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

Starting Class: Fighter

- Second Wind (Short Rest)

  • Regain 1d10 + Fighter Level HP

Fighting Style: Two-Weapon Fighting or Great Weapon Fighting

- Two-Weapon Fighting (Preferred)

  • Add your Ability Modifier to the damage of your off-hand weapon

- Great Weapon Fighting

  • When you roll a 1 or 2 for damage while attacking with a 2 Handed Weapon, reroll the die once

Note: Sasuke is able to utilize Finesse Longswords, Shortswords, and Daggers. 

Race: Wood Elf

- +1.5m Movement Speed (Permanent)

- Shortsword, Longsword, Shortbow, Longbow Proficiency

- Stealth, Perception Proficiency

- Darkvision

  • Can see in the dark up to 12m
  • Prevents Disadvantage when attacking creatures in the dark up to 12m

- Fey Ancestry

  • Immune to Sleep
  • Advantage on Saving Throws against Charmed

Note: Half Elves have better face options for Sasuke, but do not gain Perception proficiency

Background: Outlander (Athletics, Survival)

Note: I took Outlander to sort of mimic living out of the village with Orochimaru

Skills: Acrobatics, Perception

Stats:

  • STR = 8
  • DEX = 16
  • CON = 14
  • INT = 17
  • WIS = 10
  • CHA = 8

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

Fighter 2

- Action Surge (Short Rest)

  • Gain an extra action to use in the same turn

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

Fighter 3

Subclass: Eldritch Knight

- +2 Level 1 Spell Slots

- Weapon Bond

  • Applies to Main Hand Weapon
  • Weapon can’t be knocked out of your hands
  • Weapon returns when Thrown

Cantrips:

- Shocking Grasp

  • 1d8 Lightning Damage
  • Target cannot use Reactions
  • Advantage on targets with Metal Armour
  • Level 5 = 2d8
  • Level 10 = 3d8

- Fire Bolt

  • 1d10 Fire Damage
  • Level 5 = 2d10
  • Level 10 = 3d10

Spells:

- 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

- Witch Bolt (Concentration)

  • 1d12 Lightning Damage
    • Can be activated on the same target for 10 turns without expending Spell Slots

Expanded:

- Charm Person (10 turns)

  • Can’t attack spellcaster
  • Spellcaster has Advantage on Charisma Checks in dialogue
  • Ends early if target is hurt

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

Fighter 4

- +1 Level 1 Spell Slot

Spell: Burning Hands (Fire Style Jutsu) or Magic Missile (Shuriken Jutsu)

- Burning Hands

  • 3d6 Fire Damage in 5m Cone AoE
  • DEX Save to halve damage
  • +1d6 per upcast

Note: I chose Burning Hands because Sasuke will usually be in close-to-mid range combat

Feat: Ability Improvement (+2 DEX)

Note: Make sure to get the Hag’s Hair when possible to increase Intelligence to 18

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

Fighter 5

- Extra Attack

  • Can make an additional attack after making a Weapon or Unarmed Attack

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

Fighter 6

Feat: War Caster

  • Advantage on Constitution Saving Throws
  • Can cast Shocking Grasp as an Opportunity Attack

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

Fighter 7

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- War Magic

  • After you cast a Cantrip, you can make a Weapon Attack using a Bonus Action

Spells:

- Scorching Ray

  • 2d12 Fire Damage per Ray (3)
  • +1 Ray per upcast

- Darkness (Concentration)

  • Blind all creatures within Darkness (5m Radius)
  • Ranged attacks cannot penetrate Darkness

Note: Darkness can be flavored as a Ninja Tool or possibly a Genjutsu

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

Multiclass: Wizard

- +1 Arcane Recovery Charge

- Arcane Recovery (Long Rest) (Arcane Recovery Charge)

  • Replenish expended Spell Slots
  • +1 Arcane Recovery Charge used per Spell Slot Level

Cantrips:

- Poison Spray

  • 1d12 Poison Damage
  • Level 5 = 2d12
  • Level 10 = 3d12

- Blade Ward (2 turns)

  • Halves incoming Physical Damage

- 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

Spells:

- Magic Missile

  • 1d4 + 1 Force Damage per missile
  • Always hits
  • +1 missile per upcast

- False Life

  • Gain 7 Temporary HP
  • +5 Temporary HP per upcast

- 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

- Enhance Leap (Ritual) (10 turns)

  • Triple Jump distance

- Expeditious Retreat (Concentration)

  • Immediately gain Dash this turn and as a Bonus Action until this spell ends
  • Can last until Long Rest

- Disguise Self (Ritual)

  • Alter your appearance

Level 1 & 2 Jutsu from Scrolls:

Mage Armour

Blur

Invisibility

Colour Spray

Sleep

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

Wizard 2

Subclass: Abjuration

- +1 Level 2 Spell Slot

- Abjuration Savant

  • Abjuration spells learned from scrolls cost half

- Arcane Ward (Susano’o Ribs)

  • Blocks Damage equal to charges and then loses 1 charge
  • Adds charges equal to Level of Abjuration Spell casted up to a max of 2x Wizard Level
  • After Long Rest, Ward resets charges to equal Wizard Level

Spells:

- Feather Fall (Ritual) (10 turns)

  • Immune to Falling Damage
  • Affects you and allies within 9m

- 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

Note: Consider gaining Longstrider at some point unless you have another party member with it

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

Wizard 3

- +2 Level 3 Spell Slots

Spells:

- Magic Weapon (Concentration)

  • Imbue Weapon with +1 Attack & Damage Rolls
  • Level 4 & 5 = +2
  • Level 6 = +3

- Misty Step

  • Teleport to an open space within 18m that you can see

Level 3 Jutsu from Scrolls:

Glyph of Warding

Fear

Grant Flight (Curse Mark)

Protection From Energy

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

Wizard 4

- +1 Level 3 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

Spells:

- See Invisibility

  • Spot Invisible creatures within 9m
  • Creatures lose Invisibility if they fail a DEX Save
  • Lasts until Long Rest

- Detect Thoughts (Ritual) (Concentration)

  • Read the thoughts of creatures while talking to them until Long Rest

Feat: Ability Improvement (+2 DEX)

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

Wizard 5

- +1 Level 4 Spell Slot

Spells:

- Fireball

  • 8d6 Fire Damage with 4m AoE
  • DEX Save to halve damage
  • +1d6 per upcast

- Lightning Bolt

  • 8d6 Lightning Damage to all creatures in 30m Line
  • Targets take Half Damage on DEX Save
  • +1d6 per upcast

Level 4 Jutsu from Scrolls:

Wall of Fire (Amaterasu)

IMPORTANT: Fire Shield (Amaterasu-Wrapped Susano’o Ribs)

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

Important Items:

Hag’s Hair (+1 INT)

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

Head:

- Diadem of Arcane Synergy (*****)

  • When you inflict a condition, gain Arcane Synergy for 2 turns
    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

- The Lifebringer (***)

  • When the wearer gains Lightning Charges, they gain 3 temporary HP which will disappear with the Lightning Charges

Location: Purchased in Myconid Colony

------------------------------

Chest:

- The Jolty Vest (*****)

  • Medium Armour
  • 14 AC + DEX Modifier (Max 2)
  • Take 1 less Slashing Damage
  • When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked

Location: Sold by Brem in the Zhentarim Hideout

------------------------------

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

- Daredevil Gloves (*****)

  • +1 Spell Attack Rolls
  • Daredevil Proximity (Toggleable)
    • Ranged Spell Attacks can be made in Melee when adjacent to an enemy

Location: Sold by A'jak'nir Jeera at Crèche Y'llek

------------------------------

Boots:

- The Speedy Lightfeet (*****)

  • +1 Athletics
  • When the wearer Dashes or makes a similar action, gain 3 Lightning Charges

Location: Found inside a Heavy Chest in the cellar behind the windmill in the Blighted Village

- The Watersparkers (***)

  • When standing in water during combat, it becomes Electrified
  • If the weared starts their turn on an Electrified Surface, gain 3 Lightning Charges

Location:  Found in a gilded chest in Minthara's area of the Shattered Sanctum. X: 339 Y: 41

- Boots of Speed (****)

  • Grants “Click Heels” which is a Bonus Action Dash

Location: Gnome in Myconid Colony

- 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:

- The Blast Pendant (****)

  • Lightning Blast (Long Rest)
    • Next Lightning Spell or Cantrip deals bonus Lightning Damage equal to your remaining Lightning Charges
    • On hit, all Lightning Charges are consumed

Location: Worn by Dhourn, the petrified Drow near the Selunite Outpost

- Necklace of Elemental Augmentation (*****)

  • When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier

Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek

------------------------------

Rings:

- Ring of Elemental Infusion (*****)

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek

- 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

- The Sparkswall (***)

  • Cannot be Electrocuted
  • Lightning Resistance

Location: Arcane Tower Basement

------------------------------

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

- Knife of the Undermountain King (*****)

  • Shortsword
  • +2 Enchantment
  • Number needed to roll a Critical Hit is reduced by 1
  • If you roll 2 damage or less, reroll and take the highest result
  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek

- Ritual Dagger (*****)

  • Dagger
  • On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn
  • Blood Sacrifice (Bonus Action)
    • Take 1d4 Slashing Damage
    • +1d4 Attack Rolls & Saving Throws for 1 turn

Location: On the table next to Abdirak in Shattered Sanctum

------------------------------

Ranged Weapons:

- The Joltshooter (*****)

  • When you deal damage with this weapon, gain 2 Lightning Charges

Location: Waukeen’s Rest Reward for saving Florrick

------------------------------

-------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

- Covert Cowl (**)

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured
  • +1 Dexterity Saving Throws

Location: Carried by a Meenlock in the Cellar of Last Light Inn

- Fistbreaker Helm (***)

  • +1 Spell Save DC
  • +1 Initiative

Location: Sold by Lann Tarv at Moonrise Towers

------------------------------

Chest: N/A

------------------------------

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

- Gauntlets of Surging Accuracy (**)

  • Gain +1d4 Attack Rolls until the end of your turn when using Action Surge

Location: Purchased at Moonrise Towers

------------------------------

Boots: N/A

------------------------------

Cloak:

- Vivacious Cloak (****)

  • Gain 8 Temporary HP for 4 turns after casting a spell in Melee

Location: Can be looted from a chest X: -257 Y: -886 in the Grand Mausoleum in the Shadow-Cursed Lands

- Cloak of Cunning Brume (****)

  • When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn

Location: Purchased at Last Light Inn

------------------------------

Amulet:

- Surgeon’s Subjugation Amulet (**)

  • When you land a Critical Hit, you can Paralyze the target for 2 turns

Location: House of Healing

------------------------------

Rings:

- Eversight Ring (****)

  • Immune to Blind

Location: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981

- Shifting Corpus Ring (***)

  • Invisibility (Long Rest)
  • Blur (Long Rest)
    • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

------------------------------

Melee Weapons: N/A

------------------------------

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:

- Mask of Soul Perception (***)

  • +2 Attack Rolls
  • +2 Initiative
  • +2 Perception
  • Detect Thoughts (Short Rest)

Location: Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City

- 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:

- Bhaalist Armour (*****)

  • Light Armour
  • 14 AC + Dexterity Modifier
  • +2 Initiative
  • Aura of Murder
    • Enemies within 2m become Vulnerable to Piercing Damage
    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

- 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:

- Quickspell Gloves (*****)

  • Can cast Cantrips as a Bonus Action once per Short Rest

Location: Rolan or Lorroakan’s Porjection in Act 3

- Gemini Gloves (****)

  • Cantrips can target an additional creature or the same creature twice

Location: Purchased from the Devil’s Fee

- Legacy of the Masters (****)

  • +2 Attack Rolls
  • +2 Damage Rolls
  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

- Dark Displacement Gloves (**) (Amenotejikara)

  • +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:

- Spaceshunt Boots (Amenotejikara/Portal Jutsu) (****)

  • Dimension Door (Long Rest)
    • Teleport you and an ally to a place you can see

Location: Can be looted from Dolor the assassin, found at the Wine Festival X: 18 Y: -36 in the Lower City of Baldur's Gate

- 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:

- Cloak of Displacement (*****)

  • Causes enemies Disadvantage on Attack Rolls against you until you take damage

Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing

- Cindermoth Cloak (***)

  • A creature that damages the wearer from within 2m becomes Burning
    • 1d4 Fire Damage per turn

Location: Can be looted from Aelis Siryasius in the Lower City Sewers X: -123 Y: 834

------------------------------

Amulet: N/A

------------------------------

Rings: N/A

------------------------------

Melee Weapons:

- Crimson Mischief (*****)

  • Shortsword
  • +2 Enchantment
  • +1d4 Necrotic Damage
  • +1d4 Piercing Damage to targets with less than 50%HP
  • +7 Piercing Damage when attacking with Advantage
  • When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage

Location: Dropped by Orin

- Bloodthirst (*****)

  • Dagger
  • +2 Enchantment
  • Bound Weapon
  • Number needed to roll a Critical Hit is reduced by 1
  • True Strike (Bonus Action) (Cantrip) (Short Rest)
  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage
  • Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
  • Off-Hand: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone

------------------------------

Ranged Weapons: N/A

------------------------------

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