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View Full Version : D&D 5e/Next Drizzt Do'Urden



rferries
2021-01-24, 09:03 PM
I've been tempted to wade into 5e recently; very new to that edition so this is probably even more unbalanced than my usual stuff. :p

https://i.imgur.com/EcRery5.png
Drizzt Do'Urden
Medium humanoid (elf), neutral good
Armour Class 25 (Drizzt's mithral chain mail; 27 while wielding two melee weapons)
Hit Points 150 (20d10+40)
Speed 60 ft. (bracers of the blinding strike)


STR

DEX
CON
INT
WIS
CHA


12 (+1)
22 (+6)
14 (+2)
16 (+3)
16 (+3)
12 (+1)


Saving Throws Str +7, Dex +12, Con +8
Skills Acrobatics +12, Athletics +7, Nature +9, Perception +9, Stealth +12, Survival +9
Damage Resistances fire (Icingdeath)
Senses darkvision 120 ft., passive Perception 19
Languages Common, Elvish, Goblin, Undercommon
Challenge 18 (20,000)
Special Equipment. Drizzt is armoured with Drizzt's mithral chainmail and wears bracers of the blinding strike on his legs. He wields Icingdeath, Twinkle and Taulmaril, and carries the Quiver of Anariel and the onyx panther figurine of wondrous power. He also bears a unicorn amulet - the holy symbol of his goddess, Mielikki.

Fey Ancestry. Drizzt has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. Drizzt's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Keen Scimitars. Drizzt's scimitar attacks score a critical hit on a roll of 15-20.

Legendary Equipment. Drizzt may attune to up to four magic items.

Legendary Resistance (1/Day). If Drizzt fails a saving throw, he can choose to succeed instead.

Reactive. Drizzt can take one reaction on every turn in combat.

Two-Weapon Mastery. When wielding a melee weapon in each hand, Drizzt gains a +2 bonus to AC.

Unyielding Hunter. Drizzt regains 7 hit points at the start of his turn if he has no more than 75 hit points left. While he has no more than 75 hit points, he can't be charmed or frightened. He doesn't gain these benefits if he has 0 hit points.

Actions
Multiattack. Drizzt makes five melee attacks or four ranged attacks.

Icingdeath (Scimitar). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 3 (1d6) cold damage.

Twinkle (Scimitar). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage. In addition, the first time Drizzt attacks with the sword on his turn he can transfer some or all of the sword’s +3 bonus to his Armor Class instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of his next turn, although he must hold the sword to gain a bonus to AC from it.

Taulmaril (Longbow). Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 14 (1d8 + 10) piercing damage plus 4 (1d8) radiant damage. Drizzt's arrows are silvered.

Reactions
Extinguish. Drizzt uses Icingdeath to activate an antimagic field when he is about to take fire damage or strike a creature with cold resistance. Unlike a true antimagic field, the effect lasts until the start of his next turn and only suppresses magical fires (such as a fireball spell, a flame tongue weapon, or a balor's fiery aura) as well as the cold resistance of any enemies within it.

Parry. Drizzt adds 6 to his AC against one melee attack that would hit him. To do so, Drizzt must see the attacker and be wielding a melee weapon.

Legendary Actions
Drizzt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Drizzt regains spent legendary actions at the start of his turn.

Attack. Drizzt makes a melee or ranged attack.

Detect. Drizzt makes a Wisdom (Perception) check.

Guenhwyvar. Drizzt uses his onyx panther figurine of wondrous power to summon his companion Guenhwyvar.

Whirlwind Attack (Costs 3 actions). Drizzt moves up to his speed without provoking opportunity attacks. He may move through the spaces of other creatures in this way, making a single melee attack against each such creature.

New Items
Bracers Of The Blinding Strike
Wondrous item, legendary (requires attunement)
These magical items may be worn as either bracers or anklets.

When used as bracers, they grant strikes so swift that they disorient both the wearer and their victims. The wearer gains a bonus action on each of their turns that may only be used to take the Attack (one weapon attack only) action. However, they suffer a cumulative -1 penalty on each attack they make in a round.

When used as anklets, they simply double the wearer's base land speed.

Drizzt's Mithral Chainmail
Heavy armour (chain mail), legendary
This marvelous suit of +3 mithral chain mail was forged for Drizzt by the dwarves of Clan Battlehammer and may be comfortably worn underneath other clothes. It does not impose disadvantage on Dexterity (Stealth) checks, has no Strength requirement, and does not restrict the wearer's maximum Dex bonus to AC.

Icingdeath
Martial weapon (scimitar), melee weapon, legendary (requires attunement)
The silver blade of this +3 frost brand scimitar has a diamond edge, and its adamantine hilt has a pommel shaped like a hunting cat. As a reaction its wielder may activate an antimagic field when they are about to take fire damage or strike a creature with cold resistance. Unlike a true antimagic field, the effect lasts until the start of the wielder's next turn and only suppresses magical fires (such as a fireball spell, a flame tongue weapon, or a balor's fiery aura) as well as the cold resistance of any enemies within it.

Onyx Panther Figurine Of Wondrous Power
Wondrous item, legendary
This unique figurine of wondrous power can be used to summon the magical black panther Guenhwyvar from the Astral Plane for up to an hour at a time (treat her as a saber-toothed tiger of chaotic good alignment with Intelligence 12). Unlike other such figurines Guenhwyvar is completely free-willed and serves only those she deems worthy.

Quiver of Anariel
Wondrous item, legendary
This magical quiver always contains twenty +1 silvered arrows, no matter how many are removed from it. Each such arrow vanishes into sizzling silver mist if not fired within 1 round.

Taulmaril
Martial weapon (longbow), ranged weapon, legendary (requires attunement)
This beautifully crafted elven +3 longbow is also known as Heartseeker. Arrows it fires are transformed into whistling streaks of silver light that deal an additional 1d8 points of radiant damage.

Twinkle
Martial weapon (scimitar), melee weapon, legendary (requires attunement)
This defender scimitar has a star-cut azure sapphire on its pommel. The blade glows blue when danger is near, granting its wielder advantage on passive Wisdom (Perception) checks to avoid being surprised by hostile creatures.

Green.Grizzly
2021-01-26, 07:49 AM
This is awesome! Was wanting to do a Legend of Drizzt one-shot and this will definitely come in handy.

rferries
2021-01-28, 02:19 AM
This is awesome! Was wanting to do a Legend of Drizzt one-shot and this will definitely come in handy.

Glad you like it!

Twelvetrees
2021-02-04, 07:17 PM
A quick assessment of where I'd peg his Challenge Rating and combat abilities.

Defensive Challenge Rating: 15

With Twinkle and Parry Drizzt can boost his AC as high as 36 in melee and for most characters this means they will only hit on a critical. Unfortunately, that doesn't quite make up for his lower hit points. If anything gets through, he doesn't have the health to weather it well.

Anything that targets his mental saves will be extraordinarily effective because he must rely on his stat bonuses to make those saves. He's got a few tricks like Legendary Resistance, Unyielding Hunter, and Fey Ancestry that will help out, but even something as simple as Hold Person will shut him down hard.

Offensive Challenge Rating: 22

None of his attacks do that much damage, but he can make a lot of them and that mostly makes up for it. He could run afoul of not being able to break concentration on any of the characters, allowing them to keep up some devastating spells.


Overall Challenge Rating: 18 or 19


I think you did a good job of capturing Drizzt's combat style with this stat block, especially with the emphasis on constant movement that is conveyed with his high speed and Whirlwind Attack Legendary Action.

rferries
2021-02-05, 01:33 PM
A quick assessment of where I'd peg his Challenge Rating and combat abilities.

Defensive Challenge Rating: 15

With Twinkle and Parry Drizzt can boost his AC as high as 36 in melee and for most characters this means they will only hit on a critical. Unfortunately, that doesn't quite make up for his lower hit points. If anything gets through, he doesn't have the health to weather it well.

Anything that targets his mental saves will be extraordinarily effective because he must rely on his stat bonuses to make those saves. He's got a few tricks like Legendary Resistance, Unyielding Hunter, and Fey Ancestry that will help out, but even something as simple as Hold Person will shut him down hard.

Offensive Challenge Rating: 22

None of his attacks do that much damage, but he can make a lot of them and that mostly makes up for it. He could run afoul of not being able to break concentration on any of the characters, allowing them to keep up some devastating spells.


Overall Challenge Rating: 18 or 19


I think you did a good job of capturing Drizzt's combat style with this stat block, especially with the emphasis on constant movement that is conveyed with his high speed and Whirlwind Attack Legendary Action.

Thanks for the analysis! I've edited his CR.