Darth Vader
Added 2024-05-25 21:40:48 +0000 UTC
Note: If you want Extra Attack by 5, just play Paladin till 5, then take 3 levels into warlock. At Level 8, respec for 3 paladin and 5 Warlock. You could also play Warlock to 5 and do it the other way around but it is really up to your preference and how you want to play Vader.
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Paladin
Subclass: Vengeance OR Oathbreaker
- +3 Lay on Hands Charges
- +1 Channel Oath Charges
- Lay on Hands
Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons
- Inquisitor’s Might (Channel Oath)
You or an ally’s weapon attacks deal additional Radiant Damage equal to CHA Modifier
Can Daze enemies for 1 turn
Dazed
Disadvantage on Wisdom Saving Throws
Can’t take Reactions
Loses DEX Bonus to AC
- Divine Sense (Short Rest)
Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns
Race: Human
Background: Haunted One
Skills: Insight, Perception, Persuasion
Starting Stats:
STR = 16
DEX = 10
CON = 14
INT = 8
WIS = 8
CHA = 17
Respec Stats after Warlock 3:
STR = 8
DEX = 10
CON = 16
INT = 8
WIS = 14
CHA = 17
--------------------LEVEL 2--------------------
Paladin 2
- +2 Level 1 Spell Slots
- Divine Smite
+2d8 Radiant Damage
Extra +1d8 Radiant Damage to Fiends and Undead
+1d8 Radiant Damage per upcast (Capped at 5d8)
Can be activated when you land a Melee Weapon Attack
Choose Spell Slot to expend
Does not expend Spell Slot on miss
Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die, reroll once
Prepared Spells:
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
- Compelled Duel (Concentration)
Force an enemy to attack only you
Has Disadvantage on other targets
- Heroism (Concentration)
Gain 5 Temp HP each turn
Immune to Frightened
- Searing Smite (Concentration)
+1d6 Fire Damage
Searing Smite
Take 1d6 Fire Damage per turn
+1d6 per Upcast
- Wrathful Smite (Concentration)
+1d6 Psychic Damage
Frightened
--------------------LEVEL 3--------------------
Paladin 3
- +1 Level 1 Spell Slot
- Divine Health
Immunity to Disease
- Abjure Enemy
Frighten enemy
Target is Slowed on failed Frighten
Cannot move
Disadvantage on Attack Rolls and Ability Checks
- Vow of Enmity
Gain Advantage on Attack Rolls
Can be cast on yourself
- Bane
Targets recieve -1d4 penalty to Attack Rolls and Saving Throws
+1 target per upcast
- Hunter’s Mark (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Prepared Spell:
- Thunderous Smite
+2d6 Thunder Damage
Pushes target 3m
Chance to knock target Prone
--------------------LEVEL 4--------------------
Multiclass: Warlock
Subclass: The Great Old One
- +1 Warlock Spell Slot
- Level 1 Warlock Spells
- Mortal Reminder (Passive)
When you land a Critical Hit, the target and nearby enemies must succeed a WIS Saving Throw or being Frightened until the End of their Next Turn
Cantrips:
- Eldritch Blast
1d10 Force Damage per Beam
Level 5 = 2 Beams
Level 10 = 3 Beams
- Mage Hand OR Blade Ward OR Friends
Spells:
- Dissonant Whispers
3d6 Psychic Damage
Frighten creature for 2 turns
+1d6 per Upcast
- Hex (Concentration)
Attacks deal Bonus 1d6 Necrotic Damage against target with Hex
Hex causes Disadvantage on Checks of an Ability of your choosing
--------------------LEVEL 5--------------------
Warlock 2
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonising Blast (Passive)
Add CHA Modifier to Eldritch Blast’s Damage
- Repelling Blast
When you hit a creature with Eldritch Blast, can push them 4.5m away
Spell: Any, will be replaced
--------------------LEVEL 6--------------------
Warlock 3
- Level 2 Warlock Spells
Pact Boon: Pact of the Blade
- Pact of the Blade
- Bind Pact Weapon
Spell:
- 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
Replace Spell: Spell taken at previous level
- Detect Thoughts (Ritual) (Concentration)
Read the thoughts of creatures while talking to them until Long Rest
--------------------LEVEL 7--------------------
Warlock 4
Feat: Ability Improvement (+2 CHA)
Cantrip:
- Mage Hand OR Blade Ward OR Friends
Spell:
- Invisibility
--------------------LEVEL 8--------------------
Warlock 5
- Level 3 Warlock Spells
- Deepened Pact: Extra Attack
Eldritch Invocation:
- Mire the Mind
Spell:
- Counterspell (Reaction)
Nullify a creature’s spell as a Reaction
Spell must be 3rd Level or lower
If Spell is 4th Level or above, must succeed a Check to nullify
Check Difficulty is based on Spell’s Level
--------------------LEVEL 9--------------------
Warlock 6
- Entropic Ward
Impose Disadvantage on incoming Attack Roll
Gain Advantage if the incoming attack misses
Spell:
- Vampiric Touch (Concentration)
3d6 Necrotic Damage
Can recast while concentration without expending spell slot
+1d6 Necrotic Damage per upcast
--------------------LEVEL 10--------------------
Warlock 7
- Level 4 Warlock Spells
Eldritch Invocation:
- Dreadful Word
Spell:
- Dominate Beast (Concentration)
Control a Beast for 10 turns
When the creature takes damage, makes a Wisdom Saving Throw against domination
--------------------LEVEL 11--------------------
Warlock 8
Feat: Great Weapon Master OR Alert
Spell:
- Fly
--------------------LEVEL 12--------------------
Warlock 9
