  • Chance to Frighten the target

- Divine Favour (Concentration)

  • +1d4 Radiant Damage to Weapon Attacks for 3 turns

- Command

  • Cause the target to Approach the caster, Drop their weapon, Flee from the caster, Prone, or Halt
    +1 target per upcast

Fighting Style: Great Weapon Fighting

--------------------LEVEL 3--------------------

Prepared Spells:

- Heroism (Concentration)

  • Gain immunity to Frightened
  • Gain 5 Temporary HP each turn
  • +1 target per upcast

--------------------LEVEL 4--------------------

Prepared Spells:

- Protection From Evil & Good (Concentration)

  • Gain protection from Aberations, Celestials, Elementals, Fey, Fiends, and Undead
  • Cannot be Charmed, Frightened, or possessed by these creatures
  • These creatures have Disadvantage on Attacks against target

Feat: Ability Improvement (+2 Strength)

--------------------LEVEL 5--------------------

Prepared Spells:

- Remove Command

- Branding Smite (Concentration)

  • +2d6 Radiant Damage (+1d6 per upcast)
  • Marks the target with Light, and prevents it from turning Invisible
  • Works with Ranged Weapons

- Lesser Restoration

  • Cure the target of Diseased, Poisoned, Paralysis, or Blinded

--------------------LEVEL 6--------------------

Prepared Spells: Any

--------------------LEVEL 7--------------------

Prepared Spells: Any

--------------------LEVEL 8--------------------

Prepared Spells: Any

Feat: Great Weapon Master

--------------------LEVEL 9--------------------

Prepared Spells:

- Remove the previous 3 spells you prepared

- Blinding Smite

  • +3d8 Radiant Damage
  • Chance to Blind target

- Elemental Weapon (Concentration)

  • Imbue a weapon with 1d4 Acid, Cold, Fire, Lightning, or Thunder Damage
  • +1 Attack Rolls
  • +1 Damage Rolls

- Crusader’s Mantle (Concentration)

  • Gives allies within 9m +1d4 Radiant Damage with Weapon Attacks

- Remove Curse

  • Remove all Curses or Hexes from the target

--------------------LEVEL 10--------------------

Prepared Spells:

- Warden of Vitality

  • Can cast Restore Vitality as a Bonus Action to heal the target 2d6 HP

--------------------LEVEL 11--------------------

Prepared Spells: Any

--------------------LEVEL 12--------------------

Prepared Spells: Any

Feat: Ability Improvement (+2 Strength) or Alert

--------------------GEAR--------------------

(To be updated)

--------------------ACT 1--------------------

Armor

  • Chainmail
  • Chainmail +1
  • Adamantine Splint Armor
  • Helmet of Smiting
  • Holy Lance Helm
  • Grymskull Helm
  • Gloves of Heroism
  • Boots of Speed
  • Vital Conduit Boots

Weapons

  • Everburn Blade
  • Soulbreaker Greatsword (Needs re-testing)

Trinkets

  • Strange Conduit Ring

--------------------ACT 2--------------------

Armor

  • Armor of Devotion

Weapons (N/A)

Trinkets

  • Eversight Ring

--------------------ACT 3--------------------

Armor

  • Legacy of the Masters

Weapons

  • Corpsegrinder
  • Balduran’s Giantslayer

Trinkets

  • Spell Savant Amulet

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