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Emmerlaus
2021-04-19, 12:53 AM
Welcome to my thread!

This is the thread were we make D&D build for popular characters! (Inspired by the Youtuber Tulok)


ANIMATION MOVIES:



https://forums.giantitp.com/showsinglepost.php?p=25036666&postcount=52






[URL="https://forums.giantitp.com/showsinglepost.php?p=25019837&postcount=18" ("https://forums.giantitp.com/showsinglepost.php?p=25032532&postcount=44"[/URL)

Emmerlaus
2021-04-19, 12:53 AM
Other builds made on this thread:


DC COMICS
https://forums.giantitp.com/showsinglepost.php?p=25016284&postcount=16



https://forums.giantitp.com/showsinglepost.php?p=25023090&postcount=30


MARVEL



https://forums.giantitp.com/showsinglepost.php?p=25217789&postcount=147


SCIENCE-FICTION // FANTASY SETTING:

https://forums.giantitp.com/showsinglepost.php?p=25021769&postcount=26

https://forums.giantitp.com/showsinglepost.php?p=25036329&postcount=50


ANIMES:


Froppy (https://forums.giantitp.com/showsinglepost.php?p=25027448&postcount=42)




VIDEO GAMES:

https://forums.giantitp.com/showsinglepost.php?p=25014218&postcount=13

quindraco
2021-04-19, 01:55 AM
Emperor Kuzco
Medium Beast, Chaotic Neutral
Str 12, Dex 13, Con 15, Int 10, Wis 9, Cha 9
HP: 6 (1d8+2)
AC 11
Saves: Con +4, Dex +3
Speed 40 ft.
Skills: Athletics +5 (Expertise), Acrobatics +5 (Expertise)
Powerful Build, Altitude Acclimation
Prideful: Anyone attempting a Persuasion check against Kuzco makes the check at disadvantage, because Kuzco is pretty sure he's right and they're wrong.
Languages: Common
Actions:
Spit
Once per short rest, Emperor Kuzco can regurgitate the contents of his stomach, which counts as an inhalation vector poison, spitting the foul material at a single target within 10 feet. If the target breathes, it must succeed at a DC 12 (Constitution-based) Constitution save or be poisoned for 1d4 rounds.

Emmerlaus
2021-04-19, 05:00 AM
Emperor Kuzco
Medium Beast, Chaotic Neutral

Ironically, I thought about how I would build Kuzco but he didn't adventure of day of his life before the movies or even after. Same for Pacha. Only Kronk and Gizma seem to have traits fitting character classes.

Unoriginal
2021-04-19, 06:40 AM
Welcome to my thread!

Inspired by the Toutuber Tulok, I decided to make my own D&D build to pass the time using characters from franchises I like. You may discuss the builds or join me and post your own characters in the thread for some fun character building!

As an exemple, I will start with the main hero of the Kung-Fu Panda serie: Poe, the Dragon Warrior!

Goals for the build:

1) Master the dragon scroll

2) Zero to Hero (start NOT as a kung-fu fighter but as a great cook)

3) SKIDOOOSH! (Banish your enemies in another realm of existence!)


Str: 10 (You aren't hiding a lot of muscle under all that faaaaa... FUR! Y-Yeah I meant fur!)
Dex: 14 (You might be clumsy but you can manipulate chopsticks and a kitchen knife like a champion, that's fine manipulation)
Con: 13 (You are full of lifeforce that need to be replenish constantly with food)
Int: 12 (You are very good at remembering kung-fu trivia... and even stuff that happened to you as a baby!)
Wis: 15 (You actually mastered Kung-Fu faster then any other students, achieved inner peace AND gained mastery of Chi before your own teacher! That requiere deep understanding of your Dao and an iron will!)
Cha: 8 (You have bad hygiene and you are socially inapt. Your bad social skills often makes you look dumb even)

Althought bugbear has the word "bear" in it, it's just an hairy goblin and more importantly, your race is mostly chaotic evil. So I decided to go with custom linage:

Ability: +2 Con (I associate Con with lifeforce and Chi reserve)
Feat: Chief (+1 Wis and now you can cook the best noodle soup in China!)
Darkvision

I took the Inheritor background. You received a strange scroll from a tortle named Oogway and you need to protect it until you become ready to master it. It gives you the Survival and the History skills.



Level 1: Druid

Surprised? You started your life abandonned by your mother, who got ate alive by wolves in the middle of the woods. It will make more sense later on but its a necessity for the build in the long run.

Skills: Arcana and Religion (you are a nerd and know your stuff)

Spells //
Cantrips: Create Bonfire (to cook, light up fireworks or attack your enemies) and Shillelagh (For flavor, enhance wooden chopsticks to count as your wooden club. As a GM, I would allow it!)
Spells lvl.1: Purify Food and Drink and Create/Destroy Water (Spells fitting a cook!)

Level 2: Monk

Your training start now!

Level 3: Monk

Level 4: Monk

Monastic Tradition (Drunken Master) // Your kung-fu seem erratic and you seem like a fighting jester. I do think its the best fitting Monastic Tradition for him!

Level 5: Monk

New feat: Resilient (Con) - gain +1 Con

Level 6: Monk

Level 7: Monk

Level 8: Druid

Going back to druid, picking the circle of the Druid of the Stars! Yes, now you can manifest the aspect of the dragon scroll in your possession! You have effectively mastered Kung-fu!
Spells: Jump

Level 9: Druid
Spells: Enhanced Ability // Absorb Elements (That explain how your paws can be on fire after stopping a flaming cannonball lol)

Level 10: Monk
Evasion, Stillness of Mind (Yay, you gained inner peace at level 10!)

Level 11: Druid
Ability Improuvement (+2 Wis)
Spells:
Cantrip // Druidcraft (You can now make a flower bloom with your chi, hurray!)
Spells: Pass without Trace (he can't turn invisible and its the only way for him to go "stealth mode".

Level 12: Druid
Spells: Plant Growth, Cure Wounds (Your mastery of Chi has become more obvious now)

Level 13: Druid // Druid Circle feature

Level 14: Druid
Spell: Lesser Restauration

Level 15: Druid
Ability Improvement (+2 Wis)
Spells: Freedom of Mouvement (You had a plan to escape hardcore shackles and I can’t make Mantis since its an impossible build to make. Playable Tiny races DON’T exist it seems. So this spell will have to do... Unless I make Mantis the bugbear in stats? Seem very fitting except for the size... I might be on to something here!)

Level 16: Druid
Spells: Revivify, Commune with Nature

Level 17: Druid
Spells: Greater Restauration

Level 18: Druid
Spells: Investure of Stone (When you move, the Earth tremble under you! And you can be the Cool-Aid man and pass trought wall as a bonus)

Level 19: Druid
Ability Improvement (+2 Wis to cap Wis)

Level 20: Druid
Spells: Planeshift (FINALLY! Planeshift is a level 7 spell so I couldn't get it sooner in the build! Now you can use the Wuxi Finger Hold!)


A key part of the first movie is that Po (Poe is the poet) actually IS absurdly durable and impressively strong and dextrous in his own right (although still with little endurance), but that neither him nor the kung fu masters (except Oogway) could see it because he wasn't what they expected/wanted. Pandas are still bears

The whole thing with the Dragon Scroll is that the scroll *not* important, it's Po himself who makes Po special.

Also IMO if you want a "from zero to hero" progression, starting as a Druid with literal superpowers is not really appropriate.

For me, Po is best represented by starting as a Barbarian. Beast Barbarian fits the unarmed combat focus and many of the feats he can do.

nickl_2000
2021-04-19, 06:46 AM
I would love to see someone stat out Judy Hopps from Zootopia and then if you want someone more Epic, Hercules' progression from the Disney cartoon (rather than the Greek Myth).

Unoriginal
2021-04-19, 07:34 AM
I would love to see someone stat out Judy Hopps from Zootopia and then if you want someone more Epic, Hercules' progression from the Disney cartoon (rather than the Greek Myth).

Hercules is a Scourge Aasimar starting with STR 30 and DEX 8. Phil trains him as a Battlemaster Fighter with the Unarmed Fighting Style, and his first ASI is spent putting that DEX to 10.

Emmerlaus
2021-04-19, 08:29 AM
A key part of the first movie is that Po (Poe is the poet) actually IS absurdly durable and impressively strong and dextrous in his own right (although still with little endurance), but that neither him nor the kung fu masters (except Oogway) could see it because he wasn't what they expected/wanted. Pandas are still bears

The whole thing with the Dragon Scroll is that the scroll *not* important, it's Po himself who makes Po special.

Also IMO if you want a "from zero to hero" progression, starting as a Druid with literal superpowers is not really appropriate.

For me, Po is best represented by starting as a Barbarian. Beast Barbarian fits the unarmed combat focus and many of the feats he can do.

Well considering how absurdly high his Con save is, using the dragon constellation, he would have the best chances to maintain a concentration spell almost everytime. That's also why I gave him the Resilient (Con) feat and if your GM like the level 1 free feat rule like mine does, you could give him the Tough feat to make him more durable.

The "dragon scroll" might not be important anymore but he kept his nickname as the dragon warrior despite that and well in the DND setting, you need a reason for people to call you that as you gain more reputation. The important part is that the movies are all centred around Poe but in DND, you are one of the many players. So in that setting, I feel like the dragon scroll is more important to your identity.

As for starting with druids, I literally picked spells to fit a cook rather then a powerful druid, except Shillelagh but the flavor is there if we take chopsticks. It also allow him to not be trained in the dexterity save like most monks are but with the Wisdom saving throw instead, more fitting him... and lets be honest, the Wuxi Finger Hold is impossible to get if we don't take a spellclasting class!

Emmerlaus
2021-04-19, 08:31 AM
I would love to see someone stat out Judy Hopps from Zootopia

Oooh that's interesting! There is even a Rabbitfolk race in Unearthed Arcana! I might give it a shot! Thanks for the suggestion! :smallbiggrin:

sethdmichaels
2021-04-19, 02:59 PM
Been working on homebrewing a Sorcerer subclass based on the Orogenes (people with innate earth/seismic powers) from the Fifth Season books. there's a good suite of earth/stone-focused spells that would fit together.

Unoriginal
2021-04-20, 07:33 AM
Well considering how absurdly high his Con save is, using the dragon constellation, he would have the best chances to maintain a concentration spell almost everytime. That's also why I gave him the Resilient (Con) feat and if your GM like the level 1 free feat rule like mine does, you could give him the Tough feat to make him more durable.

The "dragon scroll" might not be important anymore but he kept his nickname as the dragon warrior despite that and well in the DND setting, you need a reason for people to call you that as you gain more reputation. The important part is that the movies are all centred around Poe but in DND, you are one of the many players. So in that setting, I feel like the dragon scroll is more important to your identity.

As for starting with druids, I literally picked spells to fit a cook rather then a powerful druid, except Shillelagh but the flavor is there if we take chopsticks. It also allow him to not be trained in the dexterity save like most monks are but with the Wisdom saving throw instead, more fitting him... and lets be honest, the Wuxi Finger Hold is impossible to get if we don't take a spellclasting class!


Well if that's the objective, I would suggest going Dragon Sorcerer over Druid.

Emmerlaus
2021-04-20, 10:21 AM
Well if that's the objective, I would suggest going Dragon Sorcerer over Druid.

Well to each their own I suppose...

I went with Druid for a few reasons, here's my reasonning:

1) Mastering the dragon scroll was supposed/rumored to be able to do a few things, like giving you the equivalent of Commune with Nature. Not available to Sorcerers, same for healing spells.

2) I went with the description of Chi according to the Kung-Fu panda fandom website. Its an energy said to be found in all living being. Not a selected few with powerful parents.

3) I feel like the pandas wouldn't have forgot how to use their Chi if it was an innate things like being born with it.

4) It would have affected Poe stats AND apparance. You get dragon scales if you are a Draconic Sorcerer! That comes with the boost in AC!

5) He also would have high charisma... which I think doesn't fit Poe.

==========

Of course, you could make your own version with Sorcerer (Draconic Heritage). But it still would mean 13 level of Sorcerer and 7 levels of Monk. Inner Peace works well with Stillness of Mind.

Emmerlaus
2021-04-20, 01:47 PM
Another build I made! I wonder how many builds a week or month I should make to prevent the admins to close this thread LOL

Next character:
GOOSE! (From Untitled Goose Game)

This one is easier to understand.

The goals:

1- Mug: You need to be able to steal others blind

2- Peace was never an option: Make yourself unable to be charmed and being convinced in some ways, that include boosting that Insight and Wisdom.

3- Fight and play dirty: Your fighting style need to reflect who you really are and guess what: you are rotten to the core. You don't fight honorably and love to make others feel miserable.

Race: Kenku (+2 Dex, +1 Wis) (the only race allowing you to be a goose from the start without the need for Wild Shape in a setting that isn't Humblewood... Look it up, cute setting!)

Background: Outlander ( Athletic, Survival)

Racial skills: Stealth and Sleight of Hand

Stats (based on player handbook so 15,14,13,12,10 and 8) total:

Str: 12 Dex: 16 Con: 13 Int: 8 Wis:16 Cha: 10

Level 1: Rogue (lvl.1): Skill Trained// Athletics, Insight... and probably Intimidation.

Expertise (Insight, Stealth), Thieves Can't, Sneak Attacks (+1d6)

Level 2: Rogue (lvl.2) // Cunning Action

Level 3: Monk (Lvl.1) // Martial Art, Unarmored Defense

Level 4: Rogue (lvl.3) // Roguish Archetype (Thief) // Sneak Attacks (+2d6)

Level 5: Rogue (lvl. 4) // New feat: Perspective (+1 Wis)

Level 6: Rogue (lvl 5) // Uncanny Dodge (Sneak Attack +3d6)

Level 7: Monk (lvl. 2) // Unarmored Mouvement, Ki

Level 8: Monk (lvl.3) /Monk Monastery (Way of the Open Hand - Technique of Open Hand), Deflect Missiles

Level 9: Monk (lvl.4) // Ability Improvement (+2 Dex), Slow Fall

Level 10: Monk (lvl.5) // Extra Attack, Stunning Strike

Level 11: Rogue (lvl.6): Expertise (Perception and Intimidation)

Level 12: Monk (lvl.6): Ki-Powered Strikes, Monastic Tradition Feature (Wholeness of Body)

Level 13: Rogue (lvl.7): Evasion, Sneak Attack (+4d6)

Level 14: Rogue (lvl.8): New Feat: Resilient (Wisdom) (+1 Wis and add proficiency to Wisdom saves)

Level 15: Rogue (lvl.9): Roguish Archetype feature // Supreme Sneak, Sneak Attack (+5d6)

Level 16: Rogue (lvl.10): New Feat: Defensive Duelist

Level 17: Rogue (lvl.11): Reliable Talent, Sneak Attack (+6d6)

Level 18: Rogue (lvl.12): New Feat: Lucky

Level 19: Rogue (lvl.13): Sneak attack (+7d6) Roguish Archetype feature // Use Magic Device (because you have a strange fascination for the bard's golden bells. Now you can use them as you wish lol)

Level 20: Monk (lvl.7) Stillness of Mind (Now its clearly my way or the high way as long as you have enough Ki points)

PROS: Lots of utility and mobility. Use Way of the Open hand to make them prone, attack them with advantage it gives you for the sneak attack damage while they are down. You are a goose that play dirty and that love to mug and hit people when they are down.

CONS: You cant speak and only "honk, that's not a big disavantage. Also, I didnt put Barbarian levels in there because in the game, you need to act smart and use your environnement smartly to progress rather then overpower the humans and kill them. I felt that it meant the build needed more finesse.

Trask
2021-04-20, 03:47 PM
This was a pretty good post about how to build Conan of Cimmeria with direct text quotes supporting certain features. People often say that Conan would be more of a fighter in 5e but I think it's clear that he still does inspire the barbarian class

https://conandandd5e.blogspot.com/2015/02/king-conan-ability-stats-for-5e.html?m=1

Emmerlaus
2021-04-21, 02:52 PM
I would love to see someone stat out Judy Hopps from Zootopia


1) Master of the Field: You can trained to adapt to every environnement of Zootopia
2) Sherlock Hare : You are a cop and a master investigator
3) Poursuit Expert: You got to catch the running criminal with great speed

Stats:

Str: 15 (There is no guns in Zootopia but still have “guns” if you catch my drift)
Dex: 12 (You are agile and quick on your feet)
Con: 14 (You can tank a few hits and you are as healthy as you can be)
Int: 8 (Simply because you don’t really need it and you are a cop, not a scholar)
Wis: 13 (You are quite determined and perceptive)
Cha: 10 (A bit low, you are charming but you can’t convince other animals with your words that you are a worthy cop)

Race: After much consideration, I decided to go with custom race once again. Mostly because of what it could give to rabbits people:
Stats : +2 Dex
Feat : Alert
Skill trained : Perception

Background : City Watch (Investigator) (Investigation, Insight)

Class :

Level 1: Rogue
Skill trained : Acrobatics, Athletics, Sleight of Hand, Deception
(Sleight of hands because how smoothly she took back those fair tickets. Dont forget however you might use it mostly to hide something on yourself, like a carrot pencil or your phone. Deception is because she just cant seem to convince anyone she’s a real policewoman but she can trick a fox in revealing his tax evasion and make a very good howling wolf impression)
Expertise (Athletic, Investigation)
Thieves Cant and Sneak Attack (1d6)

Level 2 : Rogue
Cunning Action

Level 3 : Roguish Archetype (Scout)
Skirmisher
Survivalist (+Nature and Survival Skill)

Level 4 : Rogue
Ability Improuvement (+1 Str and +1 Wis.)


Level 5 : Fighter
• Fighting Style (Unharmed Attack)

Second Wind

Level 6 : Fighter
Action Surge

Level 7 : Fighter
Fighter Archetype (Samurai) : (The most resolved fighter class, you’ll need it to not lose your way. It’s the best one too to represent cops if you ask me as samurai were law enforcement in the past)
Bonus Proficiency (History)

Level 8 : Fighter
New Feat : Fighting Initiate (get Mariner fighting style. At this point, I believe you graduated from your police school)

Level 9 : Fighter
Extra Attack

Level 10 : Fighter
New feat : Mobile

Level 11 : Rogue
Uncanny Dodge

Level 12 : Rogue
Evasion

Level 13 : Rogue
Ability Score Improuvement (+2 Str)

Level 14 : Rogue
Roguish Archetype (Superior Mobility)

Level 15 : Rogue
Ability Improvement (+2 Str)

Level 16 : Rogue
Reliable Talent

Level 17 : Rogue
New Feat: Tough (You felt throught a huge waterfall and survived! You are incredibly resilient for a bunny!)

Level 18 : Rogue
Roguish Archetype (Ambush Master)

Level 19 : Rogue
Blindsense

Level 20 : Fighter
Martial Archetype (Elegant Courtier)


PROS: Samurai subclass is a match with heaven with sneak attacks! You deal a LOT of damage and you don't even need teammates to set you up! You also have great speed and lots of mobility no matter the terrain. You are a well-rounded character with good investogation skills and a good scout, exactly what we wanted


CONS: You have no magic damage so a teamates would have to set you up with the Magic Weapon Spell. You also have no flying speed, hard to catch those flying criminal with no ways to fly. And finally, you dont have teleportation options so you'll need to rely on your fast mouvement speed to get in melee.



Im super happy about how the build came out! And I do think its fitting but what do you guys think? :smallsmile:

Damon_Tor
2021-04-22, 12:04 AM
Batman
Our level 1 Batman is a teenaged Bruce Wayne just begining his personal transformation into the Dark Knight.

Race: Human. Non-variant. What stats would be dumped on Batman? What is he bad at? None of them, and nothing. We're going for maximum versatility here, so we're getting the broad stat array of a standard human. Fight me.
Background: Noble. The Waynes aren't nobility, but they're close enough, members of an entrenched aristocracy. The benefits of the Position of Privilege perk help to patch the charisma issue (see below). Persuasion proficiency also helps. The background also comes with proficiency in history, which is important, even if we don't think about it much.

Strength: 14. Teenaged Bruce Wayne was an accomplished athlete, so an above-average strength score is appropriate. Eventually Batman's strength becomes peak human, but this is where it can start.
Dexterity: 14. Batman is fast and agile, with a costume that is probably best described as medium armor in most incarnations. Like all of Batman's stats it's hard not to give this a higher score.
Constitution: 14. Batman survives all sorts of lethal nonsense, so we can't dump this either.
Intelligence: 14. He's going to be the world's greatest detective, plus he's an inventor and his ability to plan for contingencies is legendary. He's no Lex Luther but a healthy score here is a must.
Wisdom: 14. Noticing stuff, spotting a lie, as critical for detective stuff as intelligence.
Charisma: 11. Because something had to give. Bruce Wayne is boorish and Batman is gruff and blunt. Both are personas cultivated by Wayne deliberately, so we aren't actually dumping charisma, but it's the lowest score in an otherwise balanced stat array. We'll be augmenting Batman's social abilities with proficiency and class features later.

Level 1- Rogue 1
Batman's core combat tactics involve speed, stealth, and using the darkness to his advantage, plus this gives us a bunch of skill proficiencies we need. We'll take investigation, stealth, intimidation and athletics. Stealth and investigation will be our expertise here. Combat will consist mostly of darts thrown from the shadows... tactics which will eventually lead us to batarangs.

Level 2- Ranger 1
We'll take perception as another skill proficiency with deft explorer giving expertise in it. We take favored enemy (humans, metahumans) to add to our detective stack. We get medium armor proficiency here as well.

Level 3- Fighter 1
The unarmed fighting style completes our ninja training. Unarmed combat is a critical part of Batman's MO, and getting it from the fighter class instead of the Monk lets us use it while wearing armor, which is also important to Batman's fighting style.

Level 4- Fighter 2
We're going to be pushing fighter for a bit here to close the ASI gap left by our multiclassing. We get Action Surge here, which is... hell, probably the single best class feature in the game.

Level 5- Fighter 3
Battlemaster gets us maneuvers: we're picking Commanding Presence, Precision Attack and Quick Toss. Commanding Presence patches the Cha issue, letting us add 1d8 to our social checks, while Precision Attack and Quick Toss are simply excellent combat maneuvers, making sure our punches always land and our Batarangs fly every round.

Level 6-10- Fighter 4-8
Fighters gain three ASIs between levels 4 and 8, so our strength is now peak human, 20. He also has picked up extra attack, and he's added Trip Attack and Tactical Assessment to his list of maneuvers. Tactical Assessment applies a superiority die to an investigation, insight, or history check to add to the detective stack, while Trip Attack is simply a great way to kick butt.


At this point he should really feel like Batman, the ninja detective. What's missing? Oh right, the gadgets. As he returns to Gotham after spending years learning the secrets of the ninjas, he once again has access to his fortune, and to the resources of his family business, which he uses to augment his fighting style with an array of technical marvels: now he starts taking levels in artificer.

Level 11- Artificer 1
The artificer gives us a nifty little utility belt full of goodies.

My first cantrip choice would be guidance, a great ability to simulate a general ability to use gadgets to assist in any ability check assuming you have the time to activate a relevant gizmo. Using a fingerprint-detection device to assist in an investigation check? Using a voice modulator to make your voice sound scary for an intimidation check? Using a database uplink to assist in a knowledge check? All can be handwaved as an expression of the guidance cantrip.
My second choice is the resistance cantrip: a lovely, if unexciting, option. You don't need offense in your cantrip selection, and if you know a save is coming, the ability to prepare yourself or someone else for it seems very Batman. Likely he carries an array of stimulants, inoculations and other counter-agents for any variety of effects.
The leveled artificer spells are how we express Batman's ability to prepare for specific situations, since he can prepare different abilities for himself before every adventuring day. If Batman knows he's going up against someone that shoots lightning, well maybe he builds grounding coils into the suit that day by preparing the Absorb Elements spell. Invisible enemies? Maybe Faerie Fire is a swarm of glowing nanites that counteract their cloaking effect. Bat-Grease seems like something Adam West's Batman might have had on his utility belt. For day-to-day detective work it's hard to beat Detect Magic and Identify.

Level 12- Artificer 2
We're still rocking those batarangs, and with the Returning Weapon infusion we finally get it right. Our second infusion is on our cape, making it a Cloak of Elvenkind, giving everyone else disadvantage when looking for us (Did you know disadvantage imposes -5 on passive perception scores?). Oh look, we have an actual reason in our build why we need a cape!

Level 13- Artificer 3
The armorer sublcass gives us infiltrator armor which we can apply to our medium armor (which is a breastplate, or half-plate if we can source some methril) for advantage on stealth checks, or it allows us to suit up in full-plate heavy armor in defender mode for when a certain Kryptonian needs to be put in his place by your mech-suited self.

Level 14- Ranger 2
Another fighting style gets us blind fighting, which we'll use with fog cloud, which we also get at this level as we start being able to put ranger spells in our utility belt. Ensnaring Strike turns our batarang into a bola. Unfortunately ranger spells can't be re-prepared each night like the artificer's can, so we've got to love these choices.

Level 15- Ranger 3
The Gloomstalker subclass is such a great Batman package I can't turn it down. We get darkvision and effective immunity to enemy darkvision, plus a bonus to initiative rolls, extra speed on the first round of combat, and an extra attack with each attack action we take on our first turn. We also get one more ranger spell here, and I feel like Zephyr Strike is a strong choice.

Level 16- Ranger 4
With this ASI we get sharpshooter. This improves our batarang damage, and effective range, immensely. This level also leaves us as a 4th level spellcaster (the artificer levels round up) with four first level slots and three third level slots. That's not a bad utility belt loadout, though we only have first-level spells available to us.

Level 7-20- Fighter 9-12
Getting us that sweet third attack is always great, and another ASI gives us another feat of our choice. I'm going to pick Alert, simply because the ability to never be surprised by anything is peak Batman. These levels also see two more maneuvers for us to pick, so we'll go with Ambush to maximize our stealth abilities and Disarming Attack which isn't always useful but is amazingly powerful when it is. Also our superiority dice become d10s, and we get one more of them.

Emmerlaus
2021-04-24, 08:33 AM
Damon_Tor: Nice build! WOW! VERY cool and well made!

I like it better then Tulok build cause there is no Monk levels. Batman HAS a big armor for a reason. The Expertise is also useful to cancel the disavantage at higher level.

The only downside for me is that he doesnt have more rogue levels. I feel like he should have the Roguish Archetype (Thief) and that he should have 9 levels of it, so that he get Supreme Sneak, to have advantage on each and every stealth checks. Those for me are more important then fighter levels. And because with that idea he will have less manouever, I would give him, again, the Samurai martial archetype, to be able to pack a punch even if alone or not having the advantage.

But Batman is a hard build to make as it needs to cover so much things. Your build on it is very good on that regard!

Thanks for your contribution! :smallsmile:

Emmerlaus
2021-04-24, 08:34 AM
Nick Wilde – Zootopia

Goals for the Build

1) Master of the Field : Like Judie Hop, you went into the same police school but only by the end of the movie
2) Taking a wrong turn : You started on the wrong side of the law as a small crook
3) You need to know Zootopia streets and its animals like the palm of your paw !

STATS :

Str : 8 (You use your tongue rather then your muscles to get out of trouble)
Dex : 14 (You are agile and quick on your feet)
Con : 12 (You are durable despite your small frame)
Int : 10 (A bit low, You have street-knowledge then scholar knowledge)
Wis : 13 : (You are quick witted and perceptive)
Cha : 15 (You are quite the charmer and deceiver)

RACE : I dont like the race but it fit fox quite well… SHIFTER !
+1 Dex
Darkvision
Keen Senses : Trained in Perception
Shifting : Shifting for one minute, recharge with short or long rest.

SWIFTSTRIDE :
+1 Cha, +1 Dex

Graceful : trained in Acrobatic
Swift Stride : +5 feet speed, +10 feet when shifting
Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

BACKGROUND : Dimir Operative (pretend to be in the marchand guild despite being a crook) skill givens : Stealth and Deception

CLASS PROGRESSION :

Level 1 : Bard
Skill Trained : Athletic, Persuasion, Survival
Spellcasting (Cantrips : Prestigitation to make frozen pops and Vicious Mockery)
Spell Known : Animal Friendship, Charm Person, Feather Fall, Illusiory Script
Bardic Inspiration (1d6, 2 times per day, 3 when shifting)




Level 2 : Bard

Jack of all Trade (that’s the ticket ! Nick definitely needed that in his build)
Song of Rest
Spellcasting (+Detect Magic)

Level 3 : Bard
Expertise (Persuasion, Deception)
College of Eloquence :
- Silvertongue
- Unsettling Words
Spellcasting : Locate Object

Level 4 : Bard
New Feat (Keen Mind) // Its bad, I know, but it fit Nick Wilde. How else can he knows every animals in town, knows how many hours Judie has left for her to finish her investigation or how to get anywhere in this huge city ? While the feat is essential for flavor, if you dont like it, switch this feat and the one given at level 19 of this build together. Im sure you wont mind getting Keen Mind at level 19 since almost no games go to that level lol)
Spellcasting (+ See Invisibility)


Level 5 : Rogue
+1 Skill : Sleight of Hand
Expertise (Athletics, Perception)
Thieves Cant, Sneak Attack (+1d6)

Level 6 : Rogue
Cunning Action

Level 7 : Rogue
Roguish Archetype (Thief)
Second-Story Work
Fast Hands

Level 8 : Rogue
Ability Improvement (+2 Charisma)

Level 9 : Rogue
Uncanny Dodge


Level 10 : Rogue
Expertise (Investigation, Stealth)


Level 11 : Rogue
Evasion

Level 12 : Rogue
Ability Improvement (+2 Dex)

Level 13 : Fighter
Fighting Style (Mariner), Second Wind

Level 14 : Fighter
Action Surge

Level 15 : Fighter
Martial Archetype (Samurai)
Bonus skill : History
Fighting Spirit

Level 16 : Fighter
Ability Improuvement (+2 Dex)

Level 17 : Fighter
Extra Attack

Level 18 : Fighter
New feat : Perceptive (+1 Wis, get that Passive Perception up and you can now read lips.)

Level 19 : Fighter
Martial Archetype (Elegant Courtier)

Level 20 : Fighter
New Feat: Lucky

Matt4
2021-04-24, 09:54 AM
Would ask for a build for Mulan be too much? :smallwink:

Emmerlaus
2021-04-24, 09:57 AM
Would ask for a build for Mulan be too much? :smallwink:

Interesting... but first, tell me what you don't like in Tulok build for Mulan? It seems pretty accurate? :smallconfused:


https://www.youtube.com/watch?v=TRlJeMxp6F8&t=40s

Matt4
2021-04-24, 10:28 AM
Interesting... but first, tell me what you don't like in Tulok build for Mulan?

The fact that I didn't know about it for starters :smalltongue:

Emmerlaus
2021-04-24, 11:36 AM
The fact that I didn't know about it for starters :smalltongue:

Then it’s a win-win for everybody! Love Tulok work and always glad to make someone discover his builds, especially when I agree with it lol!

Some of them I think could have been better though, like it’s Batman build or it’s Froppy build. I made my own Froppy build I’m satisfied with and although Damon_Tor made a nice build for Batman, I think I would have done it differently. I suppose it could be a build I do next if there is an interest for it or I feel like having an headache as Batman has so much stuff to cover lol

Damon_Tor
2021-04-24, 04:02 PM
Damon_Tor:The only downside for me is that he doesnt have more rogue levels. I feel like he should have the Roguish Archetype (Thief) and that he should have 9 levels of it, so that he get Supreme Sneak, to have advantage on each and every stealth checks.

A strictly worse stealth package compared to what we already have: he already has advantage on every stealth check via his infiltrator armor, and he doesn't have to move at half speed to use it (unlike the poorly-named Supreme Sneak). Plus he can use one of his infusions to make his cape into a Cloak of Elvenkind and give everyone disadvantage when trying to see him (disadvantage is -5 to a passive check!). Combined with his proficiency and expertise in stealth, and his ability to foil darkvision via Gloomstalker, the Artificer's Guidance cantrip, and the battlemaster's Ambush maneuver, there's virtually no danger of being spotted by anything without magic senses.

Don't get me wrong, I'd love to have more rogue levels (I would lean toward Inquisitive) but ultimately I felt like it added less to the overall Batman feel than fighter did, especially with how well the Battlemaster's non-combat maneuvers help fill in the gaps, and the fact that those maneuvers get better, and you get more uses of them, as you gain fighter levels.

Emmerlaus
2021-04-24, 04:16 PM
A strictly worse stealth package compared to what we already have: he already has advantage on every stealth check via his infiltrator armor, and unlike supreme sneak he doesn't have to move at half speed to use it (unlike the poorly-named Supreme Sneak). Plus he can use one of his infusions to make his cape into a Cloak of Elvenkind and give everyone disadvantage when trying to see him (disadvantage is -5 to a passive check!). Combined with his proficiency and expertise in stealth, and his ability to foil darkvision via Gloomstalker, the Artificer's Guidance cantrip, and the battlemaster's Ambush maneuver, there's virtually no danger of being spotted by anything without magic senses.

Don't get me wrong, I'd love to have more rogue levels (I would lean toward Inquisitive) but ultimately I felt like it added less to the overall Batman feel than fighter did, especially with how well the Battlemaster's non-combat maneuvers help fill in the gaps, and the fact that those maneuvers get better, and you get more uses of them, as you gain fighter levels.

Just wow! You are definitely more knowledgeable then me in terms of rules! And to be honest, I’m not super familiar with The alchemist class. Only made one alchemist build in the past and studied them a bit but clearly not enough. I’ll have to challenge myself in making a build with Alchemist levels eventually or at least read them more carefully!

I’ll pin your Batman build in the second post of my thread once I’m home. Its harder for me to do it on my phone. And I’ll 100/100 credit you of course. :smallwink:

Damon_Tor
2021-04-24, 05:44 PM
I fixed up my presentation a bit and filled some missing information like spell selection and some explanation of the different benefits of the different choices. The end result is a Batman who is very very good at the things Batman should be very good at at (unarmed fighting, thrown weapon fighting, investigation, stealth) while not being the absolute best possible at any one of them.

Oh it might also be relevant that between his race, background, and class selections, he also knows 6 languages, not including Thieves Cant. In real life knowing six languages is pretty impressive, but of course in the comics Batman can speak at least 40 languages fluently including fantasy languages he has no business speaking, like Kryptionian. Because he's Batman.

But there's no way I'm going to dedicate enough levels into a full caster class for the tongues spell, so we'll have to be satisfied with the six we've got here. I'll suggest they should be English, Spanish, Japanese, Chinese, Russian and Arabic. That seems like the most useful array of 6 languages, noting that Japanese is included more for background reasons than for day-to-day utility.

Damon_Tor
2021-04-25, 07:34 PM
Darth Maul
No one class or blend of classes can express the varied abilities of all force users in the Star Wars universe, and here we're exploring a build of a uniquely martial Sith, Darth Maul. To be clear, Maul WILL have force powers, using a variety of telekinetic abilities to augment his potent combat abilities, but especially in his early levels he's about fierce combat first, with his somewhat limited force abilities used to supplement. Later in his build he picks up levels as a full caster. As with my Batman build, I'll assume our level 1 Darth Maul is a young boy just starting his Sith training.

Race: Maul is a Zabrak, a people known for their durability, their intense emotional strength, and their fearsome appearance. We could go with a Custom Lineage here, but there's already a race which matches Maul perfectly in 5e: the Half-Orc. Here we get intimidation proficiency, the durability boost of Relentless Endurance, and the savagery of Savage Attacks. we'll keep the Half-Orc's +2 to Strength and +1 to Con.
Background: Acolyte. Maul was born into a Dathomirian dark-side cult led by his mother. The Zabraks of Dathomir aren't Sith, but a separate force-using culture with distinct abilities. Here we get proficiency in Religion and Insight.

Strength: 16. Maul is a natural athlete, and his strength is augmented by the force. With the understanding that this score represents Maul's natural physicality plus this force-based augmentation, this is also our main attack stat.
Dexterity: 14. Maul is extremely agile. We'll start this at a respectable 14.
Constitution: 16. One tough SOB, I'm not sure anyone else in Star Wars canon has a survival feat on par with being bisected, then falling hundreds of feet into a sewer, where he survived for years.
Intelligence: 12. Maul is at least clever enough to put several evil plots in motion and run a criminal syndicate... albeit not very successfully. This ability score will eventually apply to our force abilities when we gain them.
Wisdom: 8. Overconfident and arrogant, Maul fails to see through his master's various plots and lies, used as a pawn and a weapon and discarded when convenient.
Charisma: 8. Maul is terrible at making friends and he's about the least subtle Sith Lord in canon. He's capable of being intimidating to a point, but we can handle that via proficiency.

Level 1-2- Barbarian 1-2
Maul draws his power from his anger, which makes the barbarian a natural choice for his starting class. Maul wears no armor, making the barbarian's Unarmored Defense ability critical. This connection to his rage is likely what attracts Sidious to take on Maul as his apprentice. Our skill picks are Athletics and Perception. We also get the flavorful Reckless Attack and Danger Sense. Maul is still a child without telekinetic abilities, and so has yet to forge his Lightsabers.

Level 3-5- Fighter 1-3
While Sidious respects Maul's inner rage as source of great power, his new apprentice must be taught discipline to be to a useful tool, and so we're switching to the fighter class.
Here we pick up the Great-Weapon Fighting style. Why great-weapon fighting? We'll eventually be using the Double Bladed Scimitar as Maul's signature weapon, and the Great Weapon fighting style works extremely well on the 2d4 damage employed by the weapon, triggering on half of all damage dice we roll.
At fighter 3 we take the Psi Warrior subclass, and finally our Sith Training is bearing fruit! We gain a suite of telekinetic powers, and we can even use them while raging, because unlike some other builds, these aren't spells. Protective Field stacks nicely with rage's damage resistance.


At this point, with our telekinetic force abilities unlocked, there are no more excuses from our master, it's time to forge our Lightsaber. We'll be creating a custom Sun Blade which extends into either a Double-Bladed Scimitar or a Longsword. As always when acquiring magic items, a quest of some sort is appropriate, in this case probably tracking down a Sith Holocron.

Level 6- Barbarian 3
We are ready to act as our master's weapon against the Jedi and soon our revenge will be complete. Sidious once again encourages Maul to deepen his hatred, and he becomes a zealot, in his pursuit of vengeance.

Level 7-11- Fighter 4-8
Our ASIs get us to Str 20 and Int 14, and we get our Extra Attack feature. We also gain the concept-critical Psi-Powered Leap and Telekinetic Thrust abilities.


This is where we meet Maul in Episode 1, and here's where Maul meets his defeat at the hands of Obi-Wan Kenobi. Cut in half and left for dead, Maul survives, barely, in the sewers. Perhaps ironically, the physical frailty imposed him by this defeat brings Maul closer to the Force, and his burning hatred of Kenobi and Jedi (and of his Master once he discovers how he was used, betrayed and replaced) drives him to increase his force abilities. He necessarily picks up two new Magic Items during this time as well: a pair of Prosthetic Legs.

Level 12-20 Wizard 1-9
Here we need to get Maul to the level of power we see at the end of the Clone Wars series, where he survives order 66 unarmed using his force abilities.
At wizard 2, Maul picks his subclass: Bladesinger, like many Force Users.
At wizard 4, we get another ASI, bringing our intelligence to 16.
Our cantrips are mage hand, blade ward, friends and booming blade.
Our spells will be shield, catapult, thunderwave, longstrider, levitate, hold person, shatter, Haste, Intellect Fortress, Nondetection, Protection from Energy, Telekinesis and Bigby's Hand.
Our second ASIs here will get our Intelligence score to 18.

Emmerlaus
2021-04-26, 07:49 AM
Reposting but only to make linking back to the build easier:



Zootopia - Judie Hopp

1) Master of the Field: You can trained to adapt to every environnement of Zootopia
2) Sherlock Hare : You are a cop and a master investigator
3) Poursuit Expert: You got to catch the running criminal with great speed

Stats:

Str: 15 (There is no guns in Zootopia but still have “guns” if you catch my drift)
Dex: 12 (You are agile and quick on your feet)
Con: 14 (You can tank a few hits and you are as healthy as you can be)
Int: 8 (Simply because you don’t really need it and you are a cop, not a scholar)
Wis: 13 (You are quite determined and perceptive)
Cha: 10 (A bit low, you are charming but you can’t convince other animals with your words that you are a worthy cop)

Race: After much consideration, I decided to go with custom race once again. Mostly because of what it could give to rabbits people:
Stats : +2 Dex
Feat : Alert
Skill trained : Perception

Background : City Watch (Investigator) (Investigation, Insight)

Class :

Level 1: Rogue
Skill trained : Acrobatics, Athletics, Sleight of Hand, Deception
(Sleight of hands because how smoothly she took back those fair tickets. Dont forget however you might use it mostly to hide something on yourself, like a carrot pencil or your phone. Deception is because she just cant seem to convince anyone she’s a real policewoman but she can trick a fox in revealing his tax evasion and make a very good howling wolf impression)
Expertise (Athletic, Investigation)
Thieves Cant and Sneak Attack (1d6)

Level 2 : Rogue
Cunning Action

Level 3 : Roguish Archetype (Scout)
Skirmisher
Survivalist (+Nature and Survival Skill)

Level 4 : Rogue
Ability Improuvement (+1 Str and +1 Wis.)


Level 5 : Fighter
• Fighting Style (Unharmed Attack)

Second Wind

Level 6 : Fighter
Action Surge

Level 7 : Fighter
Fighter Archetype (Samurai) : (The most resolved fighter class, you’ll need it to not lose your way. It’s the best one too to represent cops if you ask me as samurai were law enforcement in the past)
Bonus Proficiency (History)

Level 8 : Fighter
New Feat : Fighting Initiate (get Mariner fighting style. At this point, I believe you graduated from your police academy)

Level 9 : Fighter
Extra Attack

Level 10 : Fighter
New feat : Mobile

Level 11 : Rogue
Uncanny Dodge

Level 12 : Rogue
Evasion

Level 13 : Rogue
Ability Score Improuvement (+2 Str)

Level 14 : Rogue
Roguish Archetype (Superior Mobility)

Level 15 : Rogue
Ability Improvement (+2 Str)

Level 16 : Rogue
Reliable Talent

Level 17 : Rogue
New Feat: Tough (You felt throught a huge waterfall and survived! You are incredibly resilient for a bunny!)

Level 18 : Rogue
Roguish Archetype (Ambush Master)

Level 19 : Rogue
Blindsense

Level 20 : Fighter
Martial Archetype (Elegant Courtier)


PROS: Samurai subclass is a match with heaven with sneak attacks! You deal a LOT of damage and you don't even need teammates to set you up! You also have great speed and lots of mobility no matter the terrain. You are a well-rounded character with good investogation skills and a good scout, exactly what we wanted


CONS: You have no magic damage so a teamates would have to set you up with the Magic Weapon Spell. You also have no flying speed, hard to catch those flying criminal with no ways to fly. And finally, you dont have teleportation options so you'll need to rely on your fast mouvement speed to get in melee.

nickl_2000
2021-04-26, 07:56 AM
Strength is an interesting choice for the primary physical stat for her, especially since there is so much emphasis on how small and weak she is compared to all the other cops.

Emmerlaus
2021-04-26, 08:12 AM
Damon_Tor : Love your build for Darth Maul by the way! Very fitting! :smallsmile:


Strength is an interesting choice for the primary physical stat for her, especially since there is so much emphasis on how small and weak she is compared to all the other cops.

Haha well I figured that in her training montage, she trained a lot physically. Also, it goes with her motto "you can be whatever you want", no matter your size.

And to be honest, her coworkers probably have the "Powerful Build" trait. Which mean its easier for them to "push her" around.

She might be small but remember, she knocked out a BIG rhino with a single kick... that requiere some amazing strenght for her lithe frame!

I made her able to compete with big animals by using Expertise (Athletic) checks. Powerful build trait might be good but Expertise is a nice alternative with a lot of advantages on its own. In fact, it might be better!

Damon_Tor
2021-04-26, 03:45 PM
Spawn
Al Simmons was already a skilled warrior and assassin when he died. Making a pact with an arch-demon called Malbolgia, he returned to the world of living as a Hellspawn, destined to lead Hell's armies against the forces of Heaven. As before, we're assuming level 1 Al Simmons is a young man, probably just joining the Army.

Race: Human (Variant). This will change later, but at level 1 Al is still very much a human. His bonus feat is Gunner, as he shows great skill with firearms even as a young man. Our bonus skill proficiency is in survival. Our stat bonuses are +1 Str and +1 Dex
Background: Soldier. This should be an uncontroversial choice. This background gives us proficiency in intimidation and athletics.

Strength: 14. He's not a power lifter, but Al is an exceptional soldier and a gifted athlete.
Dexterity: 16. He's a skilled marksman and becomes one of the world's top assassins.
Constitution: 12. As Al Simmons, he has no survivability feats of note, and his story begins, ultimately, with his death. But he's in excellent shape, so he'll be above average
Intelligence: 8. "This guy is dumber than Clark" notes Batman upon meeting Spawn. It's true that Al lacks subtlety of thought, lacking the foresight to really think through his decisions and their consequences.
Wisdom: 12. His tactical awareness is above average, though other skilled assassins can get the drop on him and proficient liars can manipulate him.
Charisma: 14. If all the varied expressions of Charisma in D&D have one common thread linking them together, it's confidence, and Al Simmons has swagger. This trait, more than the combat skills, are what attracts the attention of Malbolgia.

Levels 1-3- Fighter 1-3
These levels represent Al's time in the army before being tapped to train as an assassin, this gets us Perception and Stealth training. We'll take the archery fighting style for a bonus to our ranged attack rolls. Al is a Battlemaster with Ambush, Precision Attack and Riposte.

Levels 4-7- Rogue 1-4
His skills recognized, Al is chosen to train to become an assassin gaining proficiency in acrobatics and deception with expertise in stealth and perception. He gets an ASI here, which brings him to 18 Dex.


Betrayal! Al's superiors turn on him, and he's killed by another assassin he thought was his ally. But this is not the end for Al Simmons, as when he gets to Hell he is greeted by the Malbolgia who makes him an offer he can't refuse: he can return to life and see his wife again, in exchange for his services leading Hell's army. He agrees, and the pact is forged.

Race: Reborn. No longer a human, Al is now a Hellspawn, not quite dead, not quite alive. Al loses many of his memories, as he loses his Gunner feat and survival proficiency. His ability scores will remain the same. (Rules for the Reborn racial option are found in Unearthed Arcana.)

Magic Items: When he's returned to Earth, Al is bonded with a symbiotic suit of infernal origin. For our purposes, we'll treat this as Living Armor using Studded Leather Armor as the base item. It includes a long, living cape that can intercept projectiles, a Cloak of Protection. The suit can also extrude living chains to attack Spawn's enemies, which we'll treat as a Dyrrn's Tentacle Whip. (Both the armor and whip are found in Eberron: Rising from the Last War.)

Level 8- Warlock 1
Al's deal with Malbolgia is clearly a Fiend Pact. He gains the ability to shoot blasts of energy and magically enhance his durability, represented by the Eldritch Blast and Blade Ward cantrips. For his first level spells, we'll take Hex and Cause Fear.

Level 9- Fighter 4
This level, Al learns to adjust his fighting style to his new abilities, using martial versatility to replace his archery fighting style with dueling, as he relies more on his living chains and eldritch blasts than on firearms. He also replaces Ambush with Lunging Attack, to better take advantage of the reach and power of his chains. Still preferring direct combat over magic use, his ASI here brings him to Dex 20.

10-20- Warlock 2-12
At warlock 3, we'll be taking Pact of the Blade. This can be used to represent his suit's ability to manifest blades and spikes and other weapons, but in practice we're most likely to apply its bonuses to Spawns' chain. He gets three ASIs here that collectively bring his charisma to 20, his infernal power growing until he eventually becomes a threat to Hell itself.
Invocations- Agonizing Blast, Devil's Sight, Mask of Many Faces, Thirsting Blade, Eldritch Smite, Lifedrinker
Cantrips- Eldritch Blast, Blade Ward, Minor Illusion, Create Bonfire
Spells- Hex, Hellish Rebuke, Darkness, Invisibility, Fear, Fly, Fireball, Bestow Curse, Fire Shield, Hold Monster, Far Step
Mystic Arcanum- Summon Fiend

Damon_Tor
2021-04-26, 04:40 PM
She might be small but remember, she knocked out a BIG rhino with a single kick... that requiere some amazing strenght for her lithe frame!

I would think a monk's ability to apply dexterity instead of strength to unarmed attacks would work well for this though. Plus monk levels would give her a ton of extra mobility including things like Step of the Wind for great jumping ability, which seems pretty critical. I would expect Judy to be a Monk/Ranger personally. Ranger should fill in enough of the skills to make her a great detective, while monk gives her the physical combat and mobility we expect. Maybe a hint of rogue, but I think you'd find it redundant with the ranger.

Emmerlaus
2021-04-26, 06:19 PM
I would think a monk's ability to apply dexterity instead of strength to unarmed attacks would work well for this though. Plus monk levels would give her a ton of extra mobility including things like Step of the Wind for great jumping ability, which seems pretty critical. I would expect Judy to be a Monk/Ranger personally. Ranger should fill in enough of the skills to make her a great detective, while monk gives her the physical combat and mobility we expect. Maybe a hint of rogue, but I think you'd find it redundant with the ranger.

I didn't see her as being trained in speed, or any other trained policeman in the police academy. From the training montage and short sequence from it, It seem policeman are trained in boxing.

One of the reason for them to be so focused on strenght is that they might have to carry culprits to the police station. On that regard, even my build on Judie is failing. Even with her strenght, she wouldn't be able to carry a Goliath in full plate... Lets not forget that even with Strenght 10, it mean a normal character without Powerful Build can only carry to the maximum of 300 pounds. A Loxodon or Goliath can wear a lot more then that, naked at that!

Its true that I DID think of Monk but why any other policeman are trained this way? That's because they aren't!

So I went with the logical way to make it, not the optimal way to make a Zootopia investigator. Her training is the same as other policeman from police academy after all. And none of them are trained as Monk.

EDIT: And what did you think of Nick Wilde? I needed one of them to know Feather Fall and it made sense for him to have it with his Bard training. ALSO... Its ironic to me that Nick wanted to join the equivalent of the Rangers when he was young but gave up on it LOL

Lavaeolus
2021-04-27, 12:52 PM
Going over the training scene, it strikes me very much as Judy finding alternate solutions to problems designed around big Strength-based characters. Where the others climb the ice-wall, Judy hops using the other trainees as ground. When put against a rhino, she doesn't punch back: she uses evasiveness to avoid attacks and then uses her environment to help redirect his own punch.

(Jumping is also STR-based in D&D 5e, but ideally I'd probably model this as some sort of racial feature. Rabbitfolk (https://media.wizards.com/2021/dnd/downloads/UA2021_FeyFolk.pdf)'s Rabbit Hop sort of models something close to this. Judy's Small, but lives in a world with a lot of Tiny people.)

She gets the same training as everyone else, but makes use of the fact she's a rabbit -- and so cannot take the expected approach -- to achieve the goals set in different ways. She's still proportionately strong for a rabbit, mind, but I wouldn't make it her primary stat.

Monk's an alright way of modelling this. It's speedy and evasive, offers a lot of unarmed support, and gives you a decent unarmoured AC; Judy's outfit could be modelled as light or even medium armour, but it seems like the police generally just wear a suit and tie. That said, Judy isn't particularly mystical: 'Ki' is stamina and adrenaline, she probably hasn't taken the class to high-levels, and she picked a subclass like Drunken Master that doesn't let her do anything outrageously fantastical.

After that, Judy might take some levels in Rogue for Expertise and additional proficiencies. Expertise in Athletics helps make up for (relatively) poor Strength. Inquisitive will heighten some detective skills, but Scout also offers some movement bonuses. What amounts to Nature Expertise on a carrot farmer is a bonus. If your DM will allow you to apply manacles to a stunned or grappled opponent in combat, you could consider Thief, but allowing that's their perogative. Downside: unarmed strikes aren't finesse weapons, and I don't remember the Zootopia police using batons or the like.

Emmerlaus
2021-04-27, 03:46 PM
Judy's outfit could be modelled as light or even medium armour, but it seems like the police generally just wear a suit and tie.

Eeyup! She is definitely wearing a top armor. I think it might be cause their is no other female cops in Zootopia OR... the other animal have NATURAL ARMOR.

Its also one of the reason I went with Fighter instead of Monk.


That said, Judy isn't particularly mystical: 'Ki' is stamina and adrenaline, she probably hasn't taken the class to high-levels, and she picked a subclass like Drunken Master that doesn't let her do anything outrageously fantastical.

THAT'S another problem I met with the build and why I didn't go with Monk! The less mystical option is Drunken Master AND it doesnt fit her at all! The other one is the Monastery Tradition : The Open Hand style BUT if you go further then a few levels, you can heal people. Not fitting her.

Also, she defeated that Rhino with a SINGLE STRIKE, no Furry of blow involved. Monk are better at dealing several hit per rounds.

Anoter counter argument to give her STR some love: She pushed a big fat sheet stuck in a window frame to the side of the rail to avoid hitting that other train (sorry English is not my first language). I doubt a Monk would be able to do the same.


After that, Judy might take some levels in Rogue for Expertise and additional proficiencies. Expertise in Athletics helps make up for (relatively) poor Strength. Inquisitive will heighten some detective skills, but Scout also offers some movement bonuses. What amounts to Nature Expertise on a carrot farmer is a bonus. If your DM will allow you to apply manacles to a stunned or grappled opponent in combat, you could consider Thief, but allowing that's their perogative

That's how I builded her at first... But to be honest, I think the STR focus fit her if we consider its her LEGS MUSCLES that are stronger then the usual rabbit from all that training. She can definitely jump higher and better then a normal rabbit, with some Acrobatic Training to land on any surface and jump back again.


Downside: unarmed strikes aren't finesse weapons, and I don't remember the Zootopia police using batons or the like.

That's a MAJOR downside if you ask me! The only weapon I remember in the movie is a taser and a net! And one of them that would requiere Shocking Grasp... and she didnt want to take it anyway lol

LONG STORY SHORT: I dont think their is a perfectly fitting build for her... Its one of those build you need to sacrifice something to fit the flavor but always sacrificing something else that is as vital for her in the process.

You could be more flexible in the rules or adapt and to be honest, you need to do that often. Its one of the fun thing in making characters to be honest. I made my Poe build use chopsticks to battle with! It was only done in ONE scene in the movies and not a recurent thing. But it still was very flavorful and acceptable if you ask me... while others will always disagree on your build, even if you had the best intentions or if it was flavorful to you.

If you like her as a Monk/Ranger/Rogue, make the build so we can compare! Not only it will be entertaining for the others to read and compare but You'll see for yourself its always easy to find a flaw in a build.

That's also why I admire Tulok to be able to deal with his complains all the time LOL

Damon_Tor
2021-04-27, 03:54 PM
A large strength investment is not necessary for wonderful jumping ability.

For example, a dex20/str10 monk3/rogue(thief)3 can make a 30-foot long running jump when using step of the wind, which incidentally is around the world record for humans.

If you give her two levels in ranger she can cast Jump, increasing her jump distance to 90 feet. Getting enough movement speed to take advantage of this is simple considering you can dash as a bonus action, plus you have all the speed boosts of the monk and ranger classes.

Consider:

Judy sees two bad guys making a getaway across the rooftops of Zootopia. They're goats, great climbers and jumpers, so she knows she's in in for a hell of a chase: she takes a moment to psych herself up as she picks up speed: mechanically, she's casting Longstrider, Jump, and finally Zephyr Strike on herself over the first three rounds of the chase while still moving quickly toward the perps, dashing every round even while casting those spells. By the end of the second round her base speed is 95 feet (assuming at least 6 levels in both monk and ranger as well as the mobile and squat nimbleness feats). Using Step of the wind she can jump 90 feet, clearing the distance not just over alleyways, but over many of the streets.

The goats see the lithe little cop quickly closing in, and the boss tells his two thugs to stop her while he gets away with the loot. The loyal enforcers stop and block the bunny's path, but without even slowing down, she sails effortlessly over their heads and tackles the boss: A 90 foot long jump clears obstacles up to 22.5 feet high, which puts her well above the melee attack range of most opponents at the apex of this jump.

This build requires no strength investment at all, just smart mixing of three classes... and with minimal MAD, as all your multiclasses just require dex and wis. And with dex 20 and monk 6, her unarmed attacks deal almost as much damage as a fighter with unarmed fighting style and 20 str, but she can make 4 of them in one round and apply stunning strike to each of them.

I would finalize this build at Monk 8, Ranger 8, Rogue 4, which gets you 5 ASI (probably +2 Dex, Squat Nimbleness, Mobile, +2 Wis, +2 Wis. Assuming you started with 17 Dex and 16 Wis you max them both out and get all that tasty move speed) Rogue and ranger gives you tons of proficiency and 3x expertise to fill out your detective skills. Select subtle, low-magic spells for the ranger and treat them like natural abilities fueled by willpower and/or plot armor, the same as you do your Ki-based abilities. Your role in combat is to take advantage of your extreme mobility to leap right over the front lines of combat to the back of the enemy ranks and incapacitate the boss/spellcasters/snipers by applying stunning strikes.

Damon_Tor
2021-04-27, 04:10 PM
Also, she defeated that Rhino with a SINGLE STRIKE, no Furry of blow involved. Monk are better at dealing several hit per rounds.

Depending on the level investment, monks can deal as much or more damage in one unarmed strike than a fighter can. A fighter with 20 strength using one hand to deliver the unarmed strike deals 1d6+5 damage, the same as a 5th-10th level monk with 20 dex. At 11th-16th levels a monk's single punch is as strong as the fighter's double-fisted haymaker, and at 17+ it's even stronger.

But in both cases, the damage they deal is very similar, only differing by 1 or 2 points depending on the level.

What the monk DOES have that the fighter does not is a way to incapacitate an opponent without reducing them to 0 HP: stunning strike.

Emmerlaus
2021-04-27, 06:23 PM
I would finalize this build at Monk 8, Ranger 8, Rogue 4, which gets you 5 ASI (probably +2 Dex, Squat Nimbleness, Mobile, +2 Wis, +2 Wis. Assuming you started with 17 Dex and 16 Wis you max them both out and get all that tasty move speed) Rogue and ranger gives you tons of proficiency and 3x expertise to fill out your detective skills. Select subtle, low-magic spells for the ranger and treat them like natural abilities fueled by willpower and/or plot armor, the same as you do your Ki-based abilities. Your role in combat is to take advantage of your extreme mobility to leap right over the front lines of combat to the back of the enemy ranks and incapacitate the boss/spellcasters/snipers by applying stunning strikes.

Im not sure what Squat Nimbleness is but you are probably right, as usual.

I could try to make the build now but I had one hell of a bad day today. I'll try to do it somewhere this week.

As for my Nick Wilde build, I suppose there was nothing to say? :smallredface:

Damon_Tor
2021-04-27, 06:39 PM
Im not sure what Squat Nimbleness is but you are probably right, as usual.

I could try to make the build now but I had one hell of a bad day today. I'll try to do it somewhere this week.

As for my Nick Wilde build, I suppose there was nothing to say? :smallredface:

Its fine: the stats are basically where they should be, but I don't know that having that much spellcasting is really justified. All his feats are well within the capabilities of a rogue with social expertise and a high charisma.

Emmerlaus
2021-04-28, 06:57 AM
Its fine: the stats are basically where they should be, but I don't know that having that much spellcasting is really justified. All his feats are well within the capabilities of a rogue with social expertise and a high charisma.

aaaah Thank you!

I added a fifth level of Bard so that he could get Leomund Tiny Hunt since his home seemed to be under a bridge and that seemed to be an highly unconfortable way to live LOL

But instead, I could just give him the 4th level for the College of Eloquence at level 3 and the feat at level 4 and replace the fifth level with a level of Fighter for another feat or ability improuvement... Im not sure what though. Considering he never truly fought anyone in the movie, its hard to give him useful like "Sharpshooter" but he would make a good police negociator job... I think I could give him the Lucky feat though... He managed to become a cop despite having being a small crook and never have being caught or charge before, that's quite the feat!

ScoutTrooper
2021-04-28, 11:59 AM
Not my post, but I wanted to share as I was considering something similar Kaladin Stormblessed from the Stormlight Archive novels by Brandon Sanderson. It's in the 'Tulok The Barbarian' style of character building as well.

https://www.reddit.com/r/Stormlight_Archive/comments/foczz8/how_to_play_kaladin_in_dnd_5e/

Damon_Tor
2021-04-28, 02:30 PM
aaaah Thank you!

I added a fifth level of Bard so that he could get Leomund Tiny Hunt since his home seemed to be under a bridge and that seemed to be an highly unconfortable way to live LOL

But instead, I could just give him the 4th level for the College of Eloquence at level 3 and the feat at level 4 and replace the fifth level with a level of Fighter for another feat or ability improuvement... Im not sure what though. Considering he never truly fought anyone in the movie, its hard to give him useful like "Sharpshooter" but he would make a good police negociator job... I think I could give him the Lucky feat though... He managed to become a cop despite having being a small crook and never have being caught or charge before, that's quite the feat!

Something to consider: very few characters are what we would call "level 20". Batman, sure, absolutely, he's 20th level for sure, he fights Gods and such. Judy and Nick? Probably not. That doesn't mean you can't plan out their builds into the future for a hypothetical 20 level build, but for a fairly low-powered film like Zootopia don't get caught up on whether an ability you give them at level 18 is something you saw them do in the film.

The Lucky feat is a good call for him. I can get behind taking bard to 3rd level for College of Eloquence's Silver Tongue and some very subtle spells you can reflavor as natural abilities. Maybe Bard 3, Rogue 8, Ranger 4, Monk 5 For a 20 level build. He'd focus on being the party face, with maxed charisma and expertise in the right places, while his combat abilities would be very tame. That's the other thing: don't be afraid to make someone not great at combat if they aren't supposed to be great at combat. Nick should waltz through social encounters while taking a back seat in a fight.

Emmerlaus
2021-04-29, 07:03 PM
SIDE NOTE: I added Spawn to the character list! :smallsmile:

=========

Ok, today, my build is for Froppy (My Hero Academia)

But before going into it, I want to link to the build of Tulok. Althought I disagree with it, I think it's nice to have a build to compare mine to:


https://www.youtube.com/watch?v=2VuEi_A3DLo

Now, what I don't agree with the build... Even if he gave some spellcasting to Froppy, I feel like the choice of spells were off chart. Just for an exemple, he gave her mending... but not Mage Hand ?! Mage Hand would have bing perfect to represent how she can move objects from a distance with her tongue.

I dont really agree in making her a Monk as well but that's a nitpick. And the build definitely need a swimming speed !!

Personnaly, I decided to make her with enough spells to represent what she can do for the team. AND... ok, I'll be 100% honest here, some spells are a bit streching on what she can do in the anime BUT it fit the frog theme AND it gives her a lot of utility that fit a frog champion warrior.

Also, I do not like how Tulok build doesn't give her REACH! Her tongue have reach so even if she "tongue-slap the witch" it will have to be in close-quarters. But again, its hard to make the VERY long frog tongue work in DND mecanich but I think I found a away!

I'll explain myself in the build but feel free to comment if you prefer Tulok version over mine, which is totally fine:

Froppy Build :

Race : Grung
Stats gained : (+2 Dex, + 1 Con)

Stats (total at level 1):

Strenght 8, Dex 17, Con 14, Int 10, Wis 12, Cha 14

LEVEL 1 : Rogue (lvl.1)

Skill Trained : Acrobatic, Stealth, Persuasion
Background skills (Sailor) : Athletic, Perception (Perfect background for Froppy to reflect her experience on a ship and her interSHIP episode)
Proficency on Dexterity, Intelligence saving throw

Expertise (Acrobatics, Stealth)
Thieves Cant
Sneak Attack (+1d6)

LEVEL 2 : Rogue (lvl.2)
Cunning Action

LEVEL 3 : Warlock (lvl.1)

Otherwordly Patron (The Genie - Djinn)
(I took the air genie because I want the thunder damage to be "ribbit" sounds. I found it way more fitting AND cute then the cold damage from the water genie. Beside, you can justify it in the air genie agenda is to have agent to go after the water genie followers)

Genie’s Vessel : Enter the vessel, act like a bag of holding, act as a confortable room of 20 feet square Inside.
+ deal extra damage with an attack roll equal to your proficiency bonus, Thunder damage
(It also gives you a room to have A BATH! Now your Grung weakness is being nullified and you can be hydraded anywhere! That would be annoying to roleplay anyway lol)

Pact Magic (Detect Evil and Good, Thunderwave)
Cantrip : Eldritch Blast, Mage Hand
1st level Known spell : Hex, Expeditious Retreat


LEVEL 4 : Rogue (lvl.3)

Rogue Archetype (Scout) :
- Skirmisher : You can move your half your speed as a reaction if an ennemy is 5 feet away from you during your turn. No attack of opportunity against me doing so.
- Survivalist (gain Nature and Survival skill, double skill proficiency for them)
Sneak Attack (+2d6)

LEVEL 5 : Warlock (lvl.2)
New Incantations (Armor of Shadow and… Grasp of Hadar but that one will be replaced later)

LEVEL 6 : Warlock (lvl3)
Pact Boon (Pact of the Blade to get a whip. You have reach now, like Froppy’s tongue!)
Get another level 2 spell, get Earthbind to bring those pesky flying bugs within reach... very fitting the frog theme here, imagine the spell visualizing a giant frog tongue bringing your foes to the ground!!)

LEVEL 7 : Rogue (lvl.4)
Ability Enhancement (+1 Dex, +1 Con)

LEVEL 8 : Warlock (lvl.4)
+1 cantrip, take Lightning Lure. Its better then Eldritch Blast and Grasp of Hadar to move your allies or your opponents as it doesnt requiere an attack roll.
New Feat (Resilient – Con : +1 Con, proficient with Con saves)
+1 spell, get Spider Climb to attack with your whip while climbing

LEVEL 9 : Warlock (lvl.5)
New incantation (Gift of the Depths and also, replace Grasp of Hadar with Thirsting Blade.)
+1 Spell Known, level. 3 : Tongues (get it ? Because of frog tongues ? But also because « kero kero » is adorable in any language)

LEVEL 10 : Warlock (lvl.6)
Otherworldy Patron Feature (resistance to thunder damage and can get a flight speed of 30 as a bonus action… Sure Froppy cannot fly normally but think of it as using her tongue as a bungee cord. She does it often.)

LEVEL 11 : Warlock : (lvl. 7)
New Incantation (Eldritch Smite) (Now you can sacrifice those spell slots if you dpont like them for Froppy to make powerful attacks!)
+1 spell known, lvl.4 : (I dont like any of the level 4 spells and not fitting Froppy so I picked Hold Person)

LEVEL 12 : Warlock ( lvl.8)
Ability Enhancement (+2 Cha)

LEVEL 13 : Warlock (lvl.9)
New Incantation : Otherwordly Leap (Jump spell at will ! We did it, max frog power the Warlock class can give us !)
+1 Spell known, level 5 : Hold Monster

LEVEL 14 : Rogue (lvl.5)
Uncanny Dodge

LEVEL 15 : Rogue (lvl.6)
Expertise (Atheltic, Perception)

LEVEL 16 : Rogue (lvl.7)
Evasion

LEVEL 17 : Rogue (lvl.8)
Ability Improvement (+2 Dex)

LEVEL 18 : Rogue (lvl.9)
Rogue Archetype (+10 to all speed)

LEVEL 19 : Rogue (lvl.10)
+2 Ability Improuvement (Cha)

LEVEL 20 : Rogue (lvl.11)
Reliable Talent

Angelalex242
2021-04-29, 08:30 PM
Huh.

I envisioned Batman as a Shadow Monk/Assassin Rogue.

Perhaps I'll try a build later.

Emmerlaus
2021-05-03, 02:00 PM
No comments on Froppy? Im surprised! :smallfrown:

Whatever, here's my second version of Judie Hopps, that I made with all of your feedback!

WARNING: Im using an house rule that Ki-Powered Strikes of Level 6 Monks count also as finesse weapons. A lot of players complain about that and personnaly, I think it would make sense that if they can count as magic weapon, a finger is as powerful as a a punch.


Judie Hopp - Zootopia (V.2)

Some change I made: I gave her a new background fitting the nature of where she grew up. I did not gave her Ranger levels because I believe the Rogue levels with the Scout archetype fit her better. I do have a Ranger character coming up to show you guys what a character needs, at least for me, to have Ranger levels.

1) Master of the Field: You can trained to adapt to every environnement of Zootopia
2) Sherlock Hare : You are a cop and a master investigator
3) Poursuit Expert: You got to catch the running criminal with great speed

Stats:

Str: 8 (You are a rabbit, not a strong rhino)
Dex: 14 (You are agile and quick on your feet)
Con: 13 (You can tank a few hits and growing in the countryside made you as healthy as you can be!)
Int: 10 (You are not dumb but you are a cop, not a scholar)
Wis: 15 (You are iron-willed and perceptive)
Cha: 12 (You are charming but not enough to convince other animals with your words that you are a worthy cop)

Race: After much consideration, I decided to go with custom race once again. Mostly because of what it could give to rabbits people:
Stats : +2 Dex
Feat : Alert
Skill trained : Perception

Background : Selesnya Initiate (Nature + Persuasion) // That will reflect you growing up surrounded by farms and nature

Class Progression:

Level 1: Rogue
Skill trained : Acrobatics, Athletics, Deception, Investigation
Expertise (Athletic, Perception)
Thieves Cant and Sneak Attack (1d6)

Level 2 : Monk
Unarmored Defense, Martial Arts

Level 3 : Monk
Unarmored Movement, Ki

Level 4 : Monk
Monastery Tradition (Way of the Open Hand), Deflect Missiles

Level 5 : Monk
Ability Mod (+2 Dex)

Level 6 : Monk
Extra Attack, Stunning Strike

Level 7 : Monk
Ki Powered Strikes (See house rules above) and Monastic Tradition feature

Level 8 : Rogue
Cunning Action

Level 9 : Rogue
Roguish Archetype (Scout)

Level 10 : Rogue
New Feat: Tough (+1 Wis)

Level 11 : Rogue
Uncanny Dodge

Level 12 : Rogue
Expertise (Investigation, Arcobatics)

Level 13 : Rogue
Evasion

Level 14 : Rogue
Ability Mod. (+2 Dex)

Level 15 : Rogue
Roguish Archetype (+10 all speeds. With Unarmored Movement, you now have +25 mouvement speed! Just like a Monk of the same level!)

Level 16 : Rogue
New Feat (Fighting Initiate: Get the Mariner fighting style for climb speed + swim speed AND +1 Armor! )

Level 17 : Rogue
Reliable Talent

Level 18 : Rogue
Ability Mod. (+2 Wis)

Level 19 : Rogue
Roguish Archetype (Ambush Master - perfect against those who are underestimating you and have an explosive first turn!)

Level 20 : Rogue
Blindsense

RossN
2021-05-05, 06:14 PM
No comments on Froppy? Im surprised! :smallfrown:

I liked it, but I'm not familiar enough with the character to comment further. :smallsmile:

Very cool thread! :smallbiggrin:



Work in progress:


Buffy Anne Summers

https://i.imgur.com/OJ07OIq.gif

"I'm going to give you all a nice, fun, normal evening, if I have to kill every single person on the face of the earth to do it"

Str: 16 (You are a lot stronger than you look.)
Dex: 18 (Even before you became the chosen one you were a cheerleader.)
Con: 16 (In the first season alone you survive electrocution, drowning, any number of fights and spending your nights saving the world while you cope with school during the day.)
Int: 12 (You are smart but you don't study all that much - leave the book stuff to the English librarian and the redhead who knows computers.)
Wis: 10 (Being hypnotised by your archenemy was not a great start to your climactic encounter. At least you got better!)
Cha: 12 (Pretty, funny and you'd easily fit in with the in-crowd if you didn't stop hanging with freaks and geeks.)

Alignment: Neutral Good
Race: Human (mystically empowered)
Class: Okay this is trickier than I thought... I originally planned Buffy as a Monk but I'm not sure I can justify anything more than an average Wisdom score, at least early on. Any suggestions?

sayaijin
2021-05-05, 06:33 PM
I liked it, but I'm not familiar enough with the character to comment further. :smallsmile:

Very cool thread! :smallbiggrin:



Work in progress:


Buffy Anne Summers

https://i.imgur.com/OJ07OIq.gif

"I'm going to give you all a nice, fun, normal evening, if I have to kill every single person on the face of the earth to do it"

Str: 16 (You are a lot stronger than you look.)
Dex: 18 (Even before you became the chosen one you were a cheerleader.)
Con: 16 (In the first season alone you survive electrocution, drowning, any number of fights and spending your nights saving the world while you cope with school during the day.)
Int: 12 (You are smart but you don't study all that much - leave the book stuff to the English librarian and the redhead who knows computers.)
Wis: 10 (Being hypnotised by your archenemy was not a great start to your climactic encounter. At least you got better!)
Cha: 12 (Pretty, funny and you'd easily fit in with the in-crowd if you didn't stop hanging with freaks and geeks.)

Alignment: Neutral Good
Race: Human (mystically empowered)
Class: Okay this is trickier than I thought... I originally planned Buffy as a Monk but I'm not sure I can justify anything more than an average Wisdom score, at least early on. Any suggestions?

For flavor, I want Buffy to be cleric or paladin, but you gave her both low Wis and Cha.

RossN
2021-05-05, 06:38 PM
For flavor, I want Buffy to be cleric or paladin, but you gave her both low Wis and Cha.

I could probably boost both a little (to 12 and 14 say) but given these are meant to be her base stats (well, at least after being Called) I don't think Season One Buffy would have sky high stats in either.

sayaijin
2021-05-05, 06:55 PM
I could probably boost both a little (to 12 and 14 say) but given these are meant to be her base stats (well, at least after being Called) I don't think Season One Buffy would have sky high stats in either.

How about a Dexadin who only uses smite-slots for smites?

Damon_Tor
2021-05-06, 04:23 AM
I feel like buffy is (at least in part) a ranger with undead and fiends as favored enemies.

sayaijin
2021-05-06, 05:46 AM
The Doctor


https://laughingsquid.com/wp-content/uploads/2013/11/doctorwho.gif

Custom Lineage (Time Lord)
Genie Warlock (Dao) 11
Mastermind Rogue 9
Str 12
Dex 16
Con 18
Int 20
Wis 10
Cha 20

The Doctor is incredibly intelligent and charismatic. They have also survived many things humans can't like absorbing radiation or falling from impossible heights, so we get great Con. They have passable skills with a sword, so decent Dex, and they even hold onto things like ledges and the bottom of the TARDIS well, so we'll take above average Str. They're not the most cautious, so we get average Wis.

All right, stay with me on this next part because it's going to require some handwaving. Genie Warlock 11 gives us an extradimensional space that's larger on the inside that we can take other characters into. We will say that the TARDIS itself is the one he makes the pact with when he steals it, and it gave him a boon that his genie's vessel is medium size and has a much larger interior than a normal vessel.

For our Pact, we're going with Tome where the psychic paper is the "tome", and either it or our sonic screwdriver is our spellcasting focus.




Vicious Mockery
Spare the Dying
Mending
Rituals:
Detect Magic
Comprehend Languages
Detect Poison and Disease
Identify



Cantrips:
Friends
Mind Sliver
Prestidigitation
Minor Illusion
1st Level:
Detect Evil and Good
Sanctuary
Cause Fear
2nd Level:
Enthrall
Suggestion
3rd Level:
Dispel Magic
Tongues
4th Level:
Charm Monster
5th Level:
Modify Memory
Scrying
Teleportation Circle

Mystic Arcanum:
Mass Suggestion




Beast Speech
Book of Ancient Secrets
Eldritch Sight
Mask of Many Faces
Gift of the Protectors (Regeneration)


Mastermind Rogue 9 gives us bonus action Help because, let's face it, the Doctor always prioritizes:
1) Talk his way out
2) Run
3) Get his allies to fight for him
4) Fight

If the Doctor is in combat, they will likely use their expertise (persuasion) or spells to disarm a situation, if even just long enough to escape. Otherwise, they will likely use Help as both their action and bonus action. If the chips are really down, they have both Vicious Mockery and Mind Sliver. The Third Doctor even used hand to hand fighting and the Tenth Doctor was competent with a sword.

The 9th level ability Insightful Manipulator gives us the ability to recall things about species that we haven't seen in hundreds of years.

We rarely see the Doctor fly, so the 6th level Warlock ability is kind of wasted unless that's the TARDIS flying. If we allow the TARDIS to instead just be a magic item along with the sonic screwdriver and psychic paper, then we could go full rogue or rogue/bard, but I do love how close the genie's vessel gets us to the TARDIS.

Emmerlaus
2021-05-06, 07:56 AM
I feel like buffy is (at least in part) a ranger with undead and fiends as favored enemies.

Indeed! That’s how I identify characters who need the Ranger class: they have a certain kind of ennemis that they are specialized to deal with! Buffy need to be an Hunter Conclave Ranger mixed with Kensei Weapon Monk

Also, you -Buff-ed her stats way too much... Not sorry for the pun lol :smallredface:

EDIT: Nice Doctor Who build! Im not familiar with the show that much but he sure seem like a good supporting character! :smallsmile:

Emmerlaus
2021-05-06, 10:46 AM
Reposting this as I didn't prepare enough posts for the build link, so I have to edit my first post!

Im not sure how to do it better sorry! Im not great at editing :smallredface:
===

I will start with the main hero of the Kung-Fu Panda serie: Poe, the Dragon Warrior!

Goals for the build:

1) Master the dragon scroll

2) Zero to Hero (start NOT as a kung-fu fighter but as a great cook)

3) SKIDOOOSH! (Banish your enemies in another realm of existence!)


Str: 10 (You aren't hiding a lot of muscle under all that faaaaa... FUR! Y-Yeah I meant fur!)
Dex: 14 (You might be clumsy but you can manipulate chopsticks and a kitchen knife like a champion, that's fine manipulation)
Con: 13 (You are full of lifeforce that need to be replenish constantly with food)
Int: 12 (You are very good at remembering kung-fu trivia... and even stuff that happened to you as a baby!)
Wis: 15 (You actually mastered Kung-Fu faster then any other students, achieved inner peace AND gained mastery of Chi before your own teacher! That requiere deep understanding of your Dao and an iron will!)
Cha: 8 (You have bad hygiene and you are socially inapt. Your bad social skills often makes you look dumb even)

Althought bugbear has the word "bear" in it, it's just an hairy goblin and more importantly, your race is mostly chaotic evil. So I decided to go with custom linage:

Ability: +2 Con (I associate Con with lifeforce and Chi reserve)
Feat: Chief (+1 Wis and now you can cook the best noodle soup in China!)
Darkvision

I took the Inheritor background. You received a strange scroll from a tortle named Oogway and you need to protect it until you become ready to master it. It gives you the Survival and the History skills.



Level 1: Druid

Surprised? You started your life abandonned by your mother, who got ate alive by wolves in the middle of the woods. It will make more sense later on but its a necessity for the build in the long run.

Skills: Arcana and Religion (you are a nerd and know your stuff)

Spells //
Cantrips: Create Bonfire (to cook, light up fireworks or attack your enemies) and Shillelagh (For flavor, enhance wooden chopsticks to count as your wooden club. As a GM, I would allow it!)
Spells lvl.1: Purify Food and Drink and Create/Destroy Water (Spells fitting a cook!)

Level 2: Monk

Your training start now!

Level 3: Monk

Level 4: Monk

Monastic Tradition (Drunken Master) // Your kung-fu seem erratic and you seem like a fighting jester. I do think its the best fitting Monastic Tradition for him!

Level 5: Monk

New feat: Resilient (Con) - gain +1 Con

Level 6: Monk

Level 7: Monk

Level 8: Druid

Going back to druid, picking the circle of the Druid of the Stars! Yes, now you can manifest the aspect of the dragon scroll in your possession! You have effectively mastered Kung-fu!
Spells: Jump

Level 9: Druid
Spells: Enhanced Ability // Absorb Elements (That explain how your paws can be on fire after stopping a flaming cannonball lol)

Level 10: Monk
Evasion, Stillness of Mind (Yay, you gained inner peace at level 10!)

Level 11: Druid
Ability Improuvement (+2 Wis)
Spells:
Cantrip // Druidcraft (You can now make a flower bloom with your chi, hurray!)
Spells: Pass without Trace (he can't turn invisible and its the only way for him to go "stealth mode".

Level 12: Druid
Spells: Plant Growth, Cure Wounds (Your mastery of Chi has become more obvious now)

Level 13: Druid // Druid Circle feature

Level 14: Druid
Spell: Lesser Restauration

Level 15: Druid
Ability Improvement (+2 Wis)
Spells: Freedom of Mouvement (You had a plan to escape hardcore shackles and I can’t make Mantis to free you since its an impossible build to make. Playable Tiny races DON’T exist it seems. So this spell will have to do... Unless I make Mantis the bugbear in stats? Seem very fitting except for the size... I might be on to something here!)

Level 16: Druid
Spells: Revivify, Commune with Nature

Level 17: Druid
Spells: Greater Restauration

Level 18: Druid
Spells: Investure of Stone (When you move, the Earth tremble under you! And you can be the Cool-Aid man and pass trought wall as a bonus)

Level 19: Druid
Ability Improvement (+2 Wis to cap Wis)

Level 20: Druid
Spells: Planeshift (FINALLY! Planeshift is a level 7 spell so I couldn't get it sooner in the build! Now you can use the Wuxi Finger Hold!)

Angelalex242
2021-05-07, 01:33 AM
The trick for Buffy: Don't balance her against your average first level character.

Balance her against Angel and Spike, who are both vampires with class levels.

(Angel, the Vampire (Vengeance? Devotion?) Paladin (And Angelus is Oathbreaker Paladin, naturally) Spike, the Vampire Barbarian.)

You might figure Darla is a vampire Bard, Drusilla is a Vampire Diviner, and the Master...can cause Earthquakes. There's only so many classes that give you access to the Earthquake spell, which gives you an idea why the Master is so tough.

Lest anyone forget, the base stats of a vampire look like this:

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

...Buffy better be able to keep pace with that, and even be slightly superior in some ways.

snooker
2021-05-07, 03:59 AM
(from TES)

Vehk is a CN monk. Guaranteed kensei due to muatra.

Ayem is a LG paladin. Oath of peace? I think.

Seht is a LN wizard. I don't think they have clockwork anything though.

Pelinal is a LG conquest paladin.

Ysgramor would be a LG barbarian.

Numidium isn't technically a character but would be fun to create as a gargantuan construct.

Emmerlaus
2021-05-07, 12:22 PM
The trick for Buffy: Don't balance her against your average first level character.

Balance her against Angel and Spike, who are both vampires with class levels.

(Angel, the Vampire (Vengeance? Devotion?) Paladin (And Angelus is Oathbreaker Paladin, naturally) Spike, the Vampire Barbarian.)

You might figure Darla is a vampire Bard, Drusilla is a Vampire Diviner, and the Master...can cause Earthquakes. There's only so many classes that give you access to the Earthquake spell, which gives you an idea why the Master is so tough.

Lest anyone forget, the base stats of a vampire look like this:

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

...Buffy better be able to keep pace with that, and even be slightly superior in some ways.

Thing is, the goal of this exercice, if we go by the Tulok method, is to build on 20 level the version of a character that we can make. With a natural progression. Some character are definitely going to be more OP then others AND while what you say is true, we need to make her start at level one none the less.

I am sure we can give her some training to become the best vampire slayer but I am sure she wont be able to face true vampire at level 1. I suggest she start with zombies. Still undead but less smart.:smallwink:

This is still a D&D world we try to jam Buffy inside of it. Not the other way around. at least that's my opinion as we are making build for players, not GMs. Gms are the one who decide the setting. We are only making build to represent a character to be introduce to any setting if needed.

Angelalex242
2021-05-07, 01:02 PM
Okay...in the very second episode in Season 1, she has to be able to kill Luke...

Call him...a vampire with a couple Fighter levels. Now, if she has to be able to take a Vampire packing Action Surge and Legendary Actions in her very second episode...well then. This is clearly not a level 1 character, is she?

Until you can reasonably expect her to take Luke, you might say she hasn't been Called yet as a Vampire Slayer.

Season 1 Buffy is something like level 15. Maybe higher.

Emmerlaus
2021-05-07, 01:09 PM
Okay...in the very second episode in Season 1, she has to be able to kill Luke...

Call him...a vampire with a couple Fighter levels. Now, if she has to be able to take a Vampire packing Action Surge and Legendary Actions in her very second episode...well then. This is clearly not a level 1 character, is she?

Until you can reasonably expect her to take Luke, you might say she hasn't been Called yet as a Vampire Slayer.

True but some character are born with godly powers. Hard to represent that at level 1 for builds.

Thats why we have to get some leyway in character building. Make some goal to happens.

FOr exemple, by level 20, what are some goals we should put for Buffy?

Im not 100% familiar with the show but how about this: by level 20, she can kill ANY vampires as easily as flipping her hand?

Another goal for the build... How about that Slayer Axe from the last season? Should she have it?

I suggest that Buffy got suddenly like the equivalent of lvl.15 character level when she became the vampire slayer. But we still have to give her a flavorful build for EVERY levels your campaign start as?

Just pretend that she is still in training until the campaign is at very high level.

EDIT: If Lich existed in Buffy, I would give her the Mage Slayer feat for exemple in her character progression. One of the goal of the build, at least for me, would be to be able to fight any vampires or undead.

EDIT 2: If we are being honest here, any high level cleric would do a better job then buffy when it comes to dealing with undead in a D&D setting because of their class feature and magic repertoire LOL

Angelalex242
2021-05-07, 01:39 PM
The Scythe may be considered a legendary level weapon...her equivalent of a Holy Avenger, with similar use restrictions.

Because there's a stake part on the other end, it perhaps may also be considered a vorpal weapon, with the unique ability to use its vorpal property on vampires, legendary actions be damned.

After all, in Buffy's world, you can indeed one shot vampires with a well placed stake. The Scythe (and possibly the enchanted stake Mr. Pointy) should probably replicate the look and feel of the TV show...even if it then makes Vampires stupidly easy to kill, which to her, they should be.

There may even be a special property stating 'Vampires cannot use their legendary actions or legendary resistances against a character bearing this item.'

RSP
2021-05-07, 01:52 PM
Not my post, but I wanted to share as I was considering something similar Kaladin Stormblessed from the Stormlight Archive novels by Brandon Sanderson. It's in the 'Tulok The Barbarian' style of character building as well.

https://www.reddit.com/r/Stormlight_Archive/comments/foczz8/how_to_play_kaladin_in_dnd_5e/

***slight spoilers for Stormlight in referencing Surgebinder abilities***

For a Windrunner, I’d actually go Divine Soul Sorc (at least 14 levels). Spell selection and playstyle can be focused on being a melee combatant, mainly using Shadow Blade and non-Conc buffs and heals. Quicken as one of your metamagics for same round recovery (Stormlight healing for instance: Cure Wounds as BA).

For the build, I’d prioritize Dex>Con>Cha. Use Mage Armor (if you want, talk with your DM about making it look like Shardplate, RAW the spell doesn’t say whether it’s visible or not, just that it’s “force” - or don’t if you want the armor-less Windrunner). Shield to simulate SylShields (again RP it as actually forming a Shield).

SB and SCAGtrips are your bread and butter in combat, supplemented with Quicken, when needed for two attacks (or as stated, do a Quicken Cure Wounds or Prot From Poison or whatever to simulate Stormlight recovery). RP the SB as your preference of Shardblade or Shardspear, whatever.

Angelic Form - talk to DM about losing the wings if possible, but here’s your Conc-less flight (pre-14 can always cast fly if you’d like)

Unearthly Recovery - just more amazing Stormlight-style recovery.

If you’re really dying for a Spren, multi into Warlock for 3 levels and take Pact of Chain, or go Aasimar and just RP it as your Angelic Guide. (Though linked build didn’t really support this so wasn’t horribly worried about it.)

Spell list would be something like:

Cure Wounds
Absorb Elements (plate protecting against elements)
Mage Armor
Shield
SB
Aid (added durability)
Fly (pre-14 if wanted)
Haste (if wanted instead of SB, though I prefer SB)
Deathward (added durability of a Surgebinder)

I’d probably go Extend Spell for pre-long rest castings of DW, MA, and (upcast) Aid, and, if looking like a long battle, Extend SB.

Just my opinion, but I feel the DS (particularly with some light RP refluff) does a much better job of emulating a Windrunner than that linked build.

Emmerlaus
2021-05-07, 07:04 PM
The Scythe may be considered a legendary level weapon...her equivalent of a Holy Avenger, with similar use restrictions.

Because there's a stake part on the other end, it perhaps may also be considered a vorpal weapon, with the unique ability to use its vorpal property on vampires, legendary actions be damned.

After all, in Buffy's world, you can indeed one shot vampires with a well placed stake. The Scythe (and possibly the enchanted stake Mr. Pointy) should probably replicate the look and feel of the TV show...even if it then makes Vampires stupidly easy to kill, which to her, they should be.

There may even be a special property stating 'Vampires cannot use their legendary actions or legendary resistances against a character bearing this item.'

I could try one build for Buffy but I dont think you'll like whatever I come with... A "Slayer" by definition get a immense powerboost that cant be explained with character levels.

It might also requiere some flexibility to be honest... She's a normal human but she hunt at night so she must have an equivalent of darkvision... If you want, I can try my hand at doing her but Im not utterly familiar with her so feel free to correct me if or when I do :smalltongue:

Lavaeolus
2021-05-07, 10:43 PM
The Discworld: for a fantasy setting with its beginning roots in swords-and-sorcery parody, it's pretty hard it to build a Discworld character in D&D. The wizards and witches avoid casting spells. The barbarians have been swallowed up by civilisation. Although on the bright side, the thieves and assassins are now official institutions.

This post presents two builds. One is intended to be a vaguely viable, albeit perhaps not optimal, build. It's also one I'm a little unsure about, but decided hey, may as well throw it out there. The other should for all that is holy never be played, which is perhaps fortunate given the character would rather avoid being put into a campaign.

----

Sam Vimes

Race: The ever-rare Standard Human

Starting stats (Point Buy): Str 16, Dex 14, Con 14, Int 9, Wis 14, Cha 12
Explanation: A generally well-rounded but physically fit guy, Vimes is a character who, for once, can benefit from a +1 to everything. You're not amazingly Charismatic, and you have situation-based disadvantage on interacting with most of the upper-class, but you start off with a relatively poor education. That +1 to Intelligence? I guess you got that for being a blackboard monitor. Congrats.

Background: Urchin (customised)
You're not an orphan, but your origins are solidly lower-class and the City Secrets feature is on-point. You can feel free to swap out your tool proficiences, and you won't be taking Urchin's default equipment. Consider swapping out Sleight of Hand for Intimidation.

Goals:
* Good grappler
* Decent, but not necessarily superhuman, detective skills
* An understated rage

Final build: Rogue (Thief) 7 / Fighter (Battle Master) 12 / Barbarian 1


Humble beginnings: levels 1-3

The fact you have Strength 16 at this juncture is a something of a compromise that this'll ultimately be a STR-focused build. Young Sam was assuredly not a wrestler, and in fact that's partly why we start as a Rogue for your first two levels. Pick up proficiency in Athletics, Investigation, Perception and Insight, along with Expertise in the first two. In the case of Investigation, it'll help cover your poor Intelligence.

Why, those are decent skills for a copper! At level 3, you join the City Watch for "free food and a uniform" and "the extra dollar here and there". Take a level in Fighter: they train you in medium armor, give you a shortsword, and you pick up Unarmed Fighting.

(In another time, this build would've used Variant Human and Tavern Brawler, but this is a bit of a compromise for the sake of mechanics. Vimes can use both, but often there aren't that many benefits to using an improvised weapon if you've already got a decent unarmed strike.)


Rising from a drunken stupour: levels 4-13

You're going to take your next batch of levels in Fighter. As Vimes spends more time in the Watch, he becomes both a more experienced and a dirtier fighter, shedding some of the romanticism of being a copper. That means becoming a Battle Master and picking up the following three maneuvers: Grappling Strike, Trip Attack, and Disarming Attack.

At this point, Vimes is a bit of an odd duck, but not an unplayable one. If he has a source of Sneak Attack he prefers to hit with shortsword, of course, but when needed he can put his sword away and still keep up in the fight. His decent Dexterity score lets him use a crossbow if necessary. His Rogue start put him a little behind on Fighter progression.

He'll keep continuing down the Fighter path until he hits Fighter 11, developing a solid martial core and capping out his Strength.

During these level gains, though, Vimes is going to undergo a lot of life changes: promotion to commander of the City Watch, a marriage to Lady Ramkin, and a growing importance to all citywide affairs. As he gets higher-level not only does his range of maneuvers increase, then, but so does his sense of self, gaining abilities like Indomitable that could, say, help him throw off any mind-controlling effects or, uh, alcoholism. Accordingly, pick up your choice of Resilient (Wisdom) or Resilient (Charisma) for your final ASI/feat. Good timing too, because...


Developing a rage: level 14

Some people cope with responsibility well. Vimes, on the other hand, develops a bit of a rage issue as the books go on. The important thing is that, at this point in your life, you should always be in control of it. The beast is part of you, but you're not the beast.

With your anger both intense but leashed, take a single level in Barbarian. You're not going to use Rage in every fight, but when you need it, it'll be there.


Going back to your roots: levels 15-20

At this point, I think I'd gotten what I wanted out of Fighter, but you could certainly take it further levels. From now on, we're just shoring things up, really. That said, quick question, no reason: is your DM okay with you applying manacles in combat to a grappled foe?

"Yeah, probably." Take your next level in Rogue, increasing what you can do with that ol' Watch-issued shortsword. There's a subclass based around detectiving -- and I'm going to recommend Thief instead. I alluded at the start that Vimes is a good detective, but it's mainly through doggedness than being anything like Sherlock Holmes. Additionally, your strategy of grappling doesn't really necessitate Insightful Fighting. Instead, Thief's Second-Story Work will help you when in pursuit and its Fast Hands will let you disarm-and-restrain people.

"I doubt it." Ignore what I just said. We're only dealing with 3rd-level subclass abilities here, and Ear for Deceit isn't out of character for Vimes. Inquisitive isn't wrong and Fast Hands might be a little wasted here.

You'll want to take Fighter 12 after picking up your subclass. In any case, I'd spend your last feats beefing up your CON and would wrap things up by taking your final few levels in Rogue. You'll get a few extra Expertises, and I guess I'd use them to increase your detective skills.

Optionally, in a nod to Snuff, you could consider sacrificing Rogue 6-7 for two levels in Warlock: the Summoning Dark will be a Great Old One, and we're primarily here to pick up the Devil's Sight invocation. I haven't made this an "official" part of the build, though, due to some of the other Warlock abilities feeling a bit out of place.

----

Bonus: The Rincewind Build

Race: Variant Human
Free feat: Unfortunately for Rincewind, he's a favourite of the Lady. Your (both good and bad) luck will thus come into play through the ever-useful feat Lucky.

Background: Custom (Guild Artisan feature)
We're not an artisan by any means, but we'll still be nabbing its Guild Membership feature. Pick up two languages, and Athletics/Perception proficiency.

Starting stats (Point Buy): Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Explanation: It might seem like I've gone Int 13 just for multiclassing, but the truth is Rincewind's generally not too extraordinary in ability, beyond an Athleticism that'll mostly be represented by Expertise. Rincewind's not good at casting spells, but he's otherwise not unintelligent; he's impressively able to memorise a lot of languages as an example. He is, however, not particularly Charismatic. I think for the most part Twoflower's the only person who's friendly with him on an extended basis.

First level: Wizard
Proficiencies: Arcana and Insight. You still know a bit more about magic than the man on the street, and you've become pretty good at reading whether people are about to try and kill you.

Spells: None. Mechanically, you never prepared any spells before you lost your spellbook. I can't come up with a mechanical reason why you don't know three cantrips, but if you like you can pick the Wizard cantrips you think can most easily be reflavoured as 'mundane human action'. "Why not just a pick a non-spellcaster class?" Look. You're a Wizard. If there is any mechanic that depends on you being a Wizard -- such as the ability to see a certain colour -- you count. It's official, by the laws of the universe. What does casting spells have to do with it?

Every other level: Rogue (Scout)
Explanation: So for the rest of your levels, you'll be taking a small Rogue 19 dip. First, you'll pick up a new, ahem, language, Thieves Cant and pick up Acrobatics proficiency. You'll spend your action and bonus-actions Disengaging and Dashing, relying on your athleticism to get you out of the fight. Rogue and Scout's later features will help you in this evasive goal. The Expertise in Nature and Survival, of course, represents both your (unwilling) travels and your position as Egregious Professor of Cruel and Unusual Geography. Oh, and don't worry about Sneak Attack. You don't carry a weapon.

Feat progression: Linguist, Mobile, Alert. Your goal is to win initiative and then flee the scene first-thing. You can consider picking up Athlete, but you might prefer to just boost up DEX and CON.

Emmerlaus
2021-05-07, 10:51 PM
I promised a ranger so there it is! A little gift for our Buffy the Vampire Slayer fan in the thread, Angelalex242 lol


Buffy, The Vampire Slayer!


Goals of the build:

1) S-Lay the Undead: You need to be able to handle any undead that have a level you can handle
2) Stake Well Done : You need to have a weapon that will become insanely good with the undead
3) Power of the Chosen one : You need to be a chosen one, plain and simple.


Stats:

Str: 8 (Simply because you dont really need it, you are an agile warrior)
Dex: 14 (You were a cheerleader before becoming a warrior, that requiere some dexterity!)
Con: 13 (You can tank a few hits and growing in the countryside made you as healthy as you can be!)
Int: 10 (A bit low, you leave the smart stuff to your mentor and your friends)
Wis: 15 (You are perceptive and would not fall to the evil side.... they fall before you instead.)
Cha: 12 (You are charming enough to make the undead fall for you, that requiere some serious charisma)

Race: Variant Human (that will represent how you are special)
(+1 Dex, +1 Wis)
Skill Bonus: Acrobatics
Feat: Athlete (+1 Dex and a lot of extra bonus)

Background : Similar to the Urban Bounty Hunter (You track down necromancers, undead and vampires) for Athletics and Insight.
Trained in musical instrument (I would allow it to be vocal so you can sing) and thieves tools cause why not lol

Class Progression:

Level 1: Ranger
Skills: Perception, Stealth, Survival
Favored Ennemy: Undead
Deft Explorer (Canny: Stealth)

Level 2 : Ranger
Fighting Style (Blind Fighting)
Spellcasting (Hunter's Mark, Zephyr's Strike)
+ Spellcasting Focus (Duidic): Now you have a WOODEN STAKE as spellfocus for your spells! AND as a weapon!

Level 3: Monk
Unarmored Defense
Martial Art

Level 4 : Ranger
Primal Awareness
Hunter Conclave (Hunter's Prey: Horde Breaker)
+1 spell: Jump

Level 5 : Ranger
Ability Improvement (+2 Dex)

Level 6 : Ranger
Extra Attack
+1 lvl 1 spells: Cure Wounds (on Wiki, it says you have extra health regeneration, I'll count it as that)
+2 lvl 2 spells: Magic Weapon, Darkvision

Level 7 : Ranger
Favored Ennemy (Fiends)
Deft Explorer (Roving): +5 walking speed and now you have a climbing and swimming speed.

Level 8 : Ranger
Ranger Conclave Feature (Multiattack Defense)
+1 lvl.2 Spell: Enhance Ability

Level 9 : Ranger
Ability Improvement (+2 Dex)
Fleet of Foot

Level 10 : Monk
Ki
Unharmored Movement
Dedicated Weapon


Level 11 : Monk
Monastic Tradition (Way of the Kensei)
Deflect Missile

Level 12 :Monk
New Feat: Tough (Wisdom): Put that wisdom at 16 and get you a bonus on Wis saves

Level 13 to Level 20: Monk
Boost that wisdom in the Ability Improvement given and that's it!

Maybe you would want to mix up the levels a bit more but I felt like giving her a wooden stake early on was fitting AND the Monk level at level 3, just the first level, to get her really started. You could switch level 2 and 3 together if its what you prefer

Angelalex242
2021-05-08, 12:33 AM
Well, if a Vampire's base stats are:

18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

Buffy's Stats might look like this:

20 (+5) 20 (+5) 20 (+5) 14 (+2) 18 (+4) 16 (+3)

Buffy is clearly superior to a vampire, so she has capped out physical stats. ...Also, I've had a major crush on Sarah Michelle Gellar for decades, so you're lucky I didn't make her Charisma 20 too. :P

Now, Feats she probably has:

Piercer (She focuses on stakes!), Alert, Observant, Athlete, Charger, Lucky, Defensive Duelist, Durable, Grappler (Yes, it's useless, but...) Inspiring Leader, Mobile, Sentinel, Tavern Brawler, Tough

Keep in mind her opponents have legendary actions, lair actions, and more. Slayers have more abilities than normal characters. And she typically solos these legendary creatures.

RossN
2021-05-08, 08:36 AM
Buffyverse vamps clearly aren't standard D&D vampires. For one thing they don't get any boost to their mental stats except maybe Charisma - we've seen vamps run the gamut from bestial predators (freshly out of the grave fledglings) to basically average (the vast majority of them we see who have any lines) to 'smart but essentially like a smart human' (Darla, Angelus and so on.)

I do like your version of Buffy Emmerlaus even if it takes a few liberties (I'd definitely boost her Intelligence and lower her wisdom even if I can concede mechanics make that tricky.) I do wonder if she's actually workable in D&D as is though.

I'll see if I can cook something up. :smallsmile:

Emmerlaus
2021-05-08, 09:45 AM
Buffyverse vamps clearly aren't standard D&D vampires. For one thing they don't get any boost to their mental stats except maybe Charisma - we've seen vamps run the gamut from bestial predators (freshly out of the grave fledglings) to basically average (the vast majority of them we see who have any lines) to 'smart but essentially like a smart human' (Darla, Angelus and so on.)

I do like your version of Buffy Emmerlaus even if it takes a few liberties (I'd definitely boost her Intelligence and lower her wisdom even if I can concede mechanics make that tricky.) I do wonder if she's actually workable in D&D as is though.

I'll see if I can cook something up. :smallsmile:

I agree on the vampire of Buffy being weaker then D&D vampires... For exemple, they die from ONE well-placed stake in the heart instead of being paralysed... in his resting place... Yeah very weak when you have such Achille's talon weakness like that to exploit.

Well I was using the standard point build: 15, 14, 13, 12, 10, 8 ... Hard to make a perfect character like that.

I could maybe use the point buy set... 13, 13, 13, 13, 13, 10.

But that wouldn't be productive I think? It was already hard enough to max her two major stats, Dex and Wis. And also, she does need the proficiency in both Dex and Wis saves I believe. I couldnt even find room for Mage Slayer! I REALLY wanted it in the build! :smallfrown:

But yeah, she needs BOTH ranger or monk levels, hard to make it work with low wisdom.

If you want to use only one of those class, I would make a Monk/Fighter build I suppose? But Rangers ARE flavorful for a VAMPIRE slayer. AND YOU WOULDN'T GET THE WOODEN STAKE WEAPON! :smallfrown:

If you take only Ranger class... She wont get Monk class?! This is IMPOSSIBLE! She literally proven she has Monk levels! :smallfrown:

Personnaly, I dont want to sacrifice the wooden stake weapon no matter what... English is not even my first language, it was hard to come with those stake puns LOL :smallbiggrin:... More seriously, an 12 Monk - 8 Ranger build seem like what she can do, flavorwise. It's not a perfect build I admit but I suppose the Favored Ennemy feature giving her advatage on INTELLIGENCE save to recall information toward her favored ennemies (undead and fiends) will have to do? :smallredface:

Damon_Tor
2021-05-08, 01:26 PM
There's absolutely no reason, even by pure RAW, a stake can't just be treated as a wooden dagger. Under improvised weapons it states that anything that approximates a given weapon can be treated as that weapon.

I would build her as a monk 4/ranger 4/paladin 4/fighter 8. I feel like "dusting" a vampire in 1 hit is best expressed as a smite applied to a crit, and the fighter's extra ASI helps us get our stats where we need them.

Angelalex242
2021-05-08, 01:32 PM
Sure...

But consider the upgrade Angel and Spike get for being D&D vampires.

That's a LOT, just by upgrading their Vampire Breed from Buffy to D&D. It's giving 'em all of Dracula's powers, plus a few nifty things.

And these are her boyfriends, both of whom she can take in a fight, despite them having class levels of their own.

...Work backwards, then...

Perhaps we should start with an Angel and Spike build, and then gauge where Buffy has to be to keep up with a couple dudes with 3 legendary actions and 3 legendary resistances. :P

Emmerlaus
2021-05-08, 03:28 PM
Damon_Tor is probably right once again... let’s try this again!
PS: I still don’t think Buffy was very smart... please enlighten me on that regard.

Buffy, The Vampire Slayer! V.2


Goals of the build:

1) S-Lay the Undead: You need to be able to handle any undead that have a level you can handle
2) Stake Well Done : You need to have a weapon that will become insanely good with the undead, enough to destroy them in one hit that turn them into ashes.
3) Heart Breaker: You stake them in the heart and kill undead in one hit.


Stats:

Str: 13
Dex: 13
Con: 13
Int: 10
Wis: 13
Cha: 13

Race: Variant Human (that will represent how you are special)
(+1 Con, +1 Cha)
Skill Bonus: Acrobatics
Feat: Athlete (+1 Dex and a lot of extra bonus)

Background : Similar to the Urban Bounty Hunter (You track down necromancers, undead and vampires) for Athletics and Persuasion.
Trained in musical instrument (I would allow it to be vocal so you can sing) and thieves tools cause why not lol

Class Progression:

Level 1: Ranger
Skills: Perception, Stealth, Survival
Favored Ennemy: Undead
Deft Explorer (Canny: Perception)

Level 2 : Ranger
Fighting Style (Blind Fighting)
Spellcasting (Hunter's Mark, Zephyr's Strike)
+ Spellcasting Focus (Duidic): Now you have a WOODEN STAKE as spellfocus for your spells! AND as a weapon! No need for the Tavern Brawler feat!


Level 3: Monk
Unarmored Defense // Martial Arts

Level 4 : Ranger
Primal Awareness
Hunter Conclave (Hunter's Prey: Horde Breaker)
+1 spell: Searing Smite

Level 5 : Ranger
Ability Improvement (+2 Dex)

Level 6 : Monk
Ki // Unarmored Movement

Level 7 : Monk
Deflect Arrow// monastery tradition (Way of the Kensei)

Level 8 : Monk
Ability Improvement ( +2 Dex)

Level 9 : Paladin
Lay of Hand, Divine Sense

Level 10 : Paladin
Fighting Style (Mariner)
Divine Smite
Spellcasting ( Protection from Evil and Good, Compelling Duel, Command)

Level 11 : Paladin
Divine Health// Oath of the Watchers

Level 12 : Paladin
New Feat: Resilient (Wis) +1 Wisdom and now get proficient with Wisdom Save DC.

Level 13: Fighter
Fighting Style (Tunnel Fighting), Second Wind

Level 14: Fighter
Action Surge

Level 15: Fighter
Martial Archétype (Champion) for Improve Crtitical

Level 16: Fighter
New Feat: Lucky


Level 17: Fighter
Extra Attack

Level 18: Fighter
New Feat: Defensive Duelist

Level 19: Fighter
Martial Archetype: Remarkable Athlete

Level 20: Fighter
Ability Improuvement (+2 Dex)


With this build, at level 20, she has a lot of bonus on all physical traits thanks to Remarkable Athlete AND the Order of the Watchers allows her to gain advantage on all mental trait save for 1 minute. I could not get all the feat we wanted to give her but I think that with Remarkable Athlete, it covers her Slayer status pretty well.

Diovid
2021-05-09, 03:20 AM
About Buffy
I'm just not a big fan of giving her spells. She is innately magical, sure, but spells do not sit well with me, just like abilities that function like spells (Monk stuff for example).

Now I'm not an expert on all things 5e but I feel like the build below like should cover her decently. It goes in quite a different direction that the earlier builds I know. Note: I'm a huge fan of expertise and rogues so that skews my perception.

Ranger 1 / Barbarian 1 or 2 / Champion Fighter 11 or 12 / Rogue (Inquisitive or Swashbuckler or Thief) 6 or 7 (aside from starting with Ranger I do not know what the optimal order of levels would be).

Starting stats: 14 + 1 str, 13 dex, 15 + 1 con, 8 int, 13 wis, 9 cha
Level 20 stats: 20 str, 14 dex, 16 con, 8 int, 14 wis, 9 cha

Fighting styles: Two-Weapon Figting and Unarmed Fighting

Skill proficiencies: Athletics, Acrobatics, Perception, Survival, Insight, Investigation and 1 free (possibly a social skill to counteract her low Cha? maybe History for vampire lore and to counteract her low Int?)
Expertises: Athletics, Acrobatics, Perception, Survival

Use 2 stakes as either Daggers or Short Swords and use some kicks and punches from time to time. Ranger is there for the Favored Enemy of course and for getting Str and Dex as her good saves, Barbarian is there mostly for the Unarmored Defense (although those level 2 abilities are pretty decent, Rage is just there as a bonus), Fighter gives action surge and 2 extra attacks and 2 fighting styles and a nice number of ASI's and also Remarkable Athlete which fits her very well and then finally Rogue provides her with expertise in Ahtletics, Acrobatics and Perception which means her movement and reflexes will be well beyond that of any mortal (Sneak Attack, Cunning Action and Uncanny Dodge are a nice benefit as well).

It's probably not very optimal but I think it does the job alright.

RossN
2021-05-09, 07:26 AM
PS: I still don’t think Buffy was very smart... please enlighten me on that regard.

Several teachers in the series comment that Buffy is very smart but 'doesn't apply herself' (you know because she's busy saving the world every night.) She also did very well on her SATs (standardised tests used for college admissions in the USA.) Plus she's really clever with her quips. :smalltongue:

I'd say in a 'random roll' method she'd be looking at a 12 or 13 Int. She isn't a genius but she's definitely a little above average.

It hadn't occurred to me before but Diovid's idea of going the Swashbuckler route is actually a very interesting way of looking at it - her 'one stake thrust' kills could work well as a Successful Sneak attack. Plus the feel of the quippy, nimble Swashbuckler rather suits her.

Actually about those one-hit kills, most of the time they come at the end of a few rounds of kicks and punches so in game terms we could say Buffy already took a lot of hit points off her enemies and the staking just represents the killer blow.


The Discworld: for a fantasy setting with its beginning roots in swords-and-sorcery parody, it's pretty hard it to build a Discworld character in D&D. The wizards and witches avoid casting spells. The barbarians have been swallowed up by civilisation. Although on the bright side, the thieves and assassins are now official institutions.

This post presents two builds. One is intended to be a vaguely viable, albeit perhaps not optimal, build. It's also one I'm a little unsure about, but decided hey, may as well throw it out there. The other should for all that is holy never be played, which is perhaps fortunate given the character would rather avoid being put into a campaign.

----

Sam Vimes

Race: The ever-rare Standard Human

Starting stats (Point Buy): Str 16, Dex 14, Con 14, Int 9, Wis 14, Cha 12
Explanation: A generally well-rounded but physically fit guy, Vimes is a character who, for once, can benefit from a +1 to everything. You're not amazingly Charismatic, and you have situation-based disadvantage on interacting with most of the upper-class, but you start off with a relatively poor education. That +1 to Intelligence? I guess you got that for being a blackboard monitor. Congrats.

Background: Urchin (customised)
You're not an orphan, but your origins are solidly lower-class and the City Secrets feature is on-point. You can feel free to swap out your tool proficiences, and you won't be taking Urchin's default equipment. Consider swapping out Sleight of Hand for Intimidation.

Goals:
* Good grappler
* Decent, but not necessarily superhuman, detective skills
* An understated rage

Final build: Rogue (Thief) 7 / Fighter (Battle Master) 12 / Barbarian 1


Humble beginnings: levels 1-3

The fact you have Strength 16 at this juncture is a something of a compromise that this'll ultimately be a STR-focused build. Young Sam was assuredly not a wrestler, and in fact that's partly why we start as a Rogue for your first two levels. Pick up proficiency in Athletics, Investigation, Perception and Insight, along with Expertise in the first two. In the case of Investigation, it'll help cover your poor Intelligence.

Why, those are decent skills for a copper! At level 3, you join the City Watch for "free food and a uniform" and "the extra dollar here and there". Take a level in Fighter: they train you in medium armor, give you a shortsword, and you pick up Unarmed Fighting.

(In another time, this build would've used Variant Human and Tavern Brawler, but this is a bit of a compromise for the sake of mechanics. Vimes can use both, but often there aren't that many benefits to using an improvised weapon if you've already got a decent unarmed strike.)


Rising from a drunken stupour: levels 4-13

You're going to take your next batch of levels in Fighter. As Vimes spends more time in the Watch, he becomes both a more experienced and a dirtier fighter, shedding some of the romanticism of being a copper. That means becoming a Battle Master and picking up the following three maneuvers: Grappling Strike, Trip Attack, and Disarming Attack.

At this point, Vimes is a bit of an odd duck, but not an unplayable one. If he has a source of Sneak Attack he prefers to hit with shortsword, of course, but when needed he can put his sword away and still keep up in the fight. His decent Dexterity score lets him use a crossbow if necessary. His Rogue start put him a little behind on Fighter progression.

He'll keep continuing down the Fighter path until he hits Fighter 11, developing a solid martial core and capping out his Strength. During these level gains, though, Vimes is going to undergo a lot of life changes: promotion to commander of the City Watch, a marriage to Lady Ramkin, and a growing importance to all citywide affairs. As he gets higher-level not only does his range of maneuvers increase, then, but so does his sense of self, gaining abilities like Indomitable that could, say, help him throw off any mind-controlling effects or, uh, alcoholism. Accordingly, pick up your choice of Resilient (Wisdom) or Resilient (Charisma) for your final ASI/feat. Good timing too, because...


Developing a rage: level 14

Some people cope with responsibility well. Vimes, on the other hand, develops a bit of a rage issue as the books go on. The important thing is that, at this point in your life, you should always be in control of it. The beast is part of you, but you're not the beast.

With your anger both intense but leashed, take a single level in Barbarian. You're not going to use Rage in every fight, but when you need it, it'll be there.


Going back to your roots: levels 15-20

At this point, I think I'd gotten what I wanted out of Fighter, but you could certainly take it further levels. From now on, we're just shoring things up, really. That said, quick question, no reason: is your DM okay with you applying manacles in combat to a grappled foe?

"Yeah, probably." Take most of the rest of your levels in Rogue, increasing what you can do with that ol' Watch-issued shortsword. You'll also get a few extra Expertises, and I guess I'd use them to increase your detective skills. There's a subclass based around detectiving -- and I'm going to recommend Thief instead. I alluded at the start that Vimes is a good detective, but it's mainly through doggedness than being anything like Sherlock Holmes. Additionally, your strategy of grappling doesn't really necessitate Insightful Fighting. Instead, Thief's Second-Story Work will help you when in pursuit and its Fast Hands will let you disarm-and-restrain people.

"I doubt it." Ignore what I just said. We're only dealing with 3rd-level subclass abilities here, and Ear for Deceit isn't out of character for Vimes. Inquisitive isn't wrong and Fast Hands might be a little wasted here.

You'll want to take Fighter 12 sometime after picking up your subclass. In any case, you could either start beefing up your CON or, in a nod to Snuff, take one last feat: Eldritch Adept, picking up the Devil's Sight invocation.

----

Bonus: The Rincewind Build

Race: Variant Human
Free feat: Unfortunately for Rincewind, he's a favourite of the Lady. Your (both good and bad) luck will thus come into play through the ever-useful feat Lucky.

Background: Custom (Guild Artisan feature)
We're not an artisan by any means, but we'll still be nabbing its Guild Membership feature. Pick up two languages, and Athletics/Perception proficiency.

Starting stats (Point Buy): Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Explanation: It might seem like I've gone Int 13 just for multiclassing, but the truth is Rincewind's generally not too extraordinary in ability, beyond an Athleticism that'll mostly be represented by Expertise. Rincewind's not good at casting spells, but he's otherwise not unintelligent; he's impressively able to memorise a lot of languages as an example. He is, however, not particularly Charismatic. I think for the most part Twoflower's the only person who's friendly with him on an extended basis.

First level: Wizard
Proficiencies: Arcana and Insight. You still know a bit more about magic than the man on the street, and you've become pretty good at reading whether people are about to try and kill you.

Spells: None. Mechanically, you never prepared any spells before you lost your spellbook. I can't come up with a mechanical reason why you don't know three cantrips, but if you like you can pick the Wizard cantrips you think can most easily be reflavoured as 'mundane human action'. "Why not just a pick a non-spellcaster class?" Look. You're a Wizard. If there is any mechanic that depends on you being a Wizard -- such as the ability to see a certain colour -- you count. It's official, by the laws of the universe. What does casting spells have to do with it?

Every other level: Rogue (Scout)
Explanation: So for the rest of your levels, you'll be taking a small Rogue 19 dip. First, you'll pick up a new, ahem, language, Thieves Cant and pick up Acrobatics proficiency. You'll spend your action and bonus-actions Disengaging and Dashing, relying on your athleticism to get you out of the fight. Rogue and Scout's later features will help you in this evasive goal. The Expertise in Nature and Survival, of course, represents both your (unwilling) travels and your position as Egregious Professor of Cruel and Unusual Geography. Oh, and don't worry about Sneak Attack. You don't carry a weapon.

Feat progression: Linguist, Mobile, Alert. Your goal is to win initiative and then flee the scene first-thing. You can consider picking up Athlete, but you might prefer to just boost up DEX and CON.


I forgot to mention these earlier but I like this take on these characters. :smallsmile:

BerzerkerUnit
2021-05-09, 08:45 AM
I did a series of videos for X-Men builds back when Dark Phoenix came out. Here’s a few links:

https://m.youtube.com/watch?v=lzQnR-gIIvM

https://m.youtube.com/watch?v=Xpuw0EGTt8c

https://m.youtube.com/watch?v=Q7Bmmn6WTIE

https://m.youtube.com/watch?v=BvOQP0hDZOc

Emmerlaus
2021-05-09, 10:24 AM
Several teachers in the series comment that Buffy is very smart but 'doesn't apply herself' (you know because she's busy saving the world every night.) She also did very well on her SATs (standardised tests used for college admissions in the USA.) Plus she's really clever with her quips. :smalltongue:

I'd say in a 'random roll' method she'd be looking at a 12 or 13 Int. She isn't a genius but she's definitely a little above average.

Swashbuckler could work but Fighter levels hit dice are better to represent how sturdy she is right? You need to sacrifice something to gain something else. And it would mean one less ability improvement or feat as well.

If so, would it be better to give her a Strenght of 10 ? But to give her Canny ability coming from Ranger to be Athletic? This could solve maybe the issue so she could be a all around good character... right?

Damon_Tor
2021-05-09, 03:12 PM
Several teachers in the series comment that Buffy is very smart but 'doesn't apply herself'

That's what teachers say about kids with average intelligence.


Plus she's really clever with her quips. :smalltongue:

That's CHA.

Emmerlaus
2021-05-09, 04:46 PM
That's what teachers say about kids with average intelligence.

That's CHA.

Yeah that’s what I thought as well!

Her mentor that I don’t remember the name was the one who was covering Buffy weakness if you ask me.

Also, love the Paladin Order I gave her. Oath of the Watcher is literally perfect for her as she went to oppose demonic entities as well! So I would not sacrifice those. Monk is a given too, as well as Ranger.

And I’m not sure eight levels of Swashbuckler work with her... the three fighting style on the other hand my v.2 build gives her does if you ask me. The Tunnel fighter one replace the
Opportunist feat quite well!

Angelalex242
2021-05-10, 01:46 AM
Well...here's the the thing. No matter what build you're giving Buffy...

Here's Angel.

Medium undead (shapechanger), lawful good (Chaotic Evil when Angelus)

Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)

Special Traits

Shapechanger: If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses: The vampire has the following flaws:
Forbiddance: The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions

Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm: The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Move: The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike: The vampire makes one unarmed strike.
Bite (Costs 2 Actions): The vampire makes one bite attack.

Add to that:

7 Levels of Paladin. I'm thinking...hmmm...Oath of Devotion when Angel, Oathbreaker when Angelus. He uses his ASI for Charisma 20 (The one with the Angelic Face.) This affects his charm gaze ability (Which he didn't have in the original show) and now it's DC 18.

That takes him to CR 20, as the base vampire is CR 13. (Unlike Buffy, Angel actually does cast the occasional spell, if rarely. He just prefers to let specialists handle it when possible. Angel was (ironically!) capable of performing an Exorcism in one episode, and his Turn Undead channel Divinity will support that.)

For Spike, same thing, only 7 levels of Bear Totem Barbarian, and he used his ASI for Con 20, as befits a guy who seems to enjoy pain.

Emmerlaus
2021-05-10, 05:23 AM
Angelalex242 : Yeah but no build will be perfectly perfect for her then...

What I do notice though is that to make her able to face vampires, she needs a something that might V.2 build forgot to include: the proficiency to the Wisdom save. Although I edited my V.2 build for that (removed the Mage Slayer feat and put the Resilient(wis) feat at level 12), The order of the Watcher WILL provide a significant boost to that though:

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher's Will You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Here's what you seem to need to beat a vampire:

1) Radiant Damage: Like it or not, it's the only way to beat their regeneration. They need to make at least one hit of radiant damage. Which the Paladin Smite provide.

2) A High Wisdom save DC: Simply because she needs to resist their charm ability

3) A high enough AC to avoid their bite attack... or high enough DC to face undead of her challenge rating.

Let's see... LetS, count that she has the Resilient feat now... At level 2, she has Hunter's Mark and Zephyr's Strike to do more damage to a zombie. Zombies are not most difficult challenge. At level 4, she has Searing Smite to turn Zombies into ashes.

A normal vampire, without being special or having class level. A normal CR challenge rating of 13 huh? At level 12, she has the Resilient WIS feat to help her boost her AC AND her wisdom saving throw... With Dex 18 and Wis 14, The Mariner fighting style AND the Agile parry feature from Kensei Monk, its 20 AC. Not bad at all!

And that's not even counting the fact that the Channel Divinity of Paladin will give her advantage on her mental saving throught, that she could cast Protection from Evil to give the vampire disavantage on his attacks agaisnt her.

Bigs stats arent everything. A High STR character will eventually be less proficient in a grapple then a Rogue with Expertise (Athletic) for exemple.

That's also not considering your GM might want to give you that big red axe from the last Season of Buffy or at least a good magic weapon or magic defense against vampires by that point at level 12-13.

The only thing I could see doing more would be to get the Lucky Feat at level 16... This would help her defeat a vampire against the odds. We would just have to cap her Dex at level 20.

Emmerlaus
2021-05-10, 10:15 AM
I did a series of videos for X-Men builds back when Dark Phoenix came out. Here’s a few links:

https://m.youtube.com/watch?v=lzQnR-gIIvM

https://m.youtube.com/watch?v=Xpuw0EGTt8c

https://m.youtube.com/watch?v=Q7Bmmn6WTIE

https://m.youtube.com/watch?v=BvOQP0hDZOc

I only had time to watch the Cyclope one. You had some interesting ideas but giving him Loki was not a good one. Give him the pact of the Talisman so that its less obvious in his build. The X-Men serie is so old that everything happened to them, no need to go obscure. At least that's my opinion lol!

I tend to always go by 4th level for the Ability Improuvement or feats too when I make my build too... Would have given him 4 ranks in Warlock.

But yeah, he is pretty much a warlock + sorcerer mix. Tulok mentionned it as such in his build.

I'll try to watch the other videos when I have the time.

Angelalex242
2021-05-10, 12:24 PM
Well. There's two potential weapon choices here.

Mr. Pointy: A +3 wooden dagger, it also deals 1d6 radiant damage. If it reduces a vampire to 0 HP, the vampire is destroyed.

The Scythe: A 'double weapon', with a battle axe on one side, and a spear on the other. Both ends are +3. The 'axe' part has the Vorpal Quality, the stake part has the same properties as Mr. Pointy, and similar to a Holy Avenger, it deals 2d10 radiant damage to undead and demons, and offers advantage on saving throws. ...All saving throws. All of them.

The Scythe is purposefully OP.

Lavaeolus
2021-05-12, 01:32 AM
I forgot to mention these earlier but I like this take on these characters. :smallsmile:

Thanks, I'm glad you liked them. I had thought about other characters, but either they didn't translate well, or they translated well enough but weren't really interesting as builds. Ridcully, for example, commits the cardinal multiclassing sin of having a whole bunch of Wizard levels, and then not at all synergising it with his main front: being independently strong, healthy and a good shot with a crossbow. Probably rolled for his stats, the lucky bastard.

Vimes probably isn't level 20, and he probably doesn't raise his stats beyond that initial starting array. But I like to think you could take that baseline, and make it into a build that, if a little odd, nonetheless flows well enough mechancially without feeling too off from the character.

Still, for some extra City Watch fun. These builds are a lot looser and thrown together:

Nobby: Nobby's not too hard. He might have a level or two of Fighter for medium armour, but then it's all Rogue, perhaps Thief though he's not high-level. Whenever anyone asks you for what race you're playing exactly, just smile and say "Custom Lineage".

Carrot: Carrot feels like a Paladin, but does not, strictly speaking, have any of a 5e Paladin's abilities. Carrot, then, might just be a full Fighter; simple, but simple doesn't mean ineffective. Your Charisma is sky-high, you probably have Inspiring Leader, and I'd recommend being a Banneret if that subclass wasn't a little naff. You probably also rolled for stats.

Detritus: My instinct was Warforged, but thinking on it, the Goliath fit better than I expected. Mountain Born could be taken as a reflection of how Discworld trolls tend to originate from nice, cold mountains, and Stone's Endurance topped with Powerful Build do a good job at representing a troll's bulkiness. In any case, an odd character: Detritus is a bulky high-STR powerhouse who carries a ranged weapon, not something the system is well-adapted for.

Consider a Barbarian 1 / Fighter (Champion); Barbarian gives you an Unarmored AC and extra damage-resistance, but could be dropped. With a heavy crossbow, Crossbow Expert, and Sharpshooter -- as in the books, Detritus won't necessarily be hitting his targets a lot when he takes aim, but anything he does hit will be taking a lot of damage. Of course, when not using his crossbow Detritus is still a troll carrying around a sword and a truncheon, so things aren't all bad. So long as he's in Ankh-Morpork's temperatures, his mental scores are dumped; his array might be 15-15-15-8-8-8.

Teklese
2021-05-12, 06:30 AM
For the buffy problem why not include magic items to help with the stats. Something like belt of giant Strength. This would help more with the problem of not having enough feats, and give her the power to stand up to dnd vamps. you would need to work with the gm to flavor them a little and also when and how you get them. lvl 1 buffy just can not stand up to a vamp with extra help.

Emmerlaus
2021-05-12, 07:31 AM
For the buffy problem why not include magic items to help with the stats. Something like belt of giant Strength. This would help more with the problem of not having enough feats, and give her the power to stand up to dnd vamps. you would need to work with the gm to flavor them a little and also when and how you get them. lvl 1 buffy just can not stand up to a vamp with extra help.

Of course she cannot, hence why I went with starting with zombies in general at that level. Unless a GM is ultra mean, he wont put a vampire as enemy when it come to a lvl.1 party.

And magic items are at GM discretion anyway. You cannot put them in the build unless the Gm approuves of it. ALSO... Stats aren't everything. As I said, a Rogue with Expertise (Athletic) is a better athlete then someone with high stats who doesnt have it.

I'll try to post another build in the coming days, not sure what character though. The easiest one would be Crane, from Kung-Fu panda lol! We will see.

Angelalex242
2021-05-12, 11:17 AM
The trouble with many of these magic items is, they're attunement.

Even if you use an amulet of health, and a belt of...

Well, we'd have to decide what level of belt is accurate.

Hill Giant? Stone Giant? Frost Giant?

Emmerlaus
2021-05-12, 03:31 PM
The trouble with many of these magic items is, they're attunement.

Even if you use an amulet of health, and a belt of...

Well, we'd have to decide what level of belt is accurate.

Hill Giant? Stone Giant? Frost Giant?

Sorry if Im blunt but after two Buffy build, I think I'm done working on her character. Im pretty satisfied with the V.2 version myself.

I have a few Kung-Fu panda build I could add but Im not sure how much you guys would be interested in seeing them though... Otherwise, I also made another character from My Hero Academia... Minato , the small purple pervert LOL :smalltongue:

EDIT: I could also make a Cyplop build from X-Men. I saw a few build idea but they werent optomized for what Cyclop does best: blasting people (at least in my humble opinion)... so... Im tempted in giving it a shot? :smallredface: I wouldn't give him a lot of close-combat skill though. He can I suppose if needed but I'll rather have him have a few more things like the Close-Quarters Fighting style... cant believe no build I saw of him had it! O_O Sure its from Unearthed Arcana but still! At least give him Blind Fighting to represent his training!

Emmerlaus
2021-05-12, 10:26 PM
Scott Summer (Cyclops) :


Race : Half-Elf
Stats gained : (+1 Dex, +1 Wis, 2 Cha)
Skilled (History, Investigation)
Skill Gained : Insight
Background : Sailor (Athletics, Perception), get trained in having his own « flying » ship lol.

Stats (total at level 1):

Strenght 8, Dex 15, Con 10, Int 12, Wis 13, Cha 14

LEVEL 1 : Sorcerer (lvl.1)
Skill Proficiency : Persuasion, Arcana
Sorcerous Origin (Divine Soul)
Spellcasting :
-Cantrips (Sacred Flame (laser hitting from above), Light, Mage Hand (concussion lazer, precise application to move things) and Fire Bolt
Level 1 spells : Mage Armor (you are wearing tight jumpsuit, no need for bigger Armor), Shield
BONUS : Protection from Good and Evil

Level 2 : Warlock (lvl.1)
Otherworldly Patron (The Undying) (cause you have Omega level potential and great destiny.)
Feature : Among the Dead
Spellcasting
-Cantrips (Eldritch Blast, True Strike)
Spell Known : Charm Person, Comprehend Language

Level 3 : Warlock (lvl.2)
Eldritch Evocation (Agonizing Blast, Repelling Blast)
+ spell: Expeditious Retreat

Level 4 : Warlock (lvl.3)
Pact Boon (Pact of the talisman)
+ Mind Spike (So that you know where to send your Eldritch Blast. Scott Summer received Blind Fighting training after all ! And to reflect how his spawn is so compatible with jean Grey DNA)

Level 5 : Warlock (Lvl.4)
Ability Improvement (+2 Cha)

Level 6 : Sorcerer (lvl.2)
Font of Magic
+1 Magic Massile

Level 7 : Sorcerer (lvl.3)
Metamagic (Quickened Spell, Empowered Spell)
Spellcasting ( Knock, See Invisibility)

Level 8 : Sorcerer (lvl.4)
Ability Improvement (+2 Dex)

Level 9 : Fighter (lvl.1)
Second Wind, Fighting Style (Close Quarters Shooter from UA)

Level 10 : Fighter (lvl.2)
Action Surge (x1)

Level 11 : Fighter (lvl.3)
Martial Archetype (Battle Master)
- Manoeuver (Evasive Footwork and Tactical Assessement)

Level 12 : Fighter (lvl.4)
New feat : War Caster

Level 13 : Sorcerer (lvl.5)
Spellcasting (change Magic Missile to Motivational Speech, get Haste)

Level 14 : Sorcerer (lvl.6)
+ 1 spell : Tongues
Sorcerer Origin feature (Empowered Healing)

Level 15 : Sorcerer (lvl.7)
+ 1 spell lvl.4… Nah lets take Fireball !

level 16 : Sorcerer (lvl.8)
Ability Improuvement (+2 Cha)
+1 Spell : Protection from Energy

Level 17 : Sorcerer (Lvl.9)
+1 Spell (lvl6) : Animate Object (to reflect how your beams can move objects)

Level 18 : Sorcerer (Lvl.10)
Metamagic (Seeking Spell)

Level 19 : Sorcerer (lvl.11)
+1 spell (Desintegrate)

Level 20 : Sorcerer (lvl.12)
Ability Improvement (+2 Dex)
+1 spell (Sunbeam)

CONCLUSION: That was an interesting build to make... Used both Tulok and BerzerkerUnit build as inspiration, I made this Cyclops build about being the best Eldritch Blast user he could be. Had to use Unearthed Arcana fighting style for it. Love Warlock in general so I love the build !

Emmerlaus
2021-05-20, 11:10 AM
https://www.youtube.com/watch?v=tjxFkVlRsFI

SPOILERS: Hexblade is a defenitely a shame but I can see how it fit, to make your daughters. I wouldn't change a lot of the build, except getting the stone giant rune instead.

... trust me, I checked if something should be changed. Hard to get everything right with this build. If you dont mind not changing into your true form at level 20 or have daughter, a few level of Barbarian (Pact of the Beast) could have being fitting. But you would need to sacrifice so much for it that it's not worth it lol

But making a Lady Denitrescu without magic is tempting. Barbarian/Fighter mix. Would allow her to stay in a dress instead of wearing an armor too... I might just make that build!

===========

On another note, what build would you like me to do next?

Side-Note: I being watching Buffy the Vampire Slayer with my GF. We are at the second season now and yeah, Intelligence is not as high as everything else if your worst nightmares are surprise quizzes LOL She is intuitive though, more then knowledgeable :smalltongue:

========

I have a Minato build ready to post but it seem My Hero Academia arent popular here on this thread...

But I was also tempted to make a " Spiderman Noir " build, from Spiderman: Into the Multi-Verse. I would take some liberties on this one though, simply because I want to LOL For exemple, want to give him some levels of Shadow tradition Monk, mixed with Inquisitive Rogue LOL :smallbiggrin:

I could easily make a Ralph build, From Wreck it Ralph. And a build for Spiderpig. Clearly an Artificer LOL :smalltongue::smalltongue:

Emmerlaus
2021-05-23, 06:49 AM
Disclaimer: Althought Tulok build was close to perfect for the character of Lady Demitrescu, she is pretty much build like the villain she is, with all those warlock level representing her devotion to Mother Miranda and her corruption. But if we prefer Lady Demistrescu as the giant vampire lady with sword fingers with a long dress, noble clotches instead of having to wear armor... the look is kinda ruined with his build. And his build include her having a whip instead of claws. So here's an alternative way to build her... and her daughters as a bonus!


Lady Demitrescu :

Race : Damphir (Goliath Dhampir to start at 8 feet tall)
Stats gained : (+2 Str, +1 Con)
Darkvision
Spider-climb
Deathless Nature
Vampiric Bite
Background : Noble (History, Persuasion)

Stats (total at level 1):

Strenght 15, Dex 12, Con 14, Int 10, Wis 8, Cha 13

GOALS FOR THE BUILD :
1) Giant forever : You need to be PEMANENTLY bigger then most if you want to be able to look down on them
2) Freddy Krueger hands : Have hands that can shred you into pieces
3) Dressed for the occasion : No Armor, you are wearing a dress at all time and that’s all you need !

LEVEL 1 : Warlock (lvl.1)
Skills : Arcana, Intimidation
Otherworldly Patron (Undying)
Spells : Cantrips (Infestation, Frostbite) // Lvl.1 (Hex, Expeditious Retreat)

LEVEL 2 : Barbarian (lvl.1)
Rage, Unharmored Defense

LEVEL 3 : Warlock
Eldritch Invocations : Armor of Shadow and Eldritch Sight
Spell known : Protection from Evil and Good

LEVEL 4 : Barbarian (lvl.2)
Reckless Attack (hence why we took the time to get Armor of Shadow at the level before), Danger Sense

LEVEL 5 : Barbarian (lvl.3)
Primal Path (Path of the Beast to get claws), Primal Knowledge (get Athletics)

Level 6 : Barbarian (lvl.4) // +2 Strenght

Level 7 : Barbarian (lvl.5) // Extra Attack, Fast Mouvement

Level 8 : Barbarian (lvl.6) // Path Feature (Claws are now considered magical and bonus on distance for jumps or breath and swim in a blood bath if you want)

Level 9 : Barbarian (lvl.7) // Feral Instinct, Instinctive Pounce

Level 10 : Barbarian (lvl.8) // New feat ( Resilient-Con)

Level 11 to level 20 : Fighter
Fighting Style (Dueling, wearing as shield with the Demitrescu family crest on the other hand for style points), Martial Archetype (Rune Knight for Frost Rune, Stone Rune, Storm Rune and Cloud Rune, in that order), Giant Might to become larger and Great Stature at level 20 to become permanently at least 9 foot tall !). As for the ability or feat gain, make sure you get the SLASHER feat to Max that Strenght and cripple your opponents !

CONCLUSION : I Love this build ! In my version, she free herself from her evil « mother » and is a player character on her own and her three retainers from the noble background could be her three adoptive daughters… Or you could make them player character on their own !



Race : Dhampir (base race could be anything… Human or Elves, your choice)
Stats gained : (+2 Wis, + 1 Dex)
Background : Haunted One (Investigation, Survival)
Stats (total at level 1):

Strenght 10, Dex 15, Con 12, Int 8, Wis 14, Cha 13




Level 1 : Ranger (lvl.1)
Skill trained : Athletic, Nature, Survival
Favored Enemy (Humanoid), Deft Explorer (Canny-Perception)
Level 2 : Monk (lvl1)
Unarmored Defense
Martial Art

Level 3 : Ranger (lvl.2)
FIghting Style (Blind Fighting)
Spellcasting (Jump, Zephyr’s Strike)

Level 4 : Ranger (lvl.3)
Ranger Conclave (Swarmkeeper) – Now THAT’S why I went ranger !
+ spells : Mage Hand + Cure Wounds

Level 5 : Ranger (lvl.4) // New Feat : Magic Initiate (Eldritch Blast, Infestation and Hex)

Level 6 : Ranger (lvl.5) // Extra Attack
+1 spell Magic Weapon

Level 7 : Ranger (lvl.6)
Deft Explorer (Rover), Favored Foe (1d6)

Level 8 : Ranger (lvl.7) // Writhing Tide
+1 spell : Pass Without Trace

Level 9 : Ranger (lvl.8) // +2 Wisdom, Lands Stride,

Level 10 : Ranger (lvl.9) // +1 Spell : Enhance Ability

Level 11 : Ranger (lvl.10) //Deft Explorer(Tireless), Nature’s Veil

Level 12 : Ranger (lvl.11) // Mighty Swarm, +1 spell (Water Walk)

Level 13 : Ranger (lvl.12) // +2 Wisdom

Level 14 : Ranger (lvl.13) // +1 spell (Freedom of Mouvement)

Level 15 : Ranger (lvl.14) // Favored Foe (1d8), Vanish

Level 16 : Ranger (lvl.15) // Swarming Dispersal

Level 17 : Ranger (lvl.16) // +2 Dex

Level 18 : Rogue (lvl.1) // Thieves Cant, Sneak Attack (+1d6), Expertise (Stealth, Nature)

Level 19 : Rogue (lvl.2) // Cunning Action

Level 20 : Rogue (lvl.3) // Roguish Archetype (Assassin), Sneak Attack (+2d6)

CONCLUSION: First time building a character with so many levels of ranger. Gave her Eldritch Blast to send creepy bug stream toward your opponents and a ranged option at higher levels. Favored Foe can be use to increase that vampire bite attack damage so its somewhat nice. Clearly not the strongest build but I think its very fitting.

Emmerlaus
2021-06-15, 05:51 PM
Sorry for the lack of builds posting but I was hoping more people would join and so do as well lol!

My next build is kinda simple so I'll only post the important stuff:


GOALS FOR THE BUILD :
1) Huge Arms : You need to get huge arms and fists to hit your ennemy with
2) Snake and Ladder : Expert at climbing and falling down without getting hurt
3) Hit Hard : That say it all.

Race : Bugbear (+2 Str, +1 Dex) for the long arms and powerful build traits
Stats :
Str 15 (Obviously)
Dex 13 (You strangely can dodge magma cola like a champ or stealth you way to pass guards)
Con 15 (You eat garbage and you are never sick)
Int 8 (You never went to school)
Wis 12 (You are are headstrong and wise enough to know you should deserve more out of life)
Cha 8 ( You smell bad and you are bad when interracting with people)

Background (Outlander) : Athletic, Survival

SPOILERS: This is a level 20 Barbarian (Totem Warrior path). Here's the important stuff:

Level 1 : Barbarian
Skills : Intimidation, Survival
Rage
Unarmored Defense

======

Level 3 : Barbarian
Totem Spirit (Bear)

======

Level 4 : Barbarian
New Feat (Martial Initiate for Fighting Style : Unarmed Attack)

======

Level 6: Barbarian
Aspect of Beast (Bear)

======

level 8: Barbarian
Ability Improvement (+1 Str, +1 Con) We dont like odd number here, they are the true villain!

======

Level 12: Barbarian
New Feat: Martial Initiate (Fighting Style: Mariner)

======

Level 14: Barbarian
Spirit Walker (Eagle): So now you can fall any height

======

Level 16: Barbarian
Ability Improuvement (+2 Str)

======

Level 19: Barbarian
Ability Improvement (+2 Con)


Pro: You hit like a truck and you are quite good at what you do.
Cons: No magic damage and weak to psychic damage

VARIANT: The main thing about Ralph is that he doesnt use any magic and that the Totem Warrior Barbarian gives him a conditionnal flight speed to either "jump" and climb on surfaces and fall without receiving damage at level 14. And if you take 14 levels of Barbarian, might as well take 16 levels for Persistant Rage and additionnal stat boost. You could give him 4 levels of Fighter (Champion) if you wanted but it seems like a waste.

Damon_Tor
2021-06-17, 02:57 AM
Wolverine
Wolverine needs a few abilities to be definitively Wolverine: a top-notch healing factor, super senses, and claws. He's a savage and a survivalist, but also a noble warrior trained by one of the noble houses of Japan. Our Wolverine will be a ranger, a barbarian, and a monk.

Race: The Hill Dwarf actually fits Logan nicely, giving us a lot of what we want: poison resistance is a core part of his healing factor, and dark vision is a must-have. The con and wis bonuses align nicely with our goals, and the hill dwarf gets an additional hitpoint at every level reflecting Wolverine's status as one tough mother****er Bonus: Wolverine is actually very short in the comics, so even that matches up nicely.

Background: Outlander fits nicely, giving us Athletics and Survival proficiency and makes him a capable woodsman.

Starting Ability Scores:
Strength 14- Wolverine is much stronger than he looks, as his healing factor keeps his muscles at top condition. Our attack score, this will be 20 before we're done.
Dexterity 14- Wolverine's heightened senses and centuries of experience give him heightened reflexes.
Constitution 17- Here we go, our big seller, Wolverine is as tough as they come. We'll also get this to 20.
Intelligence 8- Repeated brain damage has left Wolverine much of his memory gone, and he's also impulsive, emotional, and prone to thoughtless action.
Wisdom 13- His super-senses give him a keen edge when it comes to spotting trouble. We're going to be augmenting this with class features.
Charisma 8- A loner, Wolverine doesn't make friends easily.

Level 1 - Ranger 1
Wolverine's first level reflects his youth in the frontier of Canada, giving us Perception, Insight, and Stealth proficiency, with expertise in Perception, patching our lower-than-desired wisdom. Our favored enemies will be humans and mutants.

Levels 2-5 - Barbarian 1-4
Wolverine's powers manifest! We're going to be taking Logan down the Path of the Beast to get us his signature claws. And at our first ASI he'll get his first feat, Dwarven Fortitude. This brings his constitution up to 18, but it also allows him to heal himself, spending a hit dice when using the dodge action.


Magic Item Suggestion- Blessing of Wound Closure
Found on page 228 of the Dungeon Master's guide, the Blessing of Wound Closure is a permanent version of the Periapt of Wound Closure, which stabilizes you automatically if you are dying, and doubles the amount of hitpoints you recover when you spend a hit dice. In combination with Dwarven Fortitude, this is an extremely potent self-healing combo.

Levels 6-17 - Monk 1-12
At this point in his life, Wolverine rejects his savage nature and finds himself in Japan where he trains in the martial arts. This suits our purposes well due to several synergies:

The Claws provided by the Path of the Beast count as simple melee weapons, and so qualify as monk weapons: this means we can use our monk levels to increase their damage dice to 1d8.
Patient Defense allows us to dodge as a bonus action for the price of 1 ki. This combines with Dwarven Fortitude to let Wolverine heal himself while still attacking.
The Monk's Evasion combines nicely with the Barbarian's Danger Sense.
At 10th level we become immune to disease and poison, which fits our theme nicely.

We're going to be selecting the Way of the Long Death for Wolverine, enhancing his nature as an unstoppable super-tank. Touch of Death is a nice way to collect temporary hitpoints as we tear apart our enemies, and Hour of Reaping is nice because Wolverine can be scary AF, but the real reason we want this is for Mastery of Death: for the price of 1 ki with no action at all required, you can ignore a lethal hit, leaving you at 1 hp. You can do this again and again and again as long as you have the ki. I find this a better feature than the similar Relentless Rage, which quickly builds to an impossible DC after only a few uses.
Our 3 ASIs here will give us +6 to Strength giving us 20 strength.

Levels 18-20 - Ranger 2-4
Our healing factor and claw attacks are well taken care of, which brings us back to the Ranger, which fills out our role as a stalker.
Ranger 2 gets us the Blind Fightning style and the spells Hunter's Mark and Zephyr Strike
Ranger 3 gets us Gloom Stalker, with extended dark vision, dark vision immunity, a bonus to initiative rolls, and an extra attack on the first round of combat.
Ranger 4 gets us our final ASI, +2 to constitution, leaving us with 20 constitution.

Other Ways to Build It
If you don't care much about modeling Wolverine's super-senses, you can skip the ranger levels and stick with Barbarian 8/Monk 12, which would give you one additional rage per day, as well as more hitpoints and more of the 1d12 hit dice you like to use with your Patient Defense/Dwarven Fortitude/Blessing of Wound Closure combo. Overall this would make you a much stronger tank, but at the cost of the hyper-senses modeled by perception expertise, blind fighting and the gloom stalker features.

Emmerlaus
2021-06-21, 12:15 PM
Wow, perfect Wolverine build! :smallsmile:

It's almost funny how some of Tulok build can be improved so much!

Thanks for posting again!

RedMage125
2021-06-21, 02:19 PM
With the Netflix reboot around the corner, I'd like to see a build of He-Man.

A few notes to consider:
He-Man lore fits 100% with the fluff of a Hexblade Warlock. The Sword of Greyskull (while it does not speak) is sentient enough to be the means of choosing the Champion of Castle Greyskull.
Blade pact means that he can use 2 handed weapons as his Hexblade weapon.
However, He-Man certainly seems STR, and nor CHA primary. Especially in the trailer for the new series, we see him catching and throwing a siege engine sized ram.
Armor? Some make He-Man have some Barbarian levels, for CON based Unarmored Defense, if nothing else. I can see the point in this. However, I would argue that this is unnecessary, since the metal chest piece he wears COULD be considered "armor" by the same logic of Bikini Chainmail.
It may be necessary to have his transformation be an actual transformation (especially since the new Prince Adam is of very slight build). If not, "Prince Adam" could be a disguise from Mask of Many Faces invocation.
I don't think it's necessary to have Cringer/Battle Cat be a part of He-Man's build, so BM Ranger levels are not needed. Battle Cat is more of a talking mount than an aid in combat. Perhaps a Sidekick, using TCoE rules.

Given how good the builds here are, I'd like to see what people can come up with.

Bonus points for also building Skeletor!

Damon_Tor
2021-06-21, 06:06 PM
With the Netflix reboot around the corner, I'd like to see a build of He-Man.

A few notes to consider:
He-Man lore fits 100% with the fluff of a Hexblade Warlock. The Sword of Greyskull (while it does not speak) is sentient enough to be the means of choosing the Champion of Castle Greyskull.
Blade pact means that he can use 2 handed weapons as his Hexblade weapon.
However, He-Man certainly seems STR, and nor CHA primary. Especially in the trailer for the new series, we see him catching and throwing a siege engine sized ram.
Armor? Some make He-Man have some Barbarian levels, for CON based Unarmored Defense, if nothing else. I can see the point in this. However, I would argue that this is unnecessary, since the metal chest piece he wears COULD be considered "armor" by the same logic of Bikini Chainmail.
It may be necessary to have his transformation be an actual transformation (especially since the new Prince Adam is of very slight build). If not, "Prince Adam" could be a disguise from Mask of Many Faces invocation.
I don't think it's necessary to have Cringer/Battle Cat be a part of He-Man's build, so BM Ranger levels are not needed. Battle Cat is more of a talking mount than an aid in combat. Perhaps a Sidekick, using TCoE rules.

Given how good the builds here are, I'd like to see what people can come up with.

Bonus points for also building Skeletor!

An Oath of Glory Paladin would work pretty well. Bull's Strength+Peerless Athlete would result in some pretty impressive lifting power, 1200 pounds at strength 20. 6 levels of Totem Barbarian can double your lifting power again to 2400 pounds. Start as a race with Powerful Build to double it again to 4800 pounds. His battle harness canonically adds to his strength, so if we feel like making it a Belt of Storm Giant Strength and increase his strength to 29, we get a lifting limit of 6960 pounds, enough to lift a humvee.

Emmerlaus
2021-06-22, 12:06 AM
An Oath of Glory Paladin would work pretty well. Bull's Strength+Peerless Athlete would result in some pretty impressive lifting power, 1200 pounds at strength 20. 6 levels of Totem Barbarian can double your lifting power again to 2400 pounds. Start as a race with Powerful Build to double it again to 4800 pounds. His battle harness canonically adds to his strength, so if we feel like making it a Belt of Storm Giant Strength and increase his strength to 29, we get a lifting limit of 6960 pounds, enough to lift a humvee.

Damon_Tor is the best build builder on this thread, I would trust his advices LOL

As for me, I was considering making a Loki build... but I dont actually know how to make a cleric less supportive! :smallsigh:

Because yes, I would have make him a Firebolg and given him 17 ranks of Trickery Cleric. With also 3 ranks of Rogue (Assassin) and the Noble background.

But as for the spells, I have no idea what makes a cleric strong! The most damage dealer cleric I made was a Tempest Domain Cleric I think...

Emmerlaus
2021-07-21, 02:01 PM
Just as a side note, there is a Path of the Juggernault that fit Wreck in Ralph better.

http://dnd5e.wikidot.com/barbarian:juggernaut

If people show interested, I would make a Wreck it Ralph build according to this... Only 6 levels of Barbarian truly needed for "Demolishing Might" and I wonder what I would do for the rest.

=====

If anyone wants me to make a build for them, just say the word! I would be willing to hear some ideas and get some inspiration :smallsmile:

BerzerkerUnit
2021-07-21, 03:25 PM
Here’s a wolverine build. https://m.youtube.com/watch?v=BvOQP0hDZOc&t=3s

I did a whole series for x-men if you check the channel.

KyleG
2021-07-21, 03:27 PM
My kids saw this and immediately said taskmaster and black widow (clearly just been to the movies). I on the other hand am still looking for the perfect progression build for ahsoka tano. Or even loki.

Damon_Tor
2021-07-22, 10:14 AM
My kids saw this and immediately said taskmaster and black widow (clearly just been to the movies). I on the other hand am still looking for the perfect progression build for ahsoka tano. Or even loki.

Ahsoka is a pretty standard martial-focused Force user. No particularly interesting force talents. You could run her as a pure fighter (dex based, Twf, psi-knight) and it would feel authentic enough. A few levels of wizard (bladesinger) could add a few spells to handle anything you feel is missing.

Damon_Tor
2021-07-22, 10:46 AM
Here’s a wolverine build. https://m.youtube.com/watch?v=BvOQP0hDZOc&t=3s

I did a whole series for x-men if you check the channel.

Zealot is a hard sell for me here, but then I guess this build was mad pre-tashas.

Klorox
2021-07-23, 02:20 PM
An Oath of Glory Paladin would work pretty well. Bull's Strength+Peerless Athlete would result in some pretty impressive lifting power, 1200 pounds at strength 20. 6 levels of Totem Barbarian can double your lifting power again to 2400 pounds. Start as a race with Powerful Build to double it again to 4800 pounds. His battle harness canonically adds to his strength, so if we feel like making it a Belt of Storm Giant Strength and increase his strength to 29, we get a lifting limit of 6960 pounds, enough to lift a humvee.

Where can I find Bull's Strength in 5e?

nickl_2000
2021-07-23, 02:29 PM
Where can I find Bull's Strength in 5e?

Enhance Ability, level 2 spell for bard, cleric, druid, sorcerer, artificer, and Oath of Glory Paladin.

One of the options is Bull's Strength.

Emmerlaus
2021-07-23, 02:37 PM
Where can I find Bull's Strength in 5e?

They put a lot of 3.5 spells into one single spell called Enhance Ability spell.

At lest I can answer that much lol!

I wish I could reply more then that or make a Black Widow build but... RL is being chaotic right now. Barely have the energy to do what needs to be done and working 46 hours per week now. Having a hard time to adjust. :smallsigh:

But Black Widow strikes me as a full Rogue build with guns. I have not seeing a lot of her to be honest, didn't catch up with Marvel movies for a long time. I know, shame on me.

But yeah, a level 20 Rogue seem accurate for her. Maybe a few ranks of Monk but not a lot for the AC boost with Wisdom? Maybe a few more if she's a kensei Monk but I don't think she could catch arrows with her barehands either so I think 2 ranks max of Monk.

But she could be a Fighter/Rogue mix I suppose. Would be kinda easy to see this.

nickl_2000
2021-07-23, 02:42 PM
They put a lot of 3.5 spells into one single spell called Enhance Ability spell.

At lest I can answer that much lol!

I wish I could reply more then that or make a Black Widow build but... RL is being chaotic right now. Barely have the energy to do what needs to be done and working 46 hours per week now. Having a hard time to adjust. :smallsigh:

But Black Widow strikes me as a full Rogue build with guns. I have not seeing a lot of her to be honest, didn't catch up with Marvel movies for a long time. I know, shame on me.

But yeah, a level 20 Rogue seem accurate for her. Maybe a few ranks of Monk but not a lot for the AC boost with Wisdom? Maybe a few more if she's a kensei Monk but I don't think she could catch arrows with her barehands either so I think 2 ranks max of Monk.

But she could be a Fighter/Rogue mix I suppose. Would be kinda easy to see this.

I wouldn't argue with someone who wanted to put some Monk or make Black Widow completely a Monk. Her electric attack is Shocking Strike, she is un-armored, she is extremely agile.

Damon_Tor
2021-07-24, 02:00 PM
Yeah, Black Widow needs monk ranks, and a good amount of them. Unarmed combat is one of her signatures. But she also needs rogue ranks for social expertise and firearm synergy. You'll wind up with a hybrid fighting style where you typically do 1 pistol attack (activating your sneak attack bonus) plus one unarmed attack, then either flurry of blows or any cunning action. Open Palm makes the most sense as her monk subclass for the takedown effect she does with her leg throws. Maybe Assassin as her rogue subclass for the disguise kit shenanigans.

Her stunning attacks are more likely a magic item than a class ability, and not a critical enough part of her loadout to be worth investing in spellcasting ranks for a cantrip that doesn't synergize with her combat tactics. She doesn't use them in every movie, but she always does the acrobatic unarmed combat.

Emmerlaus
2021-07-24, 03:00 PM
Damon-Tor: I would say Swashbuckler would fit her better then Assassin. Or simply Thief.

I guess a Monk (Kensei) 14 // Rogue (Swashbuckler) 6 would fit her. No need to give her the taser gloves or whatever they were. Variant Human to get Sharpshooter feat or Gunner if your GM allows gun. Kinda easy build to make, right?

Damon_Tor
2021-07-24, 06:10 PM
Damon-Tor: I would say Swashbuckler would fit her better then Assassin. Or simply Thief.

I guess a Monk (Kensei) 14 // Rogue (Swashbuckler) 6 would fit her. No need to give her the taser gloves or whatever they were. Variant Human to get Sharpshooter feat or Gunner if your GM allows gun. Kinda easy build to make, right?

Yeah it's pretty straightforward. Assassin saves a feat on Actor and gets us Disguise Kit proficiency, both of which are important for her non-combat skills. She infiltrated various organizations/facilities under false identities in over half of her films (Iron Man 2, Avengers 1, Captain America 2, and Black Widow off the top of my head) and at least twice by pretending to be a different specific individual. It's kind of her core ability, the thing that only she can do in the Avengers that nobody else can match. So it's got to be represented someplace in her build.

I feel like the added mobility of Thief and Swashbuckler as kind of redundant with our monk levels. Swashbucklers sneak attack flexibility makes sense for melee, but our sneak-attack-viable weapon is the pistol, which is ranged. Thief's bonus action item interaction could be useful, but I'm not sure how often we see her do stuff like drop caltrops in the movies, so I'm not sure what we're emulating.

Wraith
2021-07-25, 07:15 AM
Bonus points for also building Skeletor!

I haven't seen the newest series yet, but I was a big fan of the original growing up so I've thrown together what I can remember. I'm sure he should have more spells available, however these are just the ones I remember seeing him perform....


Skeletor
Neutral Evil Variant Human
Level 19 Sorcerer (Shadow Magic Variant)

Skeletor is a prodigiously powerful Sorcerer, harnessing dark and evil magic to fulfil his endless ambitions. Supreme power - which he believes he will achieve by finally capturing Castle Greyskull and twisting it towards his own ends - eludes him, but it is surely only a matter of time before he overcomes his arch-nemesis He-Man and takes the Sword of Power for himself!

Stats:
STR:16 DEX:16 CON:16 INT:18: WIS:13 CHA:20
Feats: Telekinetic, Telepathic, Spell-Sniper, Mounted Combatant, Dual-Wielder

Saving Throws: CON, INT, CHA

Skill Proficiencies: Animal handling, Arcana, Intimidate, Deception, History, Nature, Religion

Sorcery Points: 19
Metamagic known: All of them!

Skeletor is physically imposing, able to hold his own against the Most Powerful Man in the Universe even if he is rarely able to overcome by brute force alone. His true strength, however, lies in his phenomenal mental powers. As well as knowing devastating spells from a variety of disciplines, Skeletor is a terrifying overlord whose sheer force of personality can quell dissent and command others to do his bidding.
His only real weakness is his ego - such is his fervent self belief in his abilities and inevitable victory, he always manages to over-extend his reach or overlook the strengths of his enemies, allowing them to surprise him and force his retreat.

Resistances: Non-magical slashing, bludgeoning and piercing damage
Immunities: Blinded, Charmed, Frightened, Poisoned, Stunned, Exhausted
Vulnerabilities: Acid

Class Abilities: Sorcerous Spellcasting, Font of Magic, Magical Guidance
Subclass Abilities: Eyes of the Dark, Strength of the Grave, Hound of Ill Omen (Panthor), Shadow Walk, Umbral Form

Equipment
The Havoc Staff
Made of unknown materials and topped with a granite-carved ram skull, the Havoc Staff is an artefact of immense power. It is a +3 Quarterstaff, typically wielded one-handed, with the following special effects:
- Havoc Blasts
While wielding the Havoc Staff, Skeletor can cast Eldritch Blast as a Bonus action.
- Staff of Power
While holding this staff, Skeletor gains a bonus +3 to spell attack rolls and to the saving throw DCs of all of his spells.
- Signature Weapon
The Havoc staff acts as a conduit for destructive magical forces. Skeletor can channel his magical effects through his staff, which means that he can ignore any and all verbal, somatic and material component requirements when casting spells even if he is holding something in his off-hand (Usually his Shadow Blade).
- Source of Magic
Once per day, Skeletor may invoke the power of the Havoc Staff as an Action to refresh all of his Sorcery Points.

Legendary Actions
Supreme Magical Powers - Skeletor can cast any of the following spells as a free action: Eldritch Blast, Word of Recall, Shadow Blade, Sending, Lightning Bolt, Counterspell. (2 Actions)

Legendary Resistance (x3 per day)

Cantrips Known: (Minor Illusion, Eldritch Blast, Ray of Frost, Mage Hand)

Spells Known: Charm Person, Magic Missile, Shadow Blade, Spike Growth, Lightning Bolt, Counterspell, Charm Monster, Major Image, Plant Growth, Sending, Scrying, Arcane Gate, Word of Recall, Disintegrate, Telepathy, Gate (Among others)

Draz74
2021-07-27, 11:40 AM
Funny that this thread should have popped back up recently, I was just going back to my Essence of MCU in D&D Characters project from a year and a half ago. But now with Foundry VTT set up to expedite the character statting-up process.

In this project, I'm building with the following guidelines:

No Homebrew or UA (beyond Custom Backgrounds)
can assume characters rolled ridiculously well on starting Ability Scores
can give pretty much any magic items from the book
working on a range of Level 14 to (Level 20 with two Epic Boons)

So far today I've re-done Iron Man:
https://i.ibb.co/jgv6NND/Iron-Man.png (https://ibb.co/4PZmqqp)

Tony Stark
Mark of Making Human; Armorer Artificer 18
Str 13 (21 with Belt); Dex 14; Con 14; Int 20; Wis 10; Cha 18
Saves: Con +8; Int +11
Skills: Arcana +11+1d4; History +11; Investigation +11; Nature +17; Performance +10
Tools: Smith's Tools, Thieves' Tools, Tinker's Tools, Glassblower's Tools, Alchemist's Supplies, Jeweler's Tools (all with Expertise!)
ASI/Feats: Prodigy; Int +2; Heavy Armor Master; War Caster
Infusions: Lightning Launcher +2; Plate Armor +2; (*)Helm of Awareness; (*)Belt of Hill Giant Strength; (*)Gem of Seeing; (*)Periapt of Wound Closure; (*)Wand Sheath; (*)Winged Boots
Other Equipment: Shield; Cap of Water Breathing; Goggles of Night; Orb of Time; various Sending Stones; Ring of Swimming; (*)Wand of Fireballs
Spellcasting
Cantrips: fire bolt, mending, message, resistance, shocking grasp

(4/long rest) absorb elements, alarm, detect magic, expeditious retreat, identify, magic missile, thunderwave
(3/long rest) heat metal, (1/day, no Concentration) magic weapon, mirror image, shatter
(3/long rest) conjure barrage, dispel magic, elemental weapon, fly, hypnotic pattern, lightning bolt, tiny servant
(3/long rest) arcane eye, fabricate, fire shield, greater invisibility
(1/long rest) passwall, skill empowerment, wall of force

(I decided to save 22 INT via Tome of Clear Thought to be exclusive to Dr. Strange and Reed Richards.)

Kuulvheysoon
2021-07-27, 01:04 PM
I've been rewatching Avatar: the Last Airbender recently, and I'd forgotten how much I love Suki. This is in her honour.

Suki of the Kyoshi Warriors


https://ih1.redbubble.net/image.1316667331.5924/pp,504x498-pad,600x600,f8f8f8.jpg
Race: Variant Human (+1 Dexterity/+1 Constitution)

Starting stats (Point Buy): Str 10, Dex 16*, Con 14, Int 12, Wis 14, Cha 10
*Dexterity is 16 because of the Athlete feat, thanks to the Variant Human starting feat

Explanation: Suki's not especially strong, but she's agile as hell, and her fighting style reflects that. She's quick and relatively physically sturdy. I'd peg her as slightly smarter and wiser than the average bear, though she's not really all that charismatic.

Background: Far Traveller
Suki's from Kyoshi Island, which is geographically and culturally distinct from not only the greater Earth Kingdom, but the rest of the known world. The Earth Kingdoms are based fairly heavily off of Ancient China, while Kyoshi draws heavily from Japanese traditions (yes, I know that this isn't quite accurate and the creators took pains to not link any culture too closely to any IRL culture, but I'm making a point here). Walking around in full kit, she definitely draws the eye, for good or bad, which fits perfectly with the feature All Eyes On You.

Perception fits with the warrior lifestyle, and their fighting style has been called out as using their opponent's strengths against them, which is represented by Insight.

I'd probably switch out the Instrument proficiency for a disguise kit, though, to help represent their warrior makeup (as it's been shown in-universe that people have difficulty not only telling the warriors apart, but they have issues recognizing them without it).

Final build: Rogue (Inquisitive) 6/ Fighter (Battlemaster) 8

This was the hardest part, not going to lie. Rogue and Fighter were obvious choices, but I did briefly entertain monk, as part of the entire Kyoshi getup is explicitly armoured. But monk is another great choice, if you wanted to go that direction.

For Rogue, I had five main choices. Assassin, Inquisitive, Scout, Swashbuckler and Thief. She's not supernatural or magical at all (despite being an utter badass), so Phantom, Soulblade and AT were right out.

The Kyoshi Warriors aren't Assassins, and the class abilities don't fit at all either, so that can get tossed right out. Scout is interesting, because the mobility does fit, but she's never been shown to have any particular skill in navigation, trailblazing or seemed particularly knowledgeable about nature, so that's out as well given how huge a part of the subclass it is.

Which leaves us with the big three. Inquisitive, Swashbuckler and Thief. Swashbuckler's class abilities do fit, and they provide some solid bonuses. Inquisitive's Insightful Fighting really fist the ethos of the Warriors, but she's shown no particular ability to ferret out liars. Thief's Second Story Work ability is perfect for her, and Fast Hands is just generally useful. I would say that we're going Thief, except for one thing. But we'll get to that later. We're going Inquisitive.

Her second class will be fighter. Specifically, we're down to either Battlemaster or Samurai (Okay, Purple Dragon Knight is also technically an option, but let's be serious here). Personally, I like Battlemaster more for her, though Samurai is a valid option.

I chose to not make her a 20th level character because while she's a scary badass, the world of Avatar is full of those, and she doesn't rank in the top ten (even ignoring OP Avatars).

Skills: So besides Perception and Insight, we nab Rogue at first level to get that Dexterity save and all the skills. We don't care about Heavy Armor from Fighter, so we don't look back. Acrobatics and Athletics are both important skills to her character, so we nab both of those without hesitation. Let's go with Persuasion and Stealth, because she's shown to be able to convince Sokka to stop being a sexist pig. Since we have Rogue 6, we get 4 Skill Expertises; Acrobatics and Athletics are both perfectly on brand (the latter in particular makes up for her average Strength score when it comes to Shoves and Grapples), and the second two are more to taste. Let's hit Insight (to help with her fighting style) and Perception.

Fighting Style: This is actually up to you. Defense is an easy choice, as it applies to every build. But in the series and beyond, we see her with two main weapon choices: a pair of tessen (war fans) or a katana and shield. So this opens up TWF, Interception and Dueling as valid styles. You could even grab Superior Technique, if you felt so inclined. Another major option would be Unarmed Fighting, given the flavour of the world.

Maneuvers: We get five in total, so we've got to think carefully. I'd choose the following: Disarming Strike, Goading Attack, Quick Toss, Riposte and Trip Attack. Riposte is especially useful, as it's a reliable way to get a bit of bonus damage on your off-turn Sneak Attacks (on your Insightful Fighting target, so you can solo them).

Feat(s): We grab the Athlete feat and don't look back (as the VHuman feat). It gets us everything that we want from the Thief's Second Story Work, gives us that sick kip up, and a partial ASI. We'll use up another ASI for the Mobile feat. It fits her.

Final Stats: Rogue 6/Fighter 8 gives us 4 ASIs. Let's toss two of those into Dexterity to max it out, one more into Constitution, and sacrifice the last on the great altar of Mobile.

Closing Thoughts: The worst part of this build is that it's got way so many things demanding its Bonus Action. Between Insightful Fighting, Two Weapon Fighting and Cunning Action, you're going to be constantly deciding what to sacrifice every round.

The most important part of the build is to reflavour daggers as the tessen. In the series, the Kyoshi Warriors are shown to be more than proficient throwing them, and with Sneak Attack you're doing more than enough damage to justify

Draz74
2021-07-27, 04:18 PM
When I had my original MCU thread in early 2020, the people demanded War Machine next ... here I've finally built him.
https://i.ibb.co/64XWvD7/War-Machine.png (https://ibb.co/9qZrwyk)

James Rhodes
Variant Human; Battle Master Fighter 4 / Armorer Artificer 10 / Ranger 1
Str 16; Dex 13; Con 16; Int 18; Wis 15; Cha 14
Saves: Str +8; Con +8; Wis +7
Skills: Athletics +8; History +14; Intimidation +7; Perception +7; Stealth +6 (disadvantage most of the time); Survival +7
Tools: Smith's Tools, Thieves' Tools, Tinker's Tools, Glassblower's Tools, Air Vehicles (all with Expertise!)
ASIs/Feats: Gunner; Tough; Fighting Initiate; Resilient (Wisdom)
Fighting Styles: Archery, Defense; Variant Features: Favored Foe, Deft Explorer: Canny; Maneuvers: Bait and Switch; Maneuvering Attack; Tactical Assessment
Infusions: Thunder Gauntlets +2; (*)Repeating Shot Laser Rifle; (*)Plate Armor of Magical Strength; Shield +2; Goggles of Night; (*)Winged Boots
Other Equipment: various Sending Stones; (*)Wand Sheath; (*)Wand of Fireballs
Spellcasting
Cantrips: message, shocking grasp, thunderclap

(4/long rest) absorb elements, detect magic, expeditious retreat, faerie fire, magic missile, sanctuary, thunderwave
(3/long rest) aid, heat metal, mirror image, shatter, skywrite
(2/long rest) elemental weapon, hypnotic pattern, lightning bolt

Kuulvheysoon
2021-07-27, 04:30 PM
Funny that this thread should have popped back up recently, I was just going back to my Essence of MCU in D&D Characters project from a year and a half ago. But now with Foundry VTT set up to expedite the character statting-up process.

In this project, I'm building with the following guidelines:

No Homebrew or UA (beyond Custom Backgrounds)
can assume characters rolled ridiculously well on starting Ability Scores
can give pretty much any magic items from the book
working on a range of Level 14 to (Level 20 with two Epic Boons)

So far today I've re-done Iron Man:

*snip*


Not going to lie, slightly disappointed that Tony Stark's background isn't "Billionaire Playboy Philanthropist." 7.8/10

Draz74
2021-07-27, 07:11 PM
I was convinced last year that the best way to handle Hulk/Bruce Banner, in D&D 5e with no homebrew, was to give him a few levels of Sorcerer, and say that Bruce is the version of himself that he puts forward while he has Extended Alter Self cast. The true genius of this mechanic is that, if he gets hit too hard (breaks Concentration), he will involuntarily Hulk Out.

That in mind, I wanted to go with the old UA Giant Soul Sorcerer, but I had set a "no UA" rule for myself this time around. So ... I went Storm Sorcerer, since it has the fewest and most ignorable low-level features.

Much more than Tony, this build required some tweaking in the wake of Tasha's.

EDIT: dropping Metamagic Adept in favor of Crusher ...

https://i.ibb.co/vczsgSs/Hulk.png (https://ibb.co/HKgN1jN)

Bruce Banner
Half-Orc; Zealot Barbarian 16 / Storm Sorcerer 4
Str 20 (29 with Belt); Dex 16; Con 20; Int 18; Wis 12; Cha 13
Saves: Str +15; Con +11
Skills: Arcana +10; Athletics +21; Intimidation +7; Investigation +10; Medicine +7; Nature +10; Perception +7; Survival +7
Tools: Tinker's Tools
ASIs/Feats: Fighting Initiate: Unarmed Fighting Style; Skill Expert; Crusher; Orcish Fury; Tavern Brawler
Metamagic Options: Empowered Spell; Extended Spell
Equipment: (*)Belt of Storm Giant Strength; (*)Ring of Jumping
Spellcasting
Cantrips: blade ward, friends, gust, mold earth, true strike

(4/long rest) absorb elements, earth tremor, expeditious retreat, shield
(3/long rest) alter self

Ralanr
2021-07-27, 08:11 PM
I haven't seen the newest series yet, but I was a big fan of the original growing up so I've thrown together what I can remember. I'm sure he should have more spells available, however these are just the ones I remember seeing him perform....

I honestly felt Skeletor made more sense as a Warlock with ritual casting and a whole bunch of ways to hold onto spells (like a ring of spell storing and a rod of the pack keeper).

Emmerlaus
2021-07-27, 09:29 PM
I being researching Kinpin build... and realized Tulok build is more accurate then what I gave it credit for. Good job Tulok!

Also, dont watch the new show of He-Man. It's bad and not made around He-Man but around She-Ra, or so I heard. The author is getting a lot of heat for lying to his fans who wanted He-Man to be the start of the show once again.

Draz74
2021-07-28, 08:23 AM
Yeah it's pretty straightforward. Assassin saves a feat on Actor and gets us Disguise Kit proficiency, both of which are important for her non-combat skills. She infiltrated various organizations/facilities under false identities in over half of her films (Iron Man 2, Avengers 1, Captain America 2, and Black Widow off the top of my head) and at least twice by pretending to be a different specific individual. It's kind of her core ability, the thing that only she can do in the Avengers that nobody else can match. So it's got to be represented someplace in her build.

Indeed, last year what I concluded for Black Widow was Assassin Rogue 9 / Open Hand Monk 5. I made myself feel better about the build with a HOUSERULE that she could Sneak Attack with Unarmed Strikes, though, which is cheating according to my rules. I may stick to the same build even without the Houserule, though.

Feats: Athlete, Gunner, Prodigy?, Grappler?

Other thoughts from last year:

Captain America: I'm debating 2 levels of Artificer just to get Returning Weapon Infusion on whatever thrown weapon represents his shield. If I go with that, with my intended Level 16 build, I could still squeeze in 11 levels of Battle Master and 3 levels of Mastermind. But he'll never use some of his Artificer features, obviously ...
EDIT: Leaning towards defaulting back to what I did last year: Magic Initiate feat, picking up Magic Stone to represent throwing his shield and having it return. Guidance and Longstrider as the other spells he selects. Class levels just Battle Master Fighter 12 / Mastermind Rogue 4.

Thor: I was pretty happy with my Battle Master 5 / Tempest Cleric 9 / Storm Sorcerer 6 build.

Hawkeye: I went Monk 2 / Gloom Stalker 4 / Arcane Archer 8. With Half-Elf + Elven Accuracy. No plans to change, but I haven't thought much about him yet.

Captain Marvel: I went classic Sorcadin (Devotion Paladin 6 / Divine Soul 14) for her, plus two Epic Boons. I want to fit in a level or two of Warlock (patron = Space Stone), but I don't want to give up either +5 to all saving throws or perma-flight.
EDIT: Leaning towards giving up Paladin 6 in favor of Hexblade 1. Normally I'm morally opposed to Hexblade dips, but basing her attacks on Charisma seems very appropriate, and the flavor kind of works for Space Stone if you squint your eyes the right way. Boon of Magic Resistance can make it so her saving throws are still excellent against most things.

Ant-Man: I came up with a really weird multiclass amalgamation: Armorer Artificer 5 / Rune Knight 3 / Shepherd Druid 5 / Rogue 1. Very open to re-thinking this one.

Dr. Strange: Is it just me, or is this obviously just Chronurgy Wizard 20? I was also planning on one Epic Boon.

Scarlet Witch: I think this is pretty clearly a Wild Magic Sorcerer, maybe with two or three levels in Warlock (patron = Mind Stone). Not sure what level to make her though. Any votes, given the scale I'm using for other heroes?

Kuulvheysoon
2021-07-28, 09:37 AM
Let's do another Avatar character for the heck of it.

Sokka of the Southern Water Tribe


https://dotandline.net/wp-content/uploads/2017/12/1_pqby-wAtjN-eIa2LPG7EQ-955x642.png

Race: Default Human

Starting stats (Point Buy): Str 15, Dex 14, Con 14, Int 14, Wis 10, Cha 13

Explanation: Sokka's greatest asset is his mind, not his body. He's fit, and an able hunter, but his brain is far more dangerous than his sword. He's the everyman, the Bard of Team Avatar (except, you know, without any bard levels).

Background: Water Tribe (Uthgardt Tribe Member)

Skills fit, theme fits. Instead of a totemic totem or tattoos marking his loyalty, he's got his war paint instead. The rest of the feature (combined with Survival) means that we can get away without Ranger levels, which is a huge bonus. He knows how to hunt in the Antarctic, but toss him into the more temperate environment of the rest of the world, and he's a little clueless.

Switch out the instrument/artisan's tools for proficiency with vehicles (water) and you've got the sailing aspect covered as well. Boom, easy.

Final build: Artificer 2/Rogue (Mastermind) 3/Fighter (Battlemaster) 10

Okay, hear me out. I'm breaking my own rules here by giving Sokka caster levels, but there's no boomerang in 5E, so the Returning Weapon infusion is the only true way to replicate it. If Boomerang wasn't so essential to Sokka, we could have dropped those levels. Alas, one cannot simply separate Sokka from Boomerang.

Rogue levels are easy to justify - he's a smart guy, and he's got mad skills. The ranged BA Help fits Sokka to a T, and though he isn't manipulative (that we've seen)... Wang Fire. Somehow This Worked. This class feature is my best explanation, being able to pass yourself off as a member of a specific nation flawlessly.

I'm not going to lie, the bulk of his levels was the hardest part to figure out. I was torn between three options; Ranger, Fighter and Monk. None of the Ranger subclasses truly fit him, and the only monk that did was Drunken Master. Which leaves me with Fighter. And as much as I hate to say it... Champion fits. But that would be boring. Which, unfortunately, means that we're going with Battlemaster (again). As a bonus, that gets us a free artisan's tool, like calligrapher's or painter's tools (though judging by the finale, he didn't pick painter's tools).

Again, Sokka is cool and all, but he's not a force of nature like, say, Katara or Zuko is. He doesn't get 20 PC levels, but that's fine, he doesn't need it.

Skills: So our background gives us Athletics and Survival. Both are perfect for him, and we can be happy there. We're taking the Artificer levels to start to nab us those Con/Int saves, and it lets us nab his mad detective skills with Investigate. None of the other skills really fit, however. Let's nab History and blame it on his curiosity. When he grabs his first Rogue level, we get another skill. How's Acrobatics sound?

Rogue also gets us a pair of Expertise, which we'll assign to Athletics and Investigation.

Spells: So we're looking for unobtrusive spells that could easily be explained away by random items. Cantrips like guidance, resistance or light are all prime picks. As for spells, grabbing things like false life, grease, jump, longstrider or snare can be explained away either by items or by demonstrated feats throughout the series.

Infusions: Okay, this is quick and dirty. Returning Weapon is a must, and is the only non-negotiable item on this list. Mind Sharpener could be useful to maintain concentration on one of your "spells" in order to maintain the fiction that they're not magic, Armor of Magical Strength is easily explainable away, Enhanced Weapon is a non-item way to represent Space Sword's superior properties, and Enhanced Defense is a good, general buff that's effectively invisible.

Fighting Style: So we get one style, and as much as I'd like to nab Thrown to enhance Boomerang, I've got to grab Dueling for Space Sword. Under Piandao is the first time that he really gets a formal education in swordplay, so I'm going with that. It also applies to his club from the earlier seasons, so I'd count it as a win.

Maneuvers: We get seven in total, so we've got a bit of room to get creative. I'd choose the following: Distracting Strike, Goading Attack, Lunging Attack, Parry, Precision Attack, Sweeping Attack and Tactical Assessment.

Feat(s): We can fit in a pair of feats, and so we're going to grab two of the most powerful feats that actually somewhat fits Sokka. Firstly, we grab Lucky. "Better lucky than good" describes Sokka (at least at the start), and over time it can develop into his crazy plans actually managing to succeed despite all odds. We also grab Sharpshooter to help transform boomerang into a weapon that's actually useful (as we're refluffing a light hammer).

Final Stats: Artificer 2/Rogue 3/Fighter 10 gives us 3 ASIs. Let's toss the first in Strength and Charisma to even both of those out, and sacrifice the other two for feats. This does leaves us with only a 16 in our main attacking stat, but Battlemaster and Artificer help out with that.

Closing Thoughts: Sokka wasn't nearly as easy as Suki to fit into 5E. You're going to have to refluff the Light Hammer as boomerang (which isn't hard), but beyond that, he's got Medium Armor (which I feel fits his combat armor that he's shown wearing) and full weapon proficiencies. The Rogue's SA doesn't get up to much, but it's a welcome damage boost when he can grab it, even if it's only at 2d6. Cunning Action helps with mobility, which is a huge plus for any melee character.

Draz74
2021-07-28, 09:46 AM
Let's do another Avatar character for the heck of it.

Sokka of the Southern Water Tribe
*snip*
and the only monk that did was Drunken Master. Which leaves me with Fighter. *snip*

Why'd you nix the Drunken Master option?

Unoriginal
2021-07-28, 10:18 AM
I being researching Kinpin build... and realized Tulok build is more accurate then what I gave it credit for. Good job Tulok!

Also, dont watch the new show of He-Man. It's bad and not made around He-Man but around She-Ra, or so I heard. The author is getting a lot of heat for lying to his fans who wanted He-Man to be the start of the show once again.

The Masters of the Universe: Revelation cartoon is a great show. And it is not made around She-Ra at all, She-Ra isn't even mentioned.

Yes He-Man isn't the star, but he is an important character. There's a reason why the show is called "Masters of the Universe" and not "He-Man".

Whoever made the advertisement should have been open about what the show was about, but it isn't the writing team's fault.

Also that has no impact on the other new He-Man show, who has He-Man as the star.

In any case, Masters of the Universe: Revelation is definitively worth a watch. It isn't a perfect show, but it's a good exploration of the concepts it wanted to address.

nickl_2000
2021-07-28, 10:23 AM
Anyone want to take a shot at the main characters from Robert Jordan's Wheel of Time series? I've been delving deep into those while I've been spending my pandemic time at home more (when better to re-start and finish an epic series that is tens of thousands of pages long).

Kuulvheysoon
2021-07-28, 11:00 AM
Why'd you nix the Drunken Master option?

Few reasons, actually.

The base monk abilities not only don't fit, but don't really add much that the rogue and artificer levels don't. He's never been shown to have any sort of unarmed proficiency, and the movement relevant ki-fueled abilities are covered by Cunning Action. Flurry of Blows doesn't really fit, imo. The fluff for Drunken Master fits a lot better than the class abilities themselves.
Tipsy Sway did unfortunately fit, though. It was especially hard to sacrifice Redirect Attack, but with how I didn't really like the rest of the monk abilities, Lucky had to replace that, turning hits into misses instead of straight up redirection.
Sokka's battle armor. It's iconic, and if the majority of his levels are monk, then a lot of his coolest tricks gets shut down when he dons it, and for a proud warrior, that's just bad news.
One of the biggest draws, however, was pure stats. Since I could get around Ranger, I could drop Wisdom. But not if I kept Monk. His abilities are already on the low side just because of how everyman he is (in addition to needing feats instead of ASIs), so if I could drop something, it'd be Wisdom. He's also not that wise of a character in the series, either - charming and intelligent, absolutely. But wise? Not so much.

Draz74
2021-07-28, 11:32 AM
Few reasons, actually.

The base monk abilities not only don't fit, but don't really add much that the rogue and artificer levels don't. He's never been shown to have any sort of unarmed proficiency, and the movement relevant ki-fueled abilities are covered by Cunning Action. Flurry of Blows doesn't really fit, imo. The fluff for Drunken Master fits a lot better than the class abilities themselves.
Tipsy Sway did unfortunately fit, though. It was especially hard to sacrifice Redirect Attack, but with how I didn't really like the rest of the monk abilities, Lucky had to replace that, turning hits into misses instead of straight up redirection.
Sokka's battle armor. It's iconic, and if the majority of his levels are monk, then a lot of his coolest tricks gets shut down when he dons it, and for a proud warrior, that's just bad news.
One of the biggest draws, however, was pure stats. Since I could get around Ranger, I could drop Wisdom. But not if I kept Monk. His abilities are already on the low side just because of how everyman he is (in addition to needing feats instead of ASIs), so if I could drop something, it'd be Wisdom. He's also not that wise of a character in the series, either - charming and intelligent, absolutely. But wise? Not so much.


Fair all around.

nickl_2000
2021-07-28, 12:54 PM
Rand Al'Thor


I figured that I would give this is a shot since I asked for it and I'm reading the books at the moment.

Level 16 Variant Human Bladesinger Wizard

Str: 8, Dex: 20, Con: 12, Int: 20, Wis: -1, Cha: 12

AC: 18
AC with Bladesong: 23

Trained in Rapier with bladesinger
Folk Hero Background, seemed like the best that I could get.
Skills: Animal Handling, Arcana, History, Intimidation, Performance, Survival
ASIs/Feats: Defensive Duelist, Int Boosts, Dex Boosts
Items:
Flame Tongue Rapier for his flaming sword, Ring of Spell Storing, Rod of Rulership, +1 Studded Leather

Spells:
Cantrips: Booming Blade, GFB, Friends, Control Flames, Mage Hand
Spells Prepared:
1: Charm Person, Detect Magic, Shield, Unseen Servant
2: Crown of Madness, Hold Person, Levitate, Misty Step, Shadow Blade
3: Counterspell, Dispel Magic, Fireball, Haste, Tiny Hut
4: Dimension Door, Ice Storm, Wall of Fire
5: Cone of Cold, Hold Monster
6: Chain Lightning, Disintegrate, Investure in Flame
7: Dream of the Blue Vale, Teleport
8: Mind Blank

Disintegrate is the closest I can get to balefire. Otherwise it's fireballs and lightning that he uses. Hold person, Hold Monster, and Levitate are the air weaves. Then he needs lots and lots of teleport options for travelling. Dream of the Blue Vale is to get into the dream world. Friends and the charm spells are for his Ta'veren affects.




Matrim


Level 10 Variant Human Battlemaster Fighter, Custom Background using Folk Hero Features and getting a Dice Set proficiency
Str: 20, Dex: 12, Con: 12, Int: 11, Wis: 10, Cha: 12
Skills: Animal Handling, Athletics, History, Performance, Persuasion
Feats/ASI: Lucky, +4 Str, Polearm Mastery
Great Weapon Fighting Style

Battlemaster Maneuvers:
Evasive Footwork, Commander's Strike, Precision Attack, Tactical Assessment, Disarming Attack, Lunging Attack

Magic Items:
Horn of Valhalla (Iron), Ring of Spell Turning fluffed to be an amulet, Barrier Tattoo for protection without armor, Glaive +3, Luckstone



Perrin Goldeneyes


Variant Human Level 10 Beastmaster Ranger
Str: 20, Dex 14, Con 14, Int: 8, Wis: 12, Cha: 10
Defensive Fighting Style
AC: 19
Skills: Athletics (expertise), Insight, Investigation, Nature, Perception (expertise), Persuasion, Survival
ASI/Feats: Crusher +1 Str, +2 Str, Skill Expert (+1 str, Insight, expertise athletics)
Beast of Land Animal Companion, looks like a Wolf
Equipment: Amulet of the Planes (to travel to Wolf Dreams), Breastplate +1, Ring of Animal Influence, Ring of Protection, Eyes of the Eagle
Spells:
1: Beast Bond, Hunter's Mark, Longstrider, Speak with Animals
2: Beast Sense, Darkvision (cast to be able to see like a wolf)
3: Fear, Speak with Plants

RSP
2021-07-28, 12:54 PM
Anyone want to take a shot at the main characters from Robert Jordan's Wheel of Time series? I've been delving deep into those while I've been spending my pandemic time at home more (when better to re-start and finish an epic series that is tens of thousands of pages long).

-Spoiler alert for WoT-

Rand is going to be Sorc, possibly mixed with BM, depending whether you want to emphasize his martial abilities. I’d go with Divine Soul for his subclass.

Ultimately, he’s probably something like a 20 Divine Soul, with at least 11 levels of BM as well, if you want to show his eventual power and his standing as a blademaster.

If I were trying to play a Rand character, I’d just go with a melee Sorc DS, and pick appropriate spells to represent whichever period of time in the books I wanted to play (Shadow Blade vs Fireball to show his earlier days in book 2, before he learns how to channel properly. More direct damage spells for when he becomes what he considers “a weapon” himself.)

Perrin is probably just a Champion fighter.

Matt is a Rogue (Thief) 13 (Fast Hands and UMD but not Blindsense), probably with some BM Fighter thrown in. To make SA work with his Asherandai (?), would probably need to make it the Double Scimitar with the feat for Finesse.

nickl_2000
2021-07-28, 01:43 PM
-Spoiler alert for WoT-

Rand is going to be Sorc, possibly mixed with BM, depending whether you want to emphasize his martial abilities. I’d go with Divine Soul for his subclass.

Ultimately, he’s probably something like a 20 Divine Soul, with at least 11 levels of BM as well, if you want to show his eventual power and his standing as a blademaster.

If I were trying to play a Rand character, I’d just go with a melee Sorc DS, and pick appropriate spells to represent whichever period of time in the books I wanted to play (Shadow Blade vs Fireball to show his earlier days in book 2, before he learns how to channel properly. More direct damage spells for when he becomes what he considers “a weapon” himself.)

Perrin is probably just a Champion fighter.

Matt is a Rogue (Thief) 13 (Fast Hands and UMD but not Blindsense), probably with some BM Fighter thrown in. To make SA work with his Asherandai (?), would probably need to make it the Double Scimitar with the feat for Finesse.

I took a shot at it myself. Rand as a level 16 Bladesinger Wizard, Mat as a level 10 BM Fighter with the lucky feat and Polearm Mastery, and Perrin as a strength based level 10 Beastmaster Ranger.


I played the Asherandai as a Glaive


Since they are heroes in a book I filled in some abilities with magic items. Mine aren't perfect though.

RSP
2021-07-28, 02:50 PM
I took a shot at it myself. Rand as a level 16 Bladesinger Wizard, Mat as a level 10 BM Fighter with the lucky feat and Polearm Mastery, and Perrin as a strength based level 10 Beastmaster Ranger.


I played the Asherandai as a Glaive


Since they are heroes in a book I filled in some abilities with magic items. Mine aren't perfect though.

Yeah, it’s obviously tough to get it exact. Just because of who he is, I find any caster other than a Sorc to miss the mark for Rand (I’d be okay with Wizard or Bard for other channelers). To me, that’s such a big part of his character, it’s tough to put it aside, though, obviously, other builds can cover different aspects of his character too.

Wraith
2021-07-28, 03:56 PM
I honestly felt Skeletor made more sense as a Warlock with ritual casting and a whole bunch of ways to hold onto spells (like a ring of spell storing and a rod of the pack keeper).

I originally thought so too, but in the wiki's and things that I quickly looked through he is very definitely referred to as a Sorcerer, rather than a Wizard or other name, so I tried to stay true to that. Similarly, Skeletor is pure ego - the idea of him stealing power and taking it for himself is likely, but a traditional pact where he borrows it and owes allegiance to something else seems remote.

He could definitely be a Hexblade mechanically though; his Havoc Staff just being an amalgamation of his Pact Weapon and the Lifedrinker/Thirsting Blade/Ultimate Pact Weapon Invocations, and everything else a variation on Eldritch Blast and the associated Invocations. :smallsmile:

BerzerkerUnit
2021-07-28, 09:11 PM
I originally thought so too, but in the wiki's and things that I quickly looked through he is very definitely referred to as a Sorcerer, rather than a Wizard or other name, so I tried to stay true to that. Similarly, Skeletor is pure ego - the idea of him stealing power and taking it for himself is likely, but a traditional pact where he borrows it and owes allegiance to something else seems remote.

He could definitely be a Hexblade mechanically though; his Havoc Staff just being an amalgamation of his Pact Weapon and the Lifedrinker/Thirsting Blade/Ultimate Pact Weapon Invocations, and everything else a variation on Eldritch Blast and the associated Invocations. :smallsmile:

My Skeletor was Warlock 2 (I think I went GOO for Hordak)/LoreBard5. He definitely used Eldritch Blast and Cutting Words.

Emmerlaus
2021-07-28, 11:44 PM
That's the best I could come out with with Black Widow. I focused on reflecting her fighting style and the fact shes a skill monkey:

Black Widow :

GOALS FOR THE BUILD:
1) Skill Monkey: You are very skillful in everything you touch
2) Infiltrator: You need to be able to get the answers you need throught deception and survive once you got them


Race : Variant Human
Stats gained : (+1 Dex, + 1 Wis)
Feat gained : Sharpshooter or Gunner if your gm allows guns
Skill Gained : Survival

Background : City Watch (Athletics and Insight)

Stats (total at level 1):

Strenght 8, Dex 16, Con 12, Int 10, Wis 14, Cha 14

LEVEL 1 : Rogue (lvl1)
Save Proficiencies : Dexterity, Intelligence
Skill gained : Deception, Investigation, Persuasion, Stealth
Expertise (Deception, Athletics)
Sneak Attack (+1d6)
Thieves Can’t

LEVEL 2 : Monk (lvl1)
Unarmored Defense
Martial Arts

LEVEL 3 : Rogue (lvl2)
Cunning Action

LEVEL 4 : Rogue (lvl3)
Sneak Attack (+2d6)
Roguish Features (Assassin) :
- Bonus proficiencies (Disguise and Poisonner’s Kit)
Assasinate

LEVEL 5 : Rogue (lvl4)
Ability Score Improuvement (+ 2 Dex)

LEVEL 6 : Fighter (lvl.1)
Fighting Style (Blind-Fighting)
Second Wind

LEVEL 7 : Monk (lvl2)
Ki, Unarmored Mouvement

LEVEL 8 : Monk (lvl3)
Deflect Missile
Monastic Tradition (Open Hand or Kensei)

LEVEL 9 : Monk (lvl4)
Slow Fall
New feat : Skilled (Perception, Acrobatic and… History)

LEVEL 10 : Monk (lvl.5)
Extra Attack
Stunning Strike

LEVEL 11 : Monk (lvl.6)
Ki-Empowered Strike
Monastey Tradition (Open Hand or Kensei)

LEVEL 12 : Rogue (lvl5)
Uncanny Dodge
Sneak Attack (+3d6)

LEVEL 13 : Rogue (lvl6)
Expertise (Athletics and Persuasion)

LEVEL 14 : Rogue (lvl7)
Evasion
Sneak Attack (+4d6)

LEVEL 15 : Rogue (lvl8)
New feat: Observant

LEVEL 16 : Rogue (lvl9)
Roguish Archetype (Infiltration Expertise)

LEVEL 17 : Rogue (lvl10)
New feat : Tough (+1 Wisdom)

LEVEL 18 : Rogue (lvl11)
Reliable Talent

LEVEL 19 : Rogue (lvl12)
Ability Score Improuvement (+2)

LEVEL 20 : Fighter (lvl2)
Action Surge

Emmerlaus
2021-07-29, 06:33 AM
https://www.youtube.com/watch?v=qFlRmmwrQoA

If you dont want to watch the full video, here's the description below it:

Kevin Smith's Masters of the Universe: Revelation is here, and it's pretty much exactly what we were told it was a year and a half ago -- The Teela Show. He-Man is BARELY in the show at all. But WORSE than that, it's a show that seems to delight in "subverting expectations" like The Last Jedi before it. Almost all of the male characters are sidelined, weakened or killed off so Teela, Andra and Evil-Lyn can take center stage. And it will most likely split the He-Man fandom right down the middle like The Last Jedi before it. Will Mattel's toy sales suffer for it?

Also in the video: Its not a sequal to filmation, its like a fanfiction of what they would have wanted the original show to be.

I took this video to show what I mean but there is A LOT of videos like it.

===========

For my Black Widow build above, I made her an all-around marysue who can do a lot of things successfully. Gave her he Skilled feat and Observant, fitting a infiltrated spy.

She might have Strenght 8 but Expertise (Athletics) is here to make up for it.

Damon_Tor
2021-07-30, 03:30 PM
My Bruce Banner would be a wizard, the closest stand in we have for a physicist.

However, he's also under the effects of a permanent True Polymorph spell. He's a Giant Ape more-or-less permanently now.

But the good news is, nothing stops a PC stuck as a Giant Ape from taking more levels in different classes. And technically it wouldn't even be multiclassing because his old class levels have no effect on the new form. So in other words he's free to be a Fighter/Barbarian while in his Ape form. In fact, the strange dual-state created by True Polymorph means that both the wizard Banner and the fighter/barbarian Hulk would each have their own class levels distinct from the others'. Given enough exp, you could even be a 20th level wizard in one form and a 11th level fighter/9th level barbarian in the other.

He can leave his Ape Form temporarily while under the effects of an Anti-Magic field, including the permanent field generated by the central eye of a Beholder. Petrified beholders could be installed in his base to create a safe space where he can resume human form and do science. If he levels up his Wizard levels enough to point where he can cast Anti-Magic Field himself he could walk around and do stuff as Banner even outside these areas, albeit for a limited time. The Metamagic feat to extend the duration of the Anti-Magic Field would be a wise investment here. Of course AMF is a concentration spell, so if he gets into a fight chances are good he'll lose it and go green. A portable Hulk suppression amulet could be created by trapping a petrified beholder in a Minimus Imprisonment gemstone, which could be then worn like a necklace to keep you in Banner form more-or-less indefinitely.

If desired, a Circlet of Intelligence could be used to to create a "Professor Hulk".

stoutstien
2021-07-30, 03:41 PM
The boy's from the dwarf (Red Dwarf) would be a pretty fun party to play with if the players had the wit to maintain it.

Unoriginal
2021-07-31, 12:52 PM
https://www.youtube.com/watch?v=qFlRmmwrQoA

If you dont want to watch the full video, here's the description below it:

Kevin Smith's Masters of the Universe: Revelation is here, and it's pretty much exactly what we were told it was a year and a half ago -- The Teela Show. He-Man is BARELY in the show at all. But WORSE than that, it's a show that seems to delight in "subverting expectations" like The Last Jedi before it. Almost all of the male characters are sidelined, weakened or killed off so Teela, Andra and Evil-Lyn can take center stage. And it will most likely split the He-Man fandom right down the middle like The Last Jedi before it. Will Mattel's toy sales suffer for it?

Also in the video: Its not a sequal to filmation, its like a fanfiction of what they would have wanted the original show to be.

I took this video to show what I mean but there is A LOT of videos like it.

Have you watched Masters of the Universe: Revelations?

It is indeed not a show where He-Man is the star. It is still a great show. It isn't about "subverting expectations", it is about examining the fiction of the Masters of the Universe setting.

People on the internet making videos about being angry at something isn't an indicator of lack of quality.

Also claiming that "Almost all of the male characters are sidelined, weakened or killed off so Teela, Andra and Evil-Lyn can take center stage" is utterly ridiculous. None of the male characters are weakened (or certainly not any more than the female characters are in the same circumstances), they can only be considered "sidelined" if you think that 1 episode out of 5 focusing on a two-girls team (for the heroes, not the bad guys) is sidelining, and I'm not going to talk about the "killed off" part for spoiler reasons, but I'd be surprised if the writer themselves actually believe what they've written here.

Kuulvheysoon
2021-07-31, 12:58 PM
Have you watched Masters of the Universe: Revelations?

It is indeed not a show where He-Man is the star. It is still a great show. It isn't about "subverting expectations", it is about examining the fiction of the Masters of the Universe setting.

People on the internet making videos about being angry at something isn't an indicator of lack of quality.

Also claiming that "Almost all of the male characters are sidelined, weakened or killed off so Teela, Andra and Evil-Lyn can take center stage" is utterly ridiculous. None of the male characters are weakened (or certainly not any more than the female characters are in the same circumstances), they can only be considered "sidelined" if you think that 1 episode out of 5 focusing on a two-girls team (for the heroes, not the bad guys) is sidelining, and I'm not going to talk about the "killed off" part for spoiler reasons, but I'd be surprised if the writer themselves actually believe what they've written here.

It's unrelated to this thread, but from what I've seen online (I actually had to research this because I wasn't even aware that this show existed), a fair amount of people who are feeling tricked is because it was advertised as a He-Man sequel, not a Masters of the Universe sequel, and the fact that they feel lied to is the issue, not the actual plot of the thing itself.

EDIT: Not everyone, of course, feels this way, but I found more than a few who did. And I might be being optimistic and hoping for the best in people, but ah well.

Unoriginal
2021-07-31, 01:13 PM
It's unrelated to this thread, but from what I've seen online (I actually had to research this because I wasn't even aware that this show existed), a fair amount of people who are feeling tricked is because it was advertised as a He-Man sequel, not a Masters of the Universe sequel, and the fact that they feel lied to is the issue, not the actual plot of the thing itself.

EDIT: Not everyone, of course, feels this way, but I found more than a few who did. And I might be being optimistic and hoping for the best in people, but ah well.

It is neither a He-Man sequel nor a Masters of the Universe sequel, though. It's a whole different continuity.


I 100% agree that the advertisement was awfully handed and that the trailers looks as if the person who made them was afraid the actual premise of the show would scare fans away. I can't blame the show for it, because it really doesn't try to present itself as anything but what it is, but it was indeed a bad decision to handle the larger advertisement that way.

As a result, I was genuinely wary about the show. But it proved itself in my eyes.

All I can say is: giving it a chance is more than worthwhile.

Angelalex242
2021-08-02, 12:06 PM
I saw some Avengers a while back, but isn't Thor just...the greater Norse Deity Thor? We have stats for the 3.0/3.5 version of him from the Deities and Demigods supplement.

Dr.Samurai
2021-08-02, 12:20 PM
EDIT: Not everyone, of course, feels this way, but I found more than a few who did. And I might be being optimistic and hoping for the best in people, but ah well.
I would say this... if you like selfless heroes that care about others, you can get some mileage out of the end of episode 1 and a part of episode 5. You may be disappointed with the rest of the episodes.

If you like embittered, self-centered protagonists with a chip on their shoulder and that need an incentive to help other people, then you will really enjoy all five episodes.

Lavaeolus
2021-08-02, 08:40 PM
The boy's from the dwarf (Red Dwarf) would be a pretty fun party to play with if the players had the wit to maintain it.

I remember there being a Red Dwarf tabletop RPG. I never tried it, but I've always been sort of curious as to how it actually played. The Red Dwarf "party" don't translate great to D&D: although they occasionally bring out the big guns, none of them are too skilled in fighting and if they are PCs they're probably low-level.

That said, with a brief think...

Lister: For all his eccentricities, Lister is the closest the show has to an everyman and that's largely reflected in his stats. Scratch the surface and he's more intelligent than he lets on, but he rarely applies himself and so hasn't really developed it further; he's a big slob, but not unable to be charismatic; etc. The Standard Human of the bunch. Although not that fit, his Constitution might be a bit higher than usual given his odd diet.

I'll pick a slightly odd class here and say Dave could be an Artificer, although not a high-level one. Honestly, I'm writing assuming low-level for all the boys.

Cat: The Cat could be a Tabaxi or Shifter, but this might be overselling his "cat" abilities a bit; you could easily just make him a Variant Human. In any case, he's a Rogue with Expertise in Performance and, thanks to his cat senses, Perception. Which is good for him, because his Wisdom isn't great and he's not as Charismatic as he thinks he is.

Rimmer: A tough one: how do you model a hologram? Well, you can't, really, but if you have to compromise. Rimmer is uncharismatic, demonstrates poor intelligence, but he's put all those points in Constitution. If he's a Variant Human, his feat might be Tough. Assuming he's a hard-light program, his Strength should also be really high, a fact he'll barely use. Despite the low Charisma his player's chosen to be a Mastermind Rogue, allowing him to focus on Helping in combat rather than contributing personally. Or to flee, such as it is.

Kryten: A Warforged Artificer, but he starts with 16+ Int. He might have the Linguist feat, or some source of Comprehend Languages. He also has a source of heavy armour (whether feat or Fighter level), allowing him to dump Dexterity.

Not the most optimal party, of course. In an actual campaign, you could keep in spirit with the characters by taking two Rogues and two Artificers, but optimising them a bit more and giving each slightly different focuses.

stoutstien
2021-08-03, 05:23 AM
I remember there being a Red Dwarf tabletop RPG. I never tried it, but I've always been sort of curious as to how it actually played. The Red Dwarf "party" don't translate great to D&D: although they occasionally bring out the big guns, none of them are too skilled in fighting and if they are PCs they're probably low-level.

That said, with a brief think...

Lister: For all his eccentricities, Lister is the closest the show has to an everyman and that's largely reflected in his stats. Scratch the surface and he's more intelligent than he lets on, but he rarely applies himself and so hasn't really developed it further; he's a big slob, but not unable to be charismatic; etc. The Standard Human of the bunch. Although not that fit, his Constitution might be a bit higher than usual thanks to his diet.

I'll pick a slightly odd class here and say Dave could be an Artificer, although not a high-level one. Honestly, I'm writing assuming low-level for all the boys.

Cat: The Cat could be a Tabaxi or Shifter, but this might be overselling his "cat" abilities a bit; you could easily just make him a Variant Human. In any case, he's a Rogue with Expertise in Performance and, thanks to his cat senses, Perception. Which is good for him, because his Wisdom isn't great and he's not as Charismatic as he thinks he is.

Rimmer: A tough one: how do you model a hologram? Well, you can't, really, but if you have to compromise. Rimmer is uncharismatic, demonstrates poor intelligence, but he's put all those points in Constitution. If he's a Variant Human, his feat might be Tough. Assuming he's a hard-light program, his Strength should also be really high, a fact he'll barely use. Despite the low Charisma his player's chosen to be a Mastermind Rogue, allowing him to focus on Helping in combat rather than contributing personally. Or to flee, such as it is.

Kryten: A Warforged Artificer, but he starts with 16+ Int. He might have the Linguist feat, or some source of Comprehend Languages. He also has a source of heavy armour (whether feat or Fighter level), allowing him to dump Dexterity.

Not the most optimal party, of course. In an actual campaign, you could keep in spirit with the characters by taking two Rogues and two Artificers, but optimising them a bit more and giving each slightly different focuses.
The game wasn't really that good from a crunchy standpoint but the writing and artwork are spot on. If you and friends enjoyed the show then it's a good option for days you want to not take the gaming itself very serious but still enjoy the structure of a ttrpg. It is shelf worthy if you find a used copy under priced at the local.

I feel they would all need the lucky feat just because they wouldn't have great stats and maybe MI just for cutting words which is their primary tactic. Cold cuts and dumb luck.

Draz74
2021-08-03, 08:00 AM
I saw some Avengers a while back, but isn't Thor just...the greater Norse Deity Thor? We have stats for the 3.0/3.5 version of him from the Deities and Demigods supplement.

Nah, the premise of the Marvel Norse pantheon is that they were never actually gods, just aliens who were powerful and long-lived enough to be considered gods by the primitive humans. Thor can hang with other superheroes as more-or-less peers, so he should be built with PC rules if the others are.

As one of the ones who's doing the Avengers builds, I think Thor works remarkably well as a Level 20 PC.

Angelalex242
2021-08-03, 01:00 PM
Well...sort of yes, sort of no. Where Thor is in the comics right now, the deities and demigods interpretation is a lot closer to being accurate. Particularly after becoming King and getting the power Cosmic from Galactus and even more powerups.

jaappleton
2021-08-03, 05:01 PM
Do ya’ll take requests?

If you do:

Varric Tethras from Dragon Age 2 and DA: Inquisition.

Angelalex242
2021-08-04, 02:07 PM
On a side note, I'm totally okay with the new Master of the Universe, mostly because said Teela is Sarah Michelle Gellar...ya know, the same Buffy we tried to create earlier in this thread. Crushed on her since 1997, so even bad writing means nothing to me.

Lavaeolus
2021-08-04, 03:14 PM
Do ya’ll take requests?

If you do:

Varric Tethras from Dragon Age 2 and DA: Inquisition.

To my mind, Varric's a simple one. There's a lot of shared inspiration and history between 5e and Dragon Age, which means he translates pretty on the nose. He's a Dwarf Rogue (Hill Dwarf works well), with high Dexterity and Charisma and the Guild Merchant background; his artisan's tools are calligrapher's supplies. He starts off with Expertise in Performance and Deception -- Varric is better at spinning a tale than straightforwardly convincing someone -- but probably grabs Expertise in Persuasion and Sleight of Hand down the line. Like all Dragon Age rogues, he's proficient in Stealth.

In terms of subclass, I can see a few routes and it depends on what incarnation of him you want to most emulate. Varric likes to be the man-behind-the-man, and has accumulated his own little underground network that he repeatedly uses in the background of DA2. To me, that's Mastermind behaviour, but the subclass features don't amazingly support that fantasy; a ranged Swashbuckler could be another way to work in his tendency to rely on his mouth, but is a bit of an odd fit.

However, in Inquisition Varric is an Artificer: not the 5e class, but rather a specialization based around throwing items, setting traps, etc. Thief works well enough for emulating this.

Varric uses a special crossbow, Bianca, which is the only known repeating crossbow in the setting. Mechanically, it's a heavy crossbow with the Repeating Shot infusion applied by the actual smith Bianca. (Varric, of course, used Tasha's to swap out some of his dwarven weapon proficiencies; if only using PHB rules, let's just call it a hand crossbow.)

His feats help him focus on using his crossbow: Crossbow Expert and Sharpshooter, with either a dip in Fighter or the Fighting Initiate feat for the Archery FS.

jaappleton
2021-08-04, 03:37 PM
To my mind, Varric's a simple one. There's a lot of shared inspiration and history between 5e and Dragon Age, which means he translates pretty on the nose. He's a Dwarf Rogue (Hill Dwarf works well), with high Dexterity and Charisma and the Guild Merchant background; his artisan's tools are calligrapher's supplies. He starts off with Expertise in Performance and Deception -- Varric is better at spinning a tale than straightforwardly convincing someone -- but probably grabs Expertise in Persuasion and Sleight of Hand down the line. Like all Dragon Age rogues, he's proficient in Stealth.

In terms of subclass, I can see a few routes and it depends on what incarnation of him you want to most emulate. Varric likes to be the man-behind-the-man, and has accumulated his own little underground network that he repeatedly uses in the background of DA2. To me, that's Mastermind behaviour, but the subclass features don't amazingly support that fantasy; a ranged Swashbuckler could be another way to work in his tendency to rely on his mouth, but is a bit of an odd fit.

However, in Inquisition Varric is explicitly an Artificer: a specialization based around throwing items, setting traps, etc. Thief works well enough for emulating this.

Varric uses a special crossbow, Bianca, which is the only known repeating crossbow in the setting. Mechanically, it's a heavy crossbow with the Repeating Shot infusion applied by the actual smith Bianca. (Varric, of course, used Tasha's to swap out some of his dwarven weapon proficiencies; if only using PHB rules, let's just call it a hand crossbow.)

His feats help him focus on using his crossbow: Crossbow Expert and Sharpshooter, with either a dip in Fighter or the Fighting Initiate feat for the Archery FS.

I've been struggling with how to make Varric without utilizing any magic, because he doesn't utilize any spells at all.

I really wish 5E had much more going on with utilizing traps, instead of just saying "Glyph of Warding" all the time. And despite being a Rogue, he heavily utilizes multiple shots in a single attack as opposed to the high damage one shot.

Emmerlaus
2021-08-12, 11:26 AM
I was suddenly inspired to make an Eda, the Owl Witch build!

But I am not sure you guys will be interested in the full build... Cartoon characters build werent my most popular ones.

So Ill try something new: resume the build!

Variant Human (Feat: War Caster)
Monk 1 // Sorcerer (Shadow Magic) 9 // Warlock (The Genie) 10

I wasnt able to include every part of the characters in a single build to be honest... especially the Owl Beast form. After all, it cannot be a druid wild shape since Eda never mastered healing magic. It cannot be Tenser's Transformation or True Polymorph cause it would requiere too much investing in one class.

But still, the build include:

1) The Owl House (The 10 ranks of Genie Warlock)
2) King as a monstrous dire wolf (somewhat flavorful for Titan bloodline Sorcerer)
3) Able to defend herself with a quaterstaff if needed

And I do think Titan mutating creature on the Boiling Isles works in explaining most people are sorcerer. And Emperor Belos want to change everyone with magic potential on the Isle into wizards.

Her curse is well represented by having ranks in Warlock (limiting magic) and Sorcerer metamagic (Transmuted spells) allows her to feel like she is using a lot of different magic.

Hope you like the idea! :smallsmile:

Emmerlaus
2021-08-31, 05:02 PM
Again, another build for the week!

Objective of the build:

- Able to fall from any height and survive
- Giant fisting arms of destruction!

Yeah, had to go bugbear for the long arms with reach. 4 levels of Sorcerer to make him able to fall from any heights and do a few tricks on his own. Mostly a Path of the Juggernault Barbarian so that your melee attack count as siege weapons (WAY more damage to destroy objects)

The Juggernault path was not declared 100/100 official but its way too much feeting for Ralph. That,s mostly why I needed to make a second, better build for him once I discovered it.

Sorry, I know its not a new original build but Im proud of the v.2 version and wanted to share it!

EDIT: There reason I went for 4 ranks of Sorcerer is mainly because I needed 3 ranks to get the metamagics and one more rank meant one more ability score improuvement, which is always nice. I also like to have Magic Weapon against resistance/magic with gauntlet as I cant see Ralph having 6 level in Monk to get fist that count as magic. better to have those ranks as Sorcerer.



Wreck It Ralph

Race : Bugbear
Stats gained : (+2 Str, + 1Dex)
Skill Gained : Stealth
Background : Outlander (Athletics, Survival)
Stats (total at level 1):

Strenght 15(17), Dex 12(13), Con 14, Int 8, Wis 10, Cha 13


LEVEL 1 : Fighter (lvl.1)
Skill trained : Intimidation and Perception
Fighting Style (Unarmed Fighting)
Second Wind

LEVEL 2 : Sorcerer (Lvl.1)
Sorcerous
Wind Speaker (Speak and understand Primordial, Auquan, Auran, Ignan and terran)
Tempestuous Magic
Spellcasting :
Cantrips : Friends, Mold Earth, Infestation, Prestigitation
Spells lvl.1 : Feather Fall, Disguise Self

LEVEL 3 : Barbarian (lvl.1)
Rage (2 times)
Unarmored Defense


LEVEL 4 : Barbarian (lvl.2)
Reckless Attack, Danger Sense

LEVEL 5 : Barbarian (lvl.3)
Primal Path (Juggernault)
-Thunderous Blows and Stance of the Mountains
Primal Knowledge (Nature)

LEVEL 6 : Barbarian (lvl.4)
Ability Improuvement (+1 Str, +1 Dex)

LEVEL 7 : Barbarian (lvl.5)
Extra Attack, Fast Mouvement

LEVEL 8 : Barbarian (lvl.6)
Path Feature (Demolishing Might)

LEVEL 9 : Barbarian (lvl.7)
Feral Instinct
Instinctive Pounce

LEVEL 10 : Barbarian (lvl.8)
New feat (Fighting Initiate : Mariner)

LEVEL 11 : Sorcerer (lvl.2)
Font of Magic
+1 lvl.1 spell : Sudden Awakening

LEVEL 12 : Sorcerer (Lvl.3)
Metamagic (Extended Spell, Subtle Spell)
+1 lvl.1 spell Known : Enhance Ability

LEVEL 13 : Sorcerer (lvl.4)
Ability Improuvement (+2 Str)
+ 1 Spell: Magic Weapon (I would give him gauntlets and enchant them. Work with your GM on this one. Otherwise get Expeditious Retreat or See Invisibility)

LEVEL 14 : Barbarian (lvl.9)
Brutal Critical (1 dice)

LEVEL 15 : Barbarian (lvl.10)
Path Feature, Primal Knowledge (Animal Handling)

LEVEL 16 : Barbarian (lvl.11)
Relentless Rage

LEVEL 17 : Barbarian (lvl.12)
Ability Score Improuvement (+2 Str)

LEVEL 18 : Barbarian (lvl.13)
Brutal Dice (2 Dice)

LEVEL 19 : Barbarian (lvl.14)
Path feature (Unstoppable)

LEVEL 20 : Barbarian (lvl.15)
Persistent Rage

Emmerlaus
2021-09-27, 07:06 PM
OMG finally! I being working at minimum 48 hours a week since the beginning of summer! 60+ hours in the last few weeks! :smalleek:

But I had the time to work on ONE character! From Spiderman: Into the Multiverse: SPIDERMAN NOIR

I LOVED that guy and Nicolas Cage was awesome pick for his voice! I wish I could roleplay a character like that!

Goals:

1) Spidey Stuff: Power of a spider

2) Noir is the new black: You need to be drooling with Noir style. So only magic with no colors!

3) Private Investigator: You need to be able to be a competent investigator. You are a Be-cop but not a bee-cop, more a spider-cop.

TL:DR: Rogue (Inquisitive) 12 / Monk (Kensei) 3 / Sorcerer (Shadow magic) 5 . A dex build in case your Gm allows the Gunner feat.



Race: Variant Human
Feat: Alert
Free Skill: History
Ability boost: +1 Dex, +1 Cha

Background: City Watch (Athletics, Insight)

Stats (With racial boost)
Str: 8
Dex: 16
Con:12
Int: 10
Wis: 14
Cha: 14

CLASS:

Level 1: Rogue
Skill trained: Investigation, Perception, Stealth, Sleight of Hands
Thieves Cant
Sneak Attack (+1d6)
Expertise (Athletics, Insight)

Level 2: Rogue
Cunning Action

Level 3: Monk
Unarmored Defense, Martial Art

Level 4: Sorcerer
Spellcasting:
Prestigitation (So everything can taste like egg cream lol)
Gust (So everywhere you go, the Winds follows... and it had to some spiderman stuff)
Mage Hand (Same for Spiderman stuff, long distance manipulation)
Mending (glue thing together with your web)
Feather Fall and Jump

Level 5: Monk
Unarmored Mouvement, Ki

Level 6: Rogue
Roguish Archetype (Inquisitive) to become the perfect inquisitor.
Sneak Attack (+2d6)

Level 7: Monk
Monk tradition (Kensei Weapon)
Deflect Arrows
Ki-Fueled Attacks (so you can bypass some magical defense)

Level 8: Rogue
I would like to boost this Spiderman ability with a gun on this level. If your setting allows guns, take the Gunner feat. Otherwise, you would be fighting with a crossbow either take the Fighting Initiate feat (Close-Quarters Shooter) if the GM allows it. Otherwise, just take the +2 boost in Dexterity.

Level 9: Sorcerer
Font of Magic
Spellcasting: Catapult

Level 10: Sorcerer
Metamagic (Subtle Spell, Extended Spells)
Spellcasting: Hold Person

Level 11: Sorcerer
Ability Improuvement (+2 Dex). if you took the Gunner feat, +1 Dex to max it out and +1 Wis
Spellcasting: Spider Climb

Level 12: Sorcerer
Spellcasting: Haste

Level 13 to 20: Rogue. Get Tough (Con) when you can to get better concentration and Con saves.

Emmerlaus
2021-09-28, 10:16 PM
This post will be slightly different...

Tulok recently posted THIS build of Momo "Creat-i" Yaoyorozu. Take a look, its interesting!


https://www.youtube.com/watch?v=IxUcSdQQNYg

I would say that Tulok was right... for 80-85% of the build. So instead of trying to make a full build for her myself, I will point out what I would have done differently.



1) Stats: Strenght 8, Dex 14, Con 12, Int 15, Wis 10, Cha 13 . Get the +1 racial bonus on Int and Cha.

2) Her starting feat is useless for her. Catapult is good but Artificers can cast it. Instead get the Skilled feat to get more intelligence skills or something useful like Perception, Stealth, Insight, etc.

3) Speaking of skills, give her Medicine and Arcana from starting skills. I dont know where Sleight of Hands came from.

4) Replace the 3 ranks of Fighter for 3 ranks in Bards (School of Creation). And get them at early levels. Get her that first level in Artificer sure but her second level should be in Bard. Artificer cantrips will start with Shocking Grasp and Spare the Dying. Cantrips given by Bard level will be Message, Mending, Prestigitation and finally, either Friends or Light. Get the second and third levels of Bard at level 6 and 7, BEFORE getting Flash of Genius class feature. Flavorwise, she got it later in her character arc, that assurance. Make sense to give it earlier then Flash of Genius.

5) Bards level will get her more spells but not a lot of fitting lvl.2 spells while there is so much good lvl.1 spells for her get Disguise Self, Identify and Knock. Very good for her and thematic!

The Bards level will help her about how shes good overral in everything. She was a good support character in the show and the Artificer level can still make her very powerful.



If you like this way of formatting, I could repost a few build ajustements like that on this thread :smallsmile:

Emmerlaus
2021-10-02, 09:39 AM
The Juggernault

Tulok released a video for the Juggernault and while I understand why he did it this way... I think he should have go with Cleric rather then Warlock ranks to get Freedom of Mouvement. It would have being much more effective.

So I decided to make my own build for Juggernault. I'll post the build in spoilers and my after thought in another spoiler boxes.... small spoiler though: By the end the build, you'll have a carrying capacity of a COLLOSSAL creature!

Juggernault

Race : Goliath (+2 Str, +1 Con)
Free skill: Athletics
Custom background (Magic Bully): Arcana and intimidation

Stats : Str: 17, Dex: 12 , Con: 16, Int: 8, Wis : 13, Cha : 8


Level 1 : Fighter
Fighter Style (Unarmed), Second-Wind
Skills trained : Acrobatics and Perception

Level 2 : Cleric
Divine Domain (Strenght)
+1 skill : Survival
Spellcasting :
Cantrips : Thaumaturgy, Spare the Dying, Resistance, Shillegeah (Domain)
Lvl.1 spells : Protection from Evil and Good, Sanctuary, Divine Favor (Domain), Shield of Faith Domain

Level 3 : Fighter
Action Surge

Level 4 : Fighter
Martial Archetype (Rune Knight)
- Cloud Rune
- Frost Rune

Level 5 : Fighter
Ability Improuvement (+1 Str and +1 Wis)

Level 6 : Cleric
Channel Divinity (Feat of Strenght)
Spellcasting : Detect Disease and Poison

Level 7 : Fighter
Extra Attack

Level 8 : Fighter
New Feat : Mobile

Level 9 : Fighter
Martial Feature (Hill Rune)

Level 10 : Fighter
New Feat : Crusher


Level 11 : Cleric
+ lvl.1 Spell : Purify Food and Drink (no war of attrition, he cant die of starvation. Going to reflect that in my build)
+1vl.2 Spells : Enhance Ability (Domain), Protection from Poison (Domain),

Level 12 : Cleric
New feat : Tavern Brawler (+1 Str)
Spellcasting : Light, Lesser Restauration

Level 13 : Cleric
Destroy Undead
Spellcasting (Haste (Domain), Protection from Energy (Domain), Dispel Magic, Remove Curse)

Level 14 : Cleric
Channel Divinity + Divine Domain Feature (Rhonas' Blessing)
Spellcasting : Create Food and Water

Level 15 : Cleric
Spellcasting : Freedom of Mouvement

Level 16 : Cleric
New Feat : Brawny (From UA. +1 Str, Double proficiency to Athletics and double carrying capacity… Now you have naturally a caryying capacity of a Huge creature, Collosal with Enhanced Ability. You are welcomed.)
Spellcasting : Death Ward

Level 17 : Fighter
Indominable

Level 18 : Fighter
Martial Feature (Giant Stature)

Level 19 : Fighter
Extra Attack (x2)

Level 20 : Fighter
New feat : Tough




The changes

- I changed Juggernault to a Goliath simply because I felt they needed more love as Tulok would never build them into character.

- Also, Juggernault dont need to drop Wisdom. He is quite bullheaded and determined. Just dont give him proficiency to Wisdom saves and you are good.

- Made sure to give him the Mobile feat before the Crusher feat. It works better and make you less of a target once you reach the melee range of your enemies.

- Cleric gives you so much good stuff. I got rid of one of his weakness against ennemies he cannot reach by giving him a combo of Tavern Brawler feat - Enhanced Ability (Str) spell and Brawny feat. You can now throw super large items at your opponents and avoid being buried in rubbles too! If the GM doesnt allows the Brawny feat, that's fine. Boost your stats instead.

- Since Wisdom is not the main focus, I gave him spells that allows him to not die of starvation, poison, disease, etc.



EDIT: Normally I would post Tulok original build on the forum but I am not sure his sponsor fit the GITP forum rules so I'm just going to suggest you go watch it on Youtube for yourself if you want to.

BrelishBard
2021-10-04, 05:42 AM
Zuko (Avatar)
V.Human (Elemental Adept, Fire)
Noble
Drakewarden Ranger (Zuko is a ranger I do not care what you say)
- Druidic Warrior for Produce Flame and Control Flames
- Take spells that help you find the avatar such as Hunter's Mark, Locate Creature, Locate Obect, ect. Also take Searing Smite as this will be your primary spell slot use.
- Drakewarden (Zuko does get a pet dragon later on) To allow your scimitars to deal additional fire damage.
- Your breath weapon at lv.11 is just more fire bending

Emmerlaus
2021-10-04, 08:47 AM
Zuko (Avatar)
V.Human (Elemental Adept, Fire)
Noble
Drakewarden Ranger (Zuko is a ranger I do not care what you say)
- Druidic Warrior for Produce Flame and Control Flames
- Take spells that help you find the avatar such as Hunter's Mark, Locate Creature, Locate Obect, ect. Also take Searing Smite as this will be your primary spell slot use.
- Drakewarden (Zuko does get a pet dragon later on) To allow your scimitars to deal additional fire damage.
- Your breath weapon at lv.11 is just more fire bending

...And how does he do his lightning?

BrelishBard
2021-10-04, 10:09 AM
...And how does he do his lightning?

He dosnt, Zuko cannot generate lightning... but absorb elements let's him redirect it!

Emmerlaus
2021-10-04, 02:27 PM
He dosnt, Zuko cannot generate lightning... but absorb elements let's him redirect it!

True... What did you think of Tulok build about him though?


https://www.youtube.com/watch?v=TsIiZex-i5U&t=6s

Emmerlaus
2021-10-13, 11:00 AM
With the new races from Unearthed Arcana, there is one race that made everyone excited: PLASMOID ! :smallbiggrin:

In their honors, I will be making a few characters that fit that race this month.

The first one being... Hexxus (from FernGully)

https://c.tenor.com/tYLtMsTUdTgAAAAM/toxic-love-hexxus.gif

Goals of the build:

1- Toxic Love and love toxic: No druid or ranger levels, period. You arent loved by nature and you don't like her either.

2- Smoking is bad for everybody: Focus on being smoking hot - Literally, not the expression. Your corpse look in a strange oil-lava mix in a smoke armor.

3- Talk to your GM: Have options to get the technomancers spells from Unearthed Arcana, depending of your setting. So you can control a huge machine of destruction.




Hexxus :

Race : Plasmoid (+2 Cha, +1 Con)- Orange lava color
Background (custom): Performance, Stealth

Stats (total at level 1):

Strenght 10, Dex 13, Con 12, Int 8, Wis 14, Cha 15

LEVEL 1 : Sorcerer (lvl.1)
Skill Proficiency : Intimidation, Arcana
Sorcerous Origin (but the Sorm Sorcery is the one we will pick for now. Still fitting, you’ll see)
Spellcasting :
-Cantrips : Acid Splash, Fire Bolt, Poison Spray and Mage Hand)
-Level 1 spells : Mage Armor, Absorb Elements

LEVEL 2 : Warlock (Lvl.1)
Otherwordly Pateon (Form of Dread)
Cantrip : Chill Touch, Green-Flame Blade
Lvl.1 Spell : Hellish Rebuke, Cause Fear

LEVEL 3 : Sorcerer (lvl.2)
Font of Magic
Level 1 spell : Shield

LEVEL 4 : Sorcerer (lvl.3)
Metamagic (Subtle Spell, Empowered Spell)
Level 2 : Blur

LEVEL 5 : Sorcerer (lvl.4)
New feat : Resilient (Dex) (+1 Dex)
Level 2 : Pyrotechnics

LEVEL 6 : Warlock (lvl.2)
Eldritch Incantation (Armor of Shadows and Eldritch Mind)
Level 1 spell : Hex and replace Mage Armor with See Invisibility


LEVEL 7 : Warlock (lvl.3)
Pact Boon (Pact of Talisman)
+1 lvl.2 spell : Earthbind

LEVEL 8 : Warlock (lvl.4)
Ability Improvement : (+1 Cha, +1 Con)
+1 Cantrip : Eldritch Blast
+1 Spell Known : Enthrall

LEVEL 9 : Sorcerer (lvl.5)
Level 3 spell : Fireball

LEVEL 10 : Sorcerer (lvl.6)
Sorcerous Origin feature
Level 3 spell: Stinking Cloud

LEVEL 11 : Warlock (lvl.5)
+1 lvl.3 spell : Geasous Form
+1 Incantation : Rebuke of the Talisman

LEVEL 12 : Warlock (lvl.6)
+1 lvl.3 spell : Tongues
Otherworldy Patreon feature (Grave Touched)

LEVEL 13 : Warlock (lvl.7)
+1 Cantrip : Lightning Lure
+1 lvl.4 spell : Blight
+1 Incantation : Ghostly Gaze

LEVEL 14 : Warlock (lvl.8)
Ability Modifier (+2 Dex)
+1 lvl.4 Spell known : Sickening Radiance

LEVEL 15 : Warlock (lvl.9)
+1 lvl.5 spell : Enervation
+1 Incantation : Lance of Lethargy

LEVEL 16 : Warlock (lvl.10)
Otherworldy Patron feature (Necrotic Husk)
+1 Cantrip (Toll the Dead)

LEVEL 17 : Warlock (lvl.11)
Mystic Arcanum (Tasha’s Otherworldly Guise)

LEVEL 18 : Warlock (lvl.12)
Ability Improuvement (+2 Cha)
+1 Incantation : Trickster Escape

LEVEL 19 : Warlock (lvl.13)
Mystic Arcanum (Finger of Death)

LEVEL 20 : Warlock (lvl.14)
Otherworldy Patron feature (Spirit Projection)





Pros:
- You are a warlock - Sorcerer mix, which is always a good thing
- First level of Storm Sorcerer combined with several reaction spells allow you to avoid melee if needed
- Consistant damage and a very varied spell list.

Cons:
- You are SQUEASHY. Not a lot of HP mean you could go down rather quickly, like blowing on a candle
- You arent optimized for a sorcerer/warlock mix. Seriously, you could just make a eldritch Blast build and it would be better.
- A LOT of Concentration spells but you can only maintain one.

TMac9000
2021-10-13, 04:42 PM
Popeye the Sailor Man: a Barbarian with the Sailor background. “That’s all I can stands, and I can’t stands NO MORE!”

Emmerlaus
2021-10-25, 01:00 PM
Austin Powers

My best friend suggested the character and I got inspired to make the build!

Goals for the build:

1) Parody is a good thing: You need to be the best spy possible, a skillful secret agent... and the worst version of the horny bard. But that's the old 007 movies for you lol!

2) Charmer : You need to be so charismatic and charming that you are connected with every Hollywood figures. Nobody can ignore you!

3) MOJO! : You need to have something magical about you, you are a living piece of art... no homo there!

Austin Powers

Variant Human
(+1 Str, +1 Cha)
Free Feat : Tavern Brawler
Free skill : Investigation

Str : 14 (This is an athletic character, in AND out of the bedroom)
Dex : 13 (Agile enough to show off and for multiclass minimum)
Con : 12 (You are very healthy)
Int : 8 (You might have gone to school but you passed by sleeping with the female teachers)
Wis : 10 (A bit low but you drank poop sample, you can’t be very observant)
CHa : 15 (Of course its your highest starting stat if you want to be a charmer)

Background : Spy (Deception, Stealth)

LEVEL 1 : Rogue (lvl.1)
Skills trained : Athletics, Performance, Persuasion, Survival
Expertise (Athletics, Investigation)

LEVEL 2 : Warlock (lvl.1)
Otherwordly Patron (Fey) // Fey Presence
Spells : Eldritch Blast (finger gun), Lightning Lure, Charm Person, Fearie Fire)

LEVEL 3 : Warlock (lvl.2)
ELdritch Incantation (Armor of Shadows and Mask of Many Faces)
+1 spell : Protection from Good and Evil

LEVEL 4 : Rogue
Cunning Action

LEVEL 5 : Rogue (lvl.3)
Roguish Archetype (Swashbuckler) //
Fancy Footwork
Raking Audacity

LEVEL 6 : Rogue (lvl.4)
Ability Improuvement (+2 Cha)

LEVEL 7 : Warlock (lvl3)
Pact Boon (Talisman - That man symbol always around your neck)
+1 spell : Suggestion

LEVEL 8 : Rogue (Lvl.5)
Uncanny dodge

LEVEL 9 : Warlock (lvl.4)
Ability Improuvement (+2 Cha)
+1 Spell : Shatter (show your teeth to destroy crystaline objects. Could reflect some explosive as well to open some doors you cant open)

LEVEL 10 : Rogue
Expertise (Persuasion, Performance)

LEVEL 11 : Rogue
Evasion

LEVEL 12 : Rogue
New Feat : Alert

LEVEL 13 : Warlock (lvl.5)
Eldritch Incantation (Agonizing Blast)
+1 spell : Tongues

LEVEL 14 : Rogue
Roguish Archetype feature (Panache now even if someone is immune to charm cant ignore you!)

LEVEL 15 : Rogue (lvl.10)
Ability Improuvement (+2 Str)

LEVEL 16 : Warlock (lvl.6)
Otherworldly Patron Feature (Misty Escape)
+1 spell : Counterspell

LEVEL 17 : Warlock (lvl.7)
Eldritch Incantation (Protection of the Talisman)
+1 Spell : Dimension Door (Make sure it look like a swirly black and white portal)

LEVEL 18 : Warlock (lvl.8)
New Feat : Stealthy (+1 Dex, proficiency in Stealth checks and can move 10 feet while remaining hidden)
+1 spell Charm Monster

LEVEL 19 : Warlock (lvl.9)
Eldritch Incantation (Lance of Lethargy – Shoot them in the legs!)
+1 Spell : Syneptic Static

LEVEL 20 : Warlock
Otherworldy Patron Feature : Beguiling Defenses (now you are imune to charm and if someone tries to charm you, they are charmed right back!)





Pros: You are charismatic, the face of the group. You can get anywhere you want and you aren't the horny bard if people are throwing themselves at your feet. You simply can't say no to them!

Cons: You are squishy, with a bad Wisdom save. Taking Agonizing Blast so late mean your finger guns wont do that much damage early on... but being in a armor is not very in character for Austin isnt it. Even if its leather. Also, being immune to charm really cripple a lot of your spells and abilities.


Hope you loved the build! I sure loved making it!

Emmerlaus
2021-10-26, 11:20 AM
AMONG US - The Imposter

I promised several Plasmoid build this month and I'm having a hard time catching up. But at least I made two of them this month!

Among us is a game where the crew has to make a list of tasks to save themselves... while an imposter, hiding among them, try to kill them.

Im satisfied with the build but this one was NOT easy to make.

Imposter

Goals of the build :

1) Just needing to vent : You need to teleport all over the place
2) Fake it until you make it : You need to be able to replace someone else at his job
3) Your own worst ennemy : You need to have a build that is strong against yourself, incase you are a crew member

Plasmoid (+2 Dex, +1 Wis)

Str : 12
Dex : 14
Con : 10
Int : 8
Wis : 13
Cha : 15

Background : Sailor (So you know how to handle your ship. Be sure the crew don’t make you walk the plank. You get Athletic and Perception with this background)

LEVEL 1 : Bard
Skill trained : Deception, Persuasion, Stealth
Bardic Inspiration (D6)
Spellcasting : Cantrips (Vicious Mockery, Mending)
Lvl.1 spells : Charm Person, Detect Magic, Longstrider, Disguise Self

LEVEL 2 : Bard
Jack-of-all-Trade
Song of Rest (D6)
+1 spell : Illusory Script (To reflect you are messing with the journal log… Ok its a bad spell but you’ll change it at your next Bard level)


LEVEL 3 : Ranger (lvl.1)
+1 skill : Survival
Favored Foe
Deft Explorer (Canny : Athletics)

LEVEL 4 : Bard (lvl.3)
Bard College (Colleges of Whispers)
- Psychic Blades
- Words of Terror
Expertise (Deception, Stealth)
+ spells : Blindness/Deafness and replace Illusory Script with Pyrotechnics

LEVEL 5 : Bard (lvl.4)
New Feat : Actor (+1 Cha)
+1 cantrip : Mage Hand
+1 spell : Silence

LEVEL 6 : Ranger (lvl2)
Fighting Style (Blind Fighting - so you can see a short distance if someone turn down the light)
Spellcasting (Zephyr Strike and Goodberry)

LEVEL 7 : Ranger (lvl.3)
Ranger Conclave (Gloomstalker)
- Dread Ambusher
- Umbral Sight
Primal Awareness (+1 spell known : Speak with Animals)
+1 Spell : Detect Poison and Disease

LEVEL 8 : Ranger (lvl.4)
Ability Improuvement (+2 Dex)

LEVEL 9 : Bard (lvl.5)
Bardic Inspiration (d8)
Font of Inspiration
+1 spell : Invisibility
Change Longstrider with Suggestion

LEVEL 10 : Bard (lvl.6)
Bard College (Mantle of whispers)
+1 spell : Enemies Abound (let’s someone else do the kill and blame them to be the impostor !)

LEVEL 11 : Bard (Lvl.7)
+1 spell : Dimension Door (now you can vent !)

LEVEL 12 : Bard (lvl.8)
Ability Improuvement (+2 Cha)
+1 spell : Greater Invisibility

LEVEL 13 : Ranger (lvl.5)
Extra Attack
+ spells : Pass Without Trace, Locate Object

LEVEL 14 : Ranger (lvl.6)
Favored Foe (+1d6)
Deft Explorer (Roving : +5 walking speed + climb/swim speed)

LEVEL 15 : Ranger (lvl.7)
Ranger Conclave – Iron Mind)
+1 spell : Alarm

LEVEL 16 : Ranger (lvl.8)
Ability Improuvement (+2 Cha)
Land’s Stride

LEVEL 17 : Fighter
Fighter Style (Dueling)
Second-Wind

LEVEL 18 : Fighter
Action Surge

LEVEL 19 : Fighter
Martial Archetype (Champion)

LEVEL 20 : Fighter
Ability Improuvement (+2 Dex)

Emmerlaus
2021-11-01, 06:45 AM
Far Halloween, I was planning to send a little something:

Chuckyhttps://64.media.tumblr.com/b430a8416ef70deb42adf6115fc0ef62/daacc774606f5203-ab/s400x600/8cd918a1bb597e07e0649f83d01ba2586561c32c.gif

Sorry for the delay!

Quite in contrary of my last build, this one was... surprisingly very easy to make!

Since it was so easy, I'll focus on the important parts only as its very straightfoward. Here's a little hint: it's my first Autognome build! :smallbiggrin:



Race: Autognome
(+2 Str, +1 Con)
And it comes with two tools proficiency, let's pick poisoner kit and Disguise kit to look like a doll

Background: Heart of Darkness (for Arcana and Religion... You now have some voodoo knowledge! And the background's feature explain how people want to cuddle you and take care of you)

Str: 15 (You are maybe a doll but you are a THREAT! And can put a grown man its in place, impressive!)

Dex: 13 (Agile and skilled at dodging blows)

Con: 14 (You are very hard to kill, able to take blows like a champ)

Int: 10 (The soul inside you is never went to college or needed to have lot of knowledge to enjoy what you do in life: kill)

Wis:8 (Sorry but... you aren't wise enough to justify a positive wisdom score. You get fooled easily, provoke people when you shouldn't, etc)

CHa:12 (You are intimidating AND you seem to be fooling people you are harmless)

THE BUILD:

LEVEL 1 : Rogue (lvl.1)
Skills trained: Deception, Intimidation, Investigation, Stealth
Sneak Attack (+1d6)
Thieves Can't
Expertise (Intimidation, Stealth)

LEVEL 2 : Barbarian (lvl.1)
Rage, Unarmored Defense

LEVEL 3: Barbarian (lvl.2)
Reckless Attack
Danger Sense

LEVEL 4: Barbarian (lvl.3)
Primal Path (Zealot) ----- That's the ticket right here! You'll be a Barbarian of the Zealot path until level 20. So let's focus on what is going to be important in the build:

LEVEL 5: Barbarian
New feat: Brawny (From UA): +1 Str, carrying Capacity is now equal to Medium size creature AND now trained in Athletic WITH proficiency bonus!

LEVEL 9: Barbarian
New Feat: Resilient (+1 Con)

LEVEL 13: Barbarian
Ability Score Improuvement (+1 Dex, +1 Con)

LEVEL 17: Barbarian
Ability Score Improvement (+2 Str)

LEVEL 20: Barbarian
New feat: Lucky



Hope you like the build and that you had a nice spooky Halloween time! :smallsmile:

Emmerlaus
2021-11-01, 07:57 AM
November start with a N. You know what else start with a N?


NUTS!

To celebrate this nutty month of November, I decided to make the build for a girl as sweet as a nut:


Squirrel-Girl


https://comicvine1.cbsistatic.com/uploads/original/11142/111429657/7672737-6923388-44-variant.jpg

Ok, for starters, I have to point out: I will not use the cards Deadpool has created to stats up every superhero and villain in history, that she use to know characters way in advance. Or do I want to make her able to defeat Thanos by herself.

No, my goals for this build are not for her to be jokingly overpowered. I want her to be on theme with her basic abilities and with squirrels. I promise you though that she will make squirrels awesome!

So sit down cause it's about to get NUTS!



Squirrel-Girl

Goals of the build:

1) Squirrel powers (including a fluffy tail)
2) Tippy-Toe AND Monkey-Joe
3) Min-maxer (seriously broken, like a cartoon character... but with Squirrel flavor limitation)

Race : Simic Hybrid (Your quirk wasn’t that apparent as birth but it quickly developed one fateful day at level 5)

Background: Folks Hero – Animal Handling, Survival

Str : 8
Dex :15 (+1)
Con :12 (+2)
Int : 10
Wis : 14
Cha : 13

LEVEL 1 : Rogue
Skill trained: Acrobatics, Athletics, Insight, Stealth
Get the climbing speed from Simic Hybrid too!

Sneak Attack (+1d6)
Expertise (Athletics, Stealth)
Thieves Cant

LEVEL 2 : Rogue
Cunning Action

LEVEL 3 : Monk (lvl.1)
Unarmored Defense
Martial Art

LEVEL 4 : Rogue (lvl.3)
Roguish Archetype (Scout)
(+2d6 Sneak Attack)

LEVEL 5 : Rogue (lvl.4)
Ability Score Improuvement (+2 Dex) and you get the tail thanks to Simic Hybrid grappling Appandage!

LEVEL 6 : Druid (lvl.1)
Druidic
Spellcasting : Cantrips (Mending, Shillelagh, Goodberries, Jump)

LEVEL 7: Druid (lvl.2)
Wild Shape (we are not going to use them, trust me)
Wild Companion ( Its an optionnal rule BUT it fit the bill! Like Find Familiar spell by expending use of Wild Shape, perfect! Here comes Tippy-Toes!)
Spellcasting: Protection from Evil and Good (for flavor, she's supposed to know who is who in the world) but if you want something better, just take Fearie Fire.
Druid Circle (Druid of the Shepard) – Take the Hawk spirit but favor it as a Squirrel to summon the ghost of Monkey Joe, her first pet squirrel)
AND Speech of the Woods allows you to speak with animals!

LEVEL 8: Rogue (lvl.5)
Uncanny Dodge
Sneak Attack (+3d6)

LEVEL 9 : Rogue (lvl.6)
Expertise (Acrobatics, Handle Animal)

LEVEL 10 : Rogue (lvl.7)
Evasion
Sneak Attack (+4d6)

LEVEL 11: Rogue (lvl.8)
Ability Score Improvement (+2 Dex)

LEVEL 12: Rogue (lvl.9)
Roguish Archetype (+10 to all speed)
Sneak Attack (+5d6)

LEVEL: 13: Rogue (lvl.10)
New Feat: Lucky

LEVEL 14: Rogue (lvl.11)
Reliable Talent
Sneak Attack (+6d6)

LEVEL 15: Rogue (lvl.12)
New Feat: Defensive Duelist

LEVEL 16: Rogue (lvl. 13)
Roguish Archetype (Ambush Master) – Advantage on Initiative rolls + on first attack of combat

LEVEL 17: Rogue (lvl.14)
Blindsense

LEVEL 18: Rogue (lvl.15)
Slippery Mind

LEVEL 19: Rogue (lvl.16)
Ability Score Improuvement (+2 Wis)

LEVEL 20: Rogue (lvl.17)
Roguish Archetype Feature (Sudden Strike)

GreyBlack
2021-11-01, 08:38 AM
*snip*

No, my goals for this build are not for her to be jokingly overpowered. I want her to be on theme with her basic abilities and with squirrels. I promise you though that she will make squirrels awesome!



OBJECTION! The entire point of Squirrel Girl is to make her jokingly overpowered! IIRC (and someone please correct me if I'm wrong), but the entire reason she exists in her current form is to screw with the Marvel power scale system.

(Srsly, looks fun and thematic, though!)

nickl_2000
2021-11-01, 08:41 AM
Squirrel-Girl
*SNIP*

I am completely shocked you didn't go with at least 3 levels of Swarmkeeper Ranger with the swarm being Squirrels.

Emmerlaus
2021-11-01, 09:05 AM
I am completely shocked you didn't go with at least 3 levels of Swarmkeeper Ranger with the swarm being Squirrels.

Interesting... but no. She doesn't have a swarm of squirrels around her at all time. And she doesn't have a flying speed either. I couldn't give her a lot of level in it even if I did give her some level in ranger.

I felt hose two levels in Druid were enough to represent she can speak with animals and have some lowkey spells (like Goodberries to represent nuts) and such.

And sacrificing levels of Rogue to give 4-5 levels of Ranger doesnt seem fitting... or strong. Slippery Mind is one of her natural feature I feel.



(Srsly, looks fun and thematic, though!)

OMG thank you! You had me worried for the first half, not gonna lie. Yes, I did build her to be fun and thematic. Not so much about being overpowered but focusing on her core abilities.

With Speak of the Woods and Handle Animals, I am sure a kind GM would allow her to have a Squirrel army lol!

nickl_2000
2021-11-01, 09:13 AM
Interesting... but no. She doesn't have a swarm of squirrels around her at all time. And she doesn't have a flying speed either. I couldn't give her a lot of level in it even if I did give her some level in ranger.

I felt hose two levels in Druid were enough to represent she can speak with animals and have some lowkey spells (like Goodberries to represent nuts) and such.

And sacrificing levels of Rogue to give 4-5 levels of Ranger doesnt seem fitting... or strong. Slippery Mind is one of her natural feature I feel.



I may have sounded critical when I didn't intend to. I think you have a great build going there. You represent her very well and thematically, not the way I always thought to build her, but we aren't the same person :smallbiggrin:

Emmerlaus
2021-11-01, 02:50 PM
I may have sounded critical when I didn't intend to. I think you have a great build going there. You represent her very well and thematically, not the way I always thought to build her, but we aren't the same person :smallbiggrin:

Well how would you have build her then? Full on Swarmkeeper Ranger? Im very curious of other point of views and I made this thread so we can have discussions. So dont hesitate to tell me what you would have done differently! :smallsmile:

Emmerlaus
2021-11-09, 08:20 AM
https://www.tvhland.com/image/upload/201608/57a3420122492.jpg

Harley Quinn

To continue this " No Nuts November", how about continuing with another favorite nut to crack... with a wooden hammer: Harley Quinn!



Harley Queen

Goals of the build:
1) Giant Wooden Mallet
2) Hyena pets
3) You like crazy for breakfast!

Race : Variant Human

Free skill: Acrobatics
Free Feat: Animal Handler (UA) // +1 Wisdom, trained in Animal Handling, gain bonus action to command an animal.

Background: Hermit (You were a psychiatrist in a remote island, away from civilization, taking care of the crazy. And the skill gained reflect your psychiatrist background: Insight and Medicine)

Str : 8
Dex :15 (+1 from variant human)
Con :12 (+1 from variant human)
Int : 10
Wis : 13 (+1 from free feat)
Cha : 14

LEVEL 1: Ranger
(We start with ranger because I feel the save proficiencies fit her better and because it will be useful later on)
Skill gained: Athletics, Investigation, Stealth (bonus: Acrobatics, Handle Animal, Insight, Medicine)
Favored Foe (1d4), Deft Explorer (Canny // Acrobatics) – She was a gymnast-cheerleader in college

LEVEL 2 : Bard (lvl.1)
Skill gained: Persuasion
Inspiration (1d6)
Spellcasting:
Cantrips // Friends, Light
Spells known lvl.1// Animal Friendship, Comprehend Language, Identify, Speak with Animals

LEVEL 3 : Bard (lvl.2)
Jack of all Trade, Song of Rest (d6)
Lvl.1 spell: Charm Person

LEVEL 4 : Bard (lvl.3)
Bard College (Colleges of Lore)
- Bonus Proficiency (History, Deception, Persuasion)
- Cutting Words
Expertise (Handle Animal, History)
Spells lvl.2 // (Calm Emotions)

LEVEL 5 : Bard (lvl.4)
Ability Score Improvement (+2 Dex), replace Speak with animal with Hold Person, so she put magical straightjackets on the crazy people she face. This will represent her last level as psychiatrist too)

LEVEL 6 : Monk
Martial Arts (The giant hammer she fight with is made of wood… So I’ll count it as a Quarterstaff)
Unarmored Defense

LEVEL 7 : Ranger (lvl.2)
Fighting Style (Druidic Warrior for Shilleglagh for your wooden hammer and Druidcraft to please Poison Ivy)
Spellcasting (Zephyr Strike, Goodberries)

LEVEL 8: Ranger (lvl3)
Ranger Conclave (Beast Master) – Now you have your hyena with Primal Companion!
Primal Awareness – gain Speak with Animals as spell know
Spell // Detect Poison and Disease

LEVEL 9: Ranger (lvl.4)
Ability Score Improuvement (+2 Dex)

LEVEL 10: Fighter (lvl.1)
Fighting Style (Dueling), Second Wind

Level 11: Fighter (lvl.2)
Action Surge(x1)

LEVEL 13: Fighter (lvl.3)
Martial Archetype (Cavalier – to protect your Hyenas!)
Bonus Proficiency – History
Born to the Saddle (Your name is Harley… seem like a sweet ride right? Remember: No nuts)
Unwavering Mark

LEVEL 14: Fighter (lvl.4)
New Feat: Resilient (Con) +1 Con and now proficient in Con saves

LEVEL 15: Fighter (lvl.5)
Extra attack

LEVEL 16: Fighter (lvl.6)
New Feat: Tough

LEVEL 17: Fighter (lvl.7)
Martial Archetype feature – Warding Maneuver

LEVEL 18: Ranger (lvl.5)
Spell: Pass without Trace – Now you make infiltration missions with the Suicide Squad

LEVEL 19: Ranger (lvl.6)
Favored Foe (1d6), Deft Explorer (Roving)

LEVEL 20: Ranger (lvl.7)
Ranger Conclave feature – Exceptional Training
Spell // Protection against Poison (now you can resist the Joker toxin!) but if you want something a bit more spicy, take Enhanced Ability.




Pros:
- A tough nut to crack with two important saving throw proficiency, the tough feat and a wooden hammer that can do cartoonish level of damage
- Skill-Monkey: You have so much skills! By the way, in an alternate reality, The Joker is called the Jester and Harley is his... pet monkey lol
- A great support character that can pack quite a punch, with pet hyena to take care and roleplay with

Cons:
-No range: You fight at melee. You can get a bow I suppose but you aren't builded for it.
-Weak pet: The lack of commitement in Ranger make your hyena frail at higher levels

Emmerlaus
2021-11-09, 01:33 PM
https://www.youtube.com/watch?v=w8Rj-D6lsCQ

His latest video was very accurate but there was a small change I would have made. There is no need for me to post the whole build so I'll just post in the box below what I would have done differently:



Background: Sailor (he need to be able to be a captain of his own pirate ship) for Athletics and Perception OR Criminal. Just switch the skills around with those given at your level one, listed below.

LEVEL 1: Rogue
Skill gained: Deception, Intimidation, Investigation, Stealth
Expertise (Intimidation, Perception)
And a few more bonus

LEVEL 2: Rogue
Cunning Action

LEVEL 3: Rogue
Roguish Archetype (Arcane Trickster) - Thats the best way to represent a arrow that float around
- Mage Hand Legendermain
- Spellcasting (Sudden Awakening, Distord Value, Sleep) - You cant affect an army with just your arrow attack but if you put them to sleep and then kill them while they sleep, it just end up the same.
And... STEADY AIM! This is an alternate rule but so fitting Yondu!

Then 7 level of Fighter for the two Ability Score Modifier and the magic arrows.

Then the two levels of Artificier Tulok put in his build. Honestly, at level 12, It really feels like Yondu.

And then the rest would be Fighter levels for 15 levels of Fighter.

Emmerlaus
2021-11-11, 09:34 AM
https://carboncostume.com/wordpress/wp-content/uploads/2017/10/Beldam_Character.jpg


The Other Mother // Beldam

I'll continue with another female character for the NNN, this time: The other Mother!

Goals of the build:
1) Having your own dimension to attract childrens over
2) Create dolls that can spy for you in another dimension
3) Supermom: able to fool people in believing you are the best version of their parents



Race : Hexblood
Free spells (1/short rest): Disguise Self and Hex
Background (Entertainer) so that she can make puppet shows for everyone to enjoy... especially the kids. It gives the Acrobatics and Performance skills
Str : 8
Dex : 12
Con :13
Int : 15 (+2 Int)
Wis : 10
Cha : 14 (+1 Cha)

LEVEL 1: Artificer
Skill gained: Arcana, Investigation
Magic thinkering, Spellcasting
-Cantrips // Mending, Thorn Whip
- Purify Food and Drink, Cure Wounds

LEVEL 2 : Artificer
Infuse Items (Homonculus Servant, Armor of Tools, Item replica (Alchemy Jug, bag of holding))

LEVEL 3 :Artificer
Artificer Specialist (Battle Smith)
- Battle Ready
- Steel Defender
The Right Tool for the Job
Spell // Lvl.1 spell: Feather Fall

LEVEL 4 : Artificer (lvl.4)
New Feat: Chef (+1 Con)

LEVEL 5: Warlock (lvl.1)
Otherwordly Patron (Genie - Dao), Pact Magic
- Bottled Respite
- Genie’s Wrath
Spellcasting// Cantrips: Eldritch Blast, Friends
Lvl.1 // Hex... and Hellish Rebuke (Not sure if Eldritch Blast and Hellish Rebuke are that fitting but she need some damage output if she want to survive in a fantasy setting against other things then little kids. Beside, she didn't want to injure Coraline until she put her button eyes.)

LEVEL 6 : Artificer (lvl.5)
Artificer Specialist feature – Extra Attack
Spells // Level 2: Alarm, Web, Spider Climb

LEVEL 7 : Artificer (lvl.6)
Tool Expertise
New Infusions: Enhanced Arcane Focus and Item Replica (Eyes of Charming)

LEVEL 8 : Artificer (lvl.7)
Flash of Genious

LEVEL 9: Artificer (lvl.8)
Ability Score Improvement (+1 Int, +1 Cha)

LEVEL 10: Artificer (lvl.9)
Artificer Specialist – Arcane Jolt
+2 spells: Revivify and Haste

LEVEL 11: Warlock (lvl.2)
Eldritch Incantations (Beguiling Influence and... either Agonizing Blast if you took Eldritch Blast OR Mask of Many Face otherwise)
+1 spell: Protection from Evil and Good

Level 12: Warlock (lvl.3)
Pact Boon – Pact of the Talisman
+1 spell: Earthbind

LEVEL 13: Warlock (lvl.4)
Ability Score Improvement (+2 Int)
+1 cantrip and lvl.2 spell: Lightning Lure and Flock of Familiars

LEVEL 14: Warlock (lvl.5)
New Incantation: One with Shadow
+1 Spell: Vampiric Touch

LEVEL 15: Warlock (lvl.6)
Otherwordly Patron Feature – Elemental Gift
+1 spell: Tongue

LEVEL 16: Warlock (lvl.7)
+1 Incantation: Protection of the Talisman
+1 Spell: Hallucinnary Terrain

LEVEL 17: Warlock (lvl.8)
Ability Score Improvement (+2 Cha)
+1 spell: Dimension Door

LEVEL 18: Warlock (lvl.9)
+1 Incantation: Ghostly Gaze
+1 spell: Teleportation Circle

LEVEL 19: Warlock (lvl.10)
Otherwordly Patron feature – Sanctuary Vessel (Now you can bring others in your special dimension!)

LEVEL 20: Warlock (lvl.11)
+1 Spell: Soul Cage



Just so you know, Hexblood race is supposed to be close to an hag. It fit for her to use her long hair to make dolls. Also, the spell Soul Cage fit her and what she does to dead children.

I chose Battle Smith to make " The other Father ". Wish I could have boost her attack a bit more but she need all of those levels. Haste is good and will make her able to use Eldritch Blast three time in one turn! :smallwink:

Her spell list isn’t optimal but it’s balanced cause she can do so much damage! She does enough damage to be a real beater and a good support-medic outside of battle.

Emmerlaus
2021-11-18, 09:03 PM
https://www.youtube.com/watch?v=ICUj3CyykR4

Love today build by Tulok! Close to perfection!

I would have just Give him two less levels in Fighter to give him two more levels in Barbarian, to give magic to his claws during his rage. This way, he does have an option to deal damage against target immune to damage that arent magical. Even if its limited to when he rage only.

Sand Fox
2021-11-18, 10:00 PM
One of the worst problems in 5e is that Fighting classes are strongly discouraged from multi-classing into other fighting classes beyond 4th level. All fighting classes get Extra Attack at 5th level, but that's ALL any of them get at that level, and it doesn't stack with itself. As such, a Fighter 5/Barbarian 4 who wants to get to level 6 for a Barbarian Path feature will have to take a whole dead level, effectively punishing the player. Notice that in Tulok's vid, and in most of his builds, he avoids multi-classes fighting classes beyond 4 levels in one or the other specifically because of this hurtle? Compare this to Muticlassing spellcasters. Spellcasters get to stack their levels so they can have access to higher level spells and can up-cast, a key mechanic in 5e.
In my games, to get around this, I allow characters who mutli-class into 'redundant' class features (such as Monk/Rogue with Evasion or Extra Attack on Fighting classes) to get a free Feat instead, so the level doesn't feel wasted. I do draw the limit at only one such instance of this (as in, if you are Fighter 5/Barbarian 5/Ranger 5, you'll only get 1 extra feat the first time you get a redundant level, and nothing for Ranger 5). Though, I've never had an issue of a player trying something like that.
Sorry for Wall of Text, but it something I wanted to share.

Emmerlaus
2021-12-01, 06:49 PM
One of the worst problems in 5e is that Fighting classes are strongly discouraged from multi-classing into other fighting classes beyond 4th level. All fighting classes get Extra Attack at 5th level, but that's ALL any of them get at that level, and it doesn't stack with itself. As such, a Fighter 5/Barbarian 4 who wants to get to level 6 for a Barbarian Path feature will have to take a whole dead level, effectively punishing the player. Notice that in Tulok's vid, and in most of his builds, he avoids multi-classes fighting classes beyond 4 levels in one or the other specifically because of this hurtle? Compare this to Muticlassing spellcasters. Spellcasters get to stack their levels so they can have access to higher level spells and can up-cast, a key mechanic in 5e.
In my games, to get around this, I allow characters who mutli-class into 'redundant' class features (such as Monk/Rogue with Evasion or Extra Attack on Fighting classes) to get a free Feat instead, so the level doesn't feel wasted. I do draw the limit at only one such instance of this (as in, if you are Fighter 5/Barbarian 5/Ranger 5, you'll only get 1 extra feat the first time you get a redundant level, and nothing for Ranger 5). Though, I've never had an issue of a player trying something like that.
Sorry for Wall of Text, but it something I wanted to share.

I do think its a wise policy. :smile:

I received a warning about double-posting. Its a shame but I cant continue to post builds anymore with a post each :smallsigh:

I wanted to make a "Suction Cup Man" build... I almost finished it but realize... I'll just ask you guys what you want me to post next. And I'll do one of those build. Mind you, if I dont know the character, I might PM you before finishing the product to have thumbs up to see if its accurate. :smallbiggrin:

TheCleverGuy
2021-12-04, 04:21 PM
My son wants to build a character based on Sirius Black from the Harry Potter series. I'm thinking he's a human Sorcerer/Druid multiclass. Start with Wild Magic Sorcerer at level 1, jump over to Druid for two levels to get wildshape and Circle of the Moon (a Mastiff is only CR 1/8, so you don't need to be a Moon druid, but since wildshape is really all we want from Druid class, might as well make it better), then start leveling up in Sorcerer.

As far as stats go, CHA is number one, followed by DEX or CON, WIS needs to be high enough to multiclass into Druid, and INT and STR can both be more or less dumped.

Not sure about spell and metamagic choices yet. What do you think?

Emmerlaus
2021-12-04, 08:25 PM
My son wants to build a character based on Sirius Black from the Harry Potter series. I'm thinking he's a human Sorcerer/Druid multiclass. Start with Wild Magic Sorcerer at level 1, jump over to Druid for two levels to get wildshape and Circle of the Moon (a Mastiff is only CR 1/8, so you don't need to be a Moon druid, but since wildshape is really all we want from Druid class, might as well make it better), then start leveling up in Sorcerer.

As far as stats go, CHA is number one, followed by DEX or CON, WIS needs to be high enough to multiclass into Druid, and INT and STR can both be more or less dumped.

Not sure about spell and metamagic choices yet. What do you think?



Race : Variant Human
Free Feat: War Caster
Free Skill: History
Background: http://dnd5e.wikidot.com/background:stojanow-prisoner for Deception and Perception

Stats:
Str: 8
Dex:14
Con: 12
Int: 10
Wis: 13
Cha: 15

Level 1 Sorcerer (because every sorcerer in Harry Potter start as a sorcerer THEN learn magic later on)

Skill gained: Arcana and Religion
Sorcerer Origin (Wild Magic is perfect!)
Spellcasting: Cantrips // Light, Mage Hand, Mending, Ray of Frost
Lvl.1 // Mage Armor, Shield

And you were right in giving him two ranks of Druid. The Cricle of the Moon is also thematic for who they tried to get an animal form for.

Spells fitting for the druid: Goodberries (he was on the run a lot and does have the survival skill), Guiding Hand (same reason) and Detect Poison and Disease. All of them arent on the sorcerer spellist.

For the metamagics, Quickened Spell is a must for any sorcerer. Then I would suggest taking spell depending of what spells he want to play. But the Careful spell would be fitting if he want to cast big area damagin spells like Fireball and spare his allies and him.

I took War Caster because Severus was a good fighter, trained against the force of evil. Take Spell Sniper if you prefer to represent that.

Took the history skill to represent his knowledge of the occult world, the noble person living in it, etc.

Took that background to represent how he is running away from the law and it gives him the deception skill. So he can pretend to be a real dog if he want lol!



Hope that was helpful? :smallredface:

TheCleverGuy
2021-12-05, 09:08 AM
Race : Variant Human
Free Feat: War Caster
Free Skill: History
Background: http://dnd5e.wikidot.com/background:stojanow-prisoner for Deception and Perception

Stats:
Str: 8
Dex:14
Con: 12
Int: 10
Wis: 13
Cha: 15

Level 1 Sorcerer (because every sorcerer in Harry Potter start as a sorcerer THEN learn magic later on)

Skill gained: Arcana and Religion
Sorcerer Origin (Wild Magic is perfect!)
Spellcasting: Cantrips // Light, Mage Hand, Mending, Ray of Frost
Lvl.1 // Mage Armor, Shield

And you were right in giving him two ranks of Druid. The Cricle of the Moon is also thematic for who they tried to get an animal form for.

Spells fitting for the druid: Goodberries (he was on the run a lot and does have the survival skill), Guiding Hand (same reason) and Detect Poison and Disease. All of them arent on the sorcerer spellist.

For the metamagics, Quickened Spell is a must for any sorcerer. Then I would suggest taking spell depending of what spells he want to play. But the Careful spell would be fitting if he want to cast big area damagin spells like Fireball and spare his allies and him.

I took War Caster because Severus was a good fighter, trained against the force of evil. Take Spell Sniper if you prefer to represent that.

Took the history skill to represent his knowledge of the occult world, the noble person living in it, etc.

Took that background to represent how he is running away from the law and it gives him the deception skill. So he can pretend to be a real dog if he want lol!



Hope that was helpful? :smallredface:

Awesome, thank you. Quickened and Careful were my first thought, too, but it does depend on what spells you end up using. I might want to give him Magic Missile at 1st level just for a more powerful attack, especially since it'll be a little bit until he can learn any new Sorcerer spells.

Angelalex242
2021-12-08, 12:00 PM
What about good old Cloud Strife?

Presumably he's either an Eldritch Knight or a Sorcadin, depending on how you want to represent materia.

5e doesn't have monkey grip, so getting a sword of sufficient size is also tricky.

Kinda leaning Sorcadin because Cloud clearly has more Charisma than Intelligence, if Aerith, Tifa, and Jessie (Remake) are any indication.

Cloud also doesn't wear armor, so he probably wants some version of unarmored defense.

CMCC
2021-12-08, 01:51 PM
https://www.youtube.com/watch?v=ICUj3CyykR4

Love today build by Tulok! Close to perfection!

I would have just Give him two less levels in Fighter to give him two more levels in Barbarian, to give magic to his claws during his rage. This way, he does have an option to deal damage against target immune to damage that arent magical. Even if its limited to when he rage only.

You find his builds to be accurate/useful?

Emmerlaus
2021-12-08, 03:33 PM
What about good old Cloud Strife?

Presumably he's either an Eldritch Knight or a Sorcadin, depending on how you want to represent materia.

5e doesn't have monkey grip, so getting a sword of sufficient size is also tricky.

Kinda leaning Sorcadin because Cloud clearly has more Charisma than Intelligence, if Aerith, Tifa, and Jessie (Remake) are any indication.

Cloud also doesn't wear armor, so he probably wants some version of unarmored defense.


https://www.youtube.com/watch?v=K2zQHcxmNxE

I'll resume some ideas here I had for builds. You guys can tell me if it interest you:

- The two brothers from Onward movie. (2 elves going on an adventure, one becoming a game, the other being a muscular geek lol)

- Suction Cup Man

- Goliath from the Gargoyles show

- Characters from League of Legends lol

- Guy, from " Free Guy" movie, on Disney +

Angelalex242
2021-12-09, 02:20 AM
Same guy did a Tifa build, but never got around to Aerith.

...Aerith is a pretty obvious Cleric, though. Nature Cleric, at that. And Holy is just Divine Intervention going off.

Emmerlaus
2021-12-09, 02:56 PM
Same guy did a Tifa build, but never got around to Aerith.

...Aerith is a pretty obvious Cleric, though. Nature Cleric, at that. And Holy is just Divine Intervention going off.

Indeed, she's easy to make... But a FF7 character that would be super hard to make? VINCENT VALENTINE! :smalltongