Griffith (Post-Eclipse) (Patreon)
Content
--------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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