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-----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

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

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