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ChaseC311
2020-08-09, 02:05 PM
Hola mis amigos

With the latest reveal of Unearthed Arcana bringing us the Undead Warlock, I couldn't help but take note of a few fun abilities that mesh really well with another class and race. If you want a character who'll eventually be able to cheat death 1 to 3 times a long rest, this build is for you

NOTE: Always make sure to consult your dm for approval of unofficial content

[INDEX]
The Immortal
Race: Half-Orc
Class: Warlock 10 (Undead Patron -UA 2020 Subclasses Part 4), Sorcerer 1 (Shadow Sorcerer Origin)
Feats (Optional): Tough, Piercer (-UA Feats)
Preferred weapon: Shortswords (1d6 Piercing Damage, Light)
Spells: Hex
Pact Boon: Blade (Shortsword)
Invocations: Armor of Shadows, Fiendish Vigor, Minions of Chaos, Sculptor of Flesh, Thirsting Blade

Now, lets delve into the specifics of how exactly this build can be worthy of the crest of immortality, shall we?

This build specializes in getting a high damage output, overcoming resistances and maintaining a high survivability. While it has lower hitdice than most of the regular frontliner classes, it makes up for this caveat in its form of dread and the extra hitpoints granted by the tough feat. The Immortal Build can essentially act as a tank for the group with its ability to dish out hefty damage and divert hits from the party.

[BREAKDOWN]
Half Orc:
. Savage Attacks: When you land a critical hit, you roll one of the weapon's damage dice one additional time and add it to the total damage rolled.
. Relentless Endurance: Once per long rest when you suffer an attack that would normally put you at 0 hp, you can instead be reduced to 1 hp instead

Undead Warlock 10:
. Form of Dread (Level 1): For 1 minute you enter a Form of Dread. While this form is active you gain THP equal to 1d10+Your Warlock level, you become immune to the frightened condition and once per turn when you hit a creature with an attack, they must pass a Wisdom Save or be frightened for 1 round. You can activate this forms a number of times equal to your Proficiency bonus per long rest (4/LR at level 11)
. Grave Touched (Level 6): When you hit an enemy with an attack, you can replace the damage type with Necrotic damage. When you do this, you can also roll 1 additional damage die of the weapon and add it to the damage's total
. Mortal Husk (Level 10): You gain resistance to Necrotic damage, this becomes immunity when your Form of Dread is active. Additionally...
"In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can’t do so again until you finish 1d4 long rests."

Shadow Sorcerer 1:
. Strength of The Grave (Level 1): "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit."

Tough Feat
. +2 HP per level

Piercer Feat
. +1 to Strength or Dexterity
. Once per turn you can reroll one damage die of a weapon that deals piercing damage. You must use the new roll
. Whenever you score a crit against a creature using a piercing weapon, you can roll one of the weapon's famage dice and add the total to the weapon's damage

Hex Spell
. +1d6 damage against the target per attack
. Disadvantage on all skill checks using one ability score of your choice


[SCENARIO:]
Lets say you have the standard array of Stats (15, 14, 13, 12, 10, 8 -> 15-STR 14-DEX 13-CON 8-INT 10-WIS 12-CHA -RACIAL STAT BOOST-> 17-STR 14-DEX 14-CON 8-INT 10-WIS 12-CHA -PIERCER FEAT STAT BUFF-> 18-STR 14-DEX 14-CON 8-INT 10-WIS 12-CHA) And you're in combat. You take the average of each hitdie after 1st level (79+22 from the Tough Feat= 101 Hp) and activate your form of dread, granting you an average of around 16 Temporary hitpoints, you activate hex as a bonus action on that turn and gain +1d6 necrotic damage vs one target. The next round you attack with your pact shortsword twice as your action due to the Thirsting Blade invocation, and then once more as a bonus action with a second shortsword. Each shortsword deals Necrotic damage equal to 2d6+4, plus a third d6 due to hex, raising the damage to 3d6+4 damage per shortsword hit. Meaning if everything hits, you deal around 9d6+12 damage per turn. If you crit with an attack, the damage goes from 3d6+4 to 6d6+4, plus an additional 2d6 from the half orcs savage attack and the piercer feat, effectively raising your crit damage to 8d6+4. Not to mention the chance if frightening 1 target per turn with your form of dread active, albeit a low chance due to your Charisma score (if you take the build abive 11th level, focus on raising your charisma if you wish). If you need to get out of close range due to your hitpoints you can always use either sculptor of flesh to get more hp and further divert hits to yourself instead if allies, or you can use Minions of chaos invocation and cover your elemental at a safe distance by attacking the enemy with eldritch blasts, albeit at the cost of losing concentration over hex. If you need to focus on the defensive you can always use your Armor of Shadows or Fiendish Vigor invocations to give yourself an AC buff or THP respectively (Use Fiendish Vigor only as a last resort in case you run out of Forms of Dred). But lets say you go down, well with the aid of your half orc race, your sorcerous origin, and your patron, you can instead cheat death a steady 1-3 times per long rest (Personally, use your Relentless Endurance first as its automatic, then use your Strength of the Grave second if you feel confident in being able to pass the Charisma Save, then use your Mortal Husk ability as it recharges only once every 1d4 Long Rests as well as gives you exhaustion). Once back up, focus on getting out of enemy range before setting up another Form of Dread, don't be afraid to call on your healers for aid. This build allows you to take a hefty amount of heavy hits but you can capitalize on your defensive prowess by temporarily disengaging in order to rebuild your resolve.

[IN SUMMARY:]
In Conclusion, The Immortal is a Stalwart build able to sustain heavy damage and dish out hefty blows to foe, as they have:
. The ability to gain 1d10+10 thp 4 times per long rest
. The ability to cheat death 1-3 times per long rest
. The ability to change an attacks damage type with an additional damage die
. +2 damage dice per crit
. Several invocations able to divert attention or tank hits better

I applaud you if you were able to read through all of this, thank you all for your time. Please leave your thoughts, opinions and critiques below

-C

Nagog
2020-08-09, 03:02 PM
While this is a pretty good build, for the purpose of evading death and dealing heavy damage, I'd go for a Half-Orc Ranger 1/Long Death Monk 11. Variant Ranger gets Hunters Mark a few times a day free of concentration, which would fulfill the same purpose as your build's Hex, but would trigger more frequently due to Monks having more attacks than most melee characters (which consequentially also increases the odds of criting). Furthermore, the Touch of Death feature allows the Long Death monk to refresh their Temp HP on every kill, no action investment required, then later on the Mastery of Death feature means you can continually evade deathblows at the cost of 1 Ki point. If you reserve them specifically for that purpose, you can evade 11 deathblows rather than the 3 of this build.