- Level 5 Warlock Spells
Eldritch Invocation:
- Whispers of the Grave
Spell:
- Telekinesis
Replace Spell: Any
- Dominate Person OR Hold Monster
Note: Dominate Person can be obtained via gear, while Hold Monster is only obtainable through leveling
--------------------GEAR--------------------
Important Items:
- Hag’s Hair (+1 CHA)
- Potion of Everlasting Vigour
-------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
- Helmet of Smiting
- Grymskull Helm
Immune to Critical Hits
Fire Resistance
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Dropped by Grym in Grymforge
------------------------------
Chest:
- Adamantine Splint Armour
Heavy Armour
18 AC
-2 All Incoming Damage
Immunity to Critical Hits
Disadvantage on Stealth Checks
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 Heroism
- 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:
- Boots of Striding
- Boots of Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
- Vital Conduit Boots
------------------------------
Cloak:
- The Deathstalker Mantle
Once per turn when you kill an enemy, become Invisible for 2 turns
Location: Given to The Dark Urge during Act 1 in a custscene
------------------------------
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
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
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
- 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
- Crusher’s Ring
+3m Movement Speed
Location: Dropped by Crusher
- Ring of Flinging
+1d4 Damage on Thrown Attacks
Location: Sold by Arron in the Druid Grove
- Ring of Protection
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Ring of Jumping
- Ring of Absolute Force
Thunderwave (Short Rest)
If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks
Location: Dropped by Sergeant Thrinn in Grymforge
------------------------------
Melee Weapons:
- Everburn Blade
------------------------------
Ranged Weapons:
- Spellthief
Longbow
Arcane Vehemence (Short Rest)
On Critical Hit, regain 1 Level 1 Spell Slot
Location: Bought from Arron in the Druid Grove
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head:
- Fistbreaker Helm
+1 Spell Save DC
+1 Initiative
Location: Sold by Lann Tarv at Moonrise Towers
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
------------------------------
Chest:
- Rippling Force Mail
- Dwarven Splintmail
19 AC
+2 CON
Take 1 less Piercing Damage
+1 STR Saving Throws
+1 Ability Checks
Disadvantage on Stealth Checks
Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic
- Amour of Devotion
- Reaper’s Embrace
Heavy Armour
19 AC
-2 All Incoming Damage
Reaper’s Rigidity (Toggleable)
Can’t be moved against your will
Disadvantage on DEX Saving Throws
Howl of the Dead
Numb nearby creatures
Disadvantage on Stealth Checks
Location: Ketheric Thorm
------------------------------
Gloves:
- Hr’a’cknir Bracers (Give you Telekenisis)
- 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
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader 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
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
------------------------------
Rings:
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- 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
------------------------------
Melee Weapons:
- Blade of Oppressed Souls
------------------------------
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:
- Helm of Balduran
+1 AC
+1 Saving Throws
Regain 2 HP at the start of each turn
Immunity to Stunned
Immunity to Critical Hits
Location: The Dragon’s Sanctum
------------------------------
Chest:
- Armour of Persistence
20 AC
-2 ALL incoming damage
Resistance (Permanent)
Blade Ward (Permanent)
Disadvantage on Stealth Checks
Location: Dammon
------------------------------
Gloves:
- Craterflesh Gloves
On Critical Hit, deal +1d6 Force Damage
Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
- Gemini Gloves
Cantrips can target an additional creature or the same creature twice
Location: Purchased from the Devil’s Fee
- 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
- 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
- Bhaalist Gloves
+1 Attack Rolls
Garrotte (Short Rest)
Wrap a shadow rope around a Humanoid’s throat and deal 1d10 Bludgeoning Damage for 3 turns
Creature must make DC 14 Strength Saving Throw to save
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
------------------------------
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:
- 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:
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
------------------------------
Rings:
- Band of the Mystic Scoundrel
After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
- Ring of Regeneration
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
- Keepsake Ring
Dominate Beast (Long Rest)
Location: Can be found on the floor of the Elfsong Tavern Basement X: -859 Y: 531
------------------------------
Melee Weapons:
- Sword of Chaos
------------------------------
Ranged Weapons:
- Hellrider Longbow
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington