Bilbron
2020-12-17, 05:23 PM
Google Doc of sheet: https://docs.google.com/document/d/1-WXXPEy4fctoXbGJqvyPSq2xG00CEnmt1WGdFcqSGWs/edit?usp=sharing
Parameters:
Evil characters taking on North Pole (anticipate Santa BBEG with elves, reindeer, snowmen)
5th level, 1st level equipment, +1 armor or weapon, 1x Potion of Healing
Wanted to make my first martial using Tasha’s subclasses
Note: probably wouldn't dip Warlock if continuing to play this character, and build around Extra Attack instead of Crusher/BB
Also been informed that JC says in Sage Advice that Shield Master Shove comes AFTER attack, of which I was unaware and seems {scrubbed}, my DM not on board.
Name: Oliver Kelvin Boomer (goes by “Boomer”)
Race: Custom (darkvision, Crusher)
Class: Fighter (Rune Knight) 4/Warlock (Dao) 1
STR: 18 Saves: Str +4
DEX: 10 Dex +2 (Shield Master)
CON: 14 Con +2
INT: 8 Int -1
WIS: 10 Wis +0
CHA: 14 Cha +2
Note: would bump Con and lower Dex if not one-shot
Skills: Perception (+3), Athletics (+7), Deception (+5 at adv), Intimidation (+5 at adv), Smith’s Tools
Deception, Intimidation, Animal Handling, and Sleight of Hand at advantage
Feats: Crusher (+1 Str; 5’ push on hit; target attacked at advantage until start of next turn on critical)
Shield Master (bonus action Shove Attack; +2 Dex save; no damage on successful Dex save)
AC: 22 (Full Plate +1, Shield, Defensive Fighting Style)
HP: 43 (2nd Wind - bonus action d10+4 heal)
Special Abilities:
Action Surge; Second Wind
Giant’s Might 3x/day (L size, Adv to Str/Con checks, +d6 damage to attack)
Rune Magic (Cloud, Frost)
Bottled Respite (Ring)
Genie’s Wrath (+3 Bludgeoning to 1 attack/turn)
Attack Rolls: +7 with War Hammer or Shield Shove Attack; +5 with Eldritch Blast
+2 on Shove Attack with active Frost Rune
Advantage on Shove Attack with active Giant’s Might
60% hit rate vs. AC 16; 84% at advantage
75% hit rate vs. AC 13; 94% at advantage
Melee Damage: 28.5 total - 2d8 +d6 +7 (19.5) +2d8 BB rider (9)
War Hammer: d8 +4
+d8 with Booming Blade
+d6 1x/turn for Giant’s Might
+3 1x/turn for Genie’s Wrath
+5’ Push and Critical rider with Crusher
+2d8 if they move with BB rider
Could also add +d6 if casting Hex
Ranged Damage: 14 total (2d10+3)
Eldritch Blast: 2d10
+3 1x/turn for Genie’s Wrath
+5’ Push and Critical rider with Crusher
Spells (2 cantrips, 3 1st known, 1 slot, DC 13, +5 attack)
Booming Blade, Eldritch Blast, Expeditious Retreat, Hex
Runes (2 known, 2 uses, DC 13):
Cloud Rune: Advantage on Deception and Sleight of Hand checks
Reaction to divert any attack roll within 30’ to a different target
Frost Rune: Advantage to Intimidation and Animal Handling checks
Action for 10 minutes of +2 to Str/Con checks and saves
Final Character Build Assessment
Notes:
Put magic item into armor to gain Plate (otherwise unaffordable)
Mitigate no magic weapon by adding lots of magic riders
Passed on Extra Attack as BB plus riders superior damage
Kites well with Shove (Prone halves their movement) and Crusher Push (free Disengage)
Genie Vessel (ring) is sneaky and cool bodyguard schtick
Interactions: Excellent Intimidation and Deception with Runes
Terms of Engagement: nothing (poor) but being carried in ring mitigates somewhat
Maneuverability: Genie Vessel (ring), Expeditious Retreat
Resource Management: Primary Offense/Defense always on or many uses; 2 Runes; 1 spell; HP
Efficiency: Strong bonus action economy with Shove and Expeditious Retreat
Melee Offense: bonus action Shove at advantage; Booming Blade Crush at advantage; Hex for BBEG
Ranged Offense: Eldritch Blast Crush (bludgeoning damage from Genie’s Wrath)
Defense: High AC, Cloud Rune to divert criticals, Shield Master, ER to close or cover, retreat into
Genie Vessel if near death
Weaknesses: ToE, Wisdom Saves, can’t Fly
Also discussed on my youtube channel, link in sig.
Parameters:
Evil characters taking on North Pole (anticipate Santa BBEG with elves, reindeer, snowmen)
5th level, 1st level equipment, +1 armor or weapon, 1x Potion of Healing
Wanted to make my first martial using Tasha’s subclasses
Note: probably wouldn't dip Warlock if continuing to play this character, and build around Extra Attack instead of Crusher/BB
Also been informed that JC says in Sage Advice that Shield Master Shove comes AFTER attack, of which I was unaware and seems {scrubbed}, my DM not on board.
Name: Oliver Kelvin Boomer (goes by “Boomer”)
Race: Custom (darkvision, Crusher)
Class: Fighter (Rune Knight) 4/Warlock (Dao) 1
STR: 18 Saves: Str +4
DEX: 10 Dex +2 (Shield Master)
CON: 14 Con +2
INT: 8 Int -1
WIS: 10 Wis +0
CHA: 14 Cha +2
Note: would bump Con and lower Dex if not one-shot
Skills: Perception (+3), Athletics (+7), Deception (+5 at adv), Intimidation (+5 at adv), Smith’s Tools
Deception, Intimidation, Animal Handling, and Sleight of Hand at advantage
Feats: Crusher (+1 Str; 5’ push on hit; target attacked at advantage until start of next turn on critical)
Shield Master (bonus action Shove Attack; +2 Dex save; no damage on successful Dex save)
AC: 22 (Full Plate +1, Shield, Defensive Fighting Style)
HP: 43 (2nd Wind - bonus action d10+4 heal)
Special Abilities:
Action Surge; Second Wind
Giant’s Might 3x/day (L size, Adv to Str/Con checks, +d6 damage to attack)
Rune Magic (Cloud, Frost)
Bottled Respite (Ring)
Genie’s Wrath (+3 Bludgeoning to 1 attack/turn)
Attack Rolls: +7 with War Hammer or Shield Shove Attack; +5 with Eldritch Blast
+2 on Shove Attack with active Frost Rune
Advantage on Shove Attack with active Giant’s Might
60% hit rate vs. AC 16; 84% at advantage
75% hit rate vs. AC 13; 94% at advantage
Melee Damage: 28.5 total - 2d8 +d6 +7 (19.5) +2d8 BB rider (9)
War Hammer: d8 +4
+d8 with Booming Blade
+d6 1x/turn for Giant’s Might
+3 1x/turn for Genie’s Wrath
+5’ Push and Critical rider with Crusher
+2d8 if they move with BB rider
Could also add +d6 if casting Hex
Ranged Damage: 14 total (2d10+3)
Eldritch Blast: 2d10
+3 1x/turn for Genie’s Wrath
+5’ Push and Critical rider with Crusher
Spells (2 cantrips, 3 1st known, 1 slot, DC 13, +5 attack)
Booming Blade, Eldritch Blast, Expeditious Retreat, Hex
Runes (2 known, 2 uses, DC 13):
Cloud Rune: Advantage on Deception and Sleight of Hand checks
Reaction to divert any attack roll within 30’ to a different target
Frost Rune: Advantage to Intimidation and Animal Handling checks
Action for 10 minutes of +2 to Str/Con checks and saves
Final Character Build Assessment
Notes:
Put magic item into armor to gain Plate (otherwise unaffordable)
Mitigate no magic weapon by adding lots of magic riders
Passed on Extra Attack as BB plus riders superior damage
Kites well with Shove (Prone halves their movement) and Crusher Push (free Disengage)
Genie Vessel (ring) is sneaky and cool bodyguard schtick
Interactions: Excellent Intimidation and Deception with Runes
Terms of Engagement: nothing (poor) but being carried in ring mitigates somewhat
Maneuverability: Genie Vessel (ring), Expeditious Retreat
Resource Management: Primary Offense/Defense always on or many uses; 2 Runes; 1 spell; HP
Efficiency: Strong bonus action economy with Shove and Expeditious Retreat
Melee Offense: bonus action Shove at advantage; Booming Blade Crush at advantage; Hex for BBEG
Ranged Offense: Eldritch Blast Crush (bludgeoning damage from Genie’s Wrath)
Defense: High AC, Cloud Rune to divert criticals, Shield Master, ER to close or cover, retreat into
Genie Vessel if near death
Weaknesses: ToE, Wisdom Saves, can’t Fly
Also discussed on my youtube channel, link in sig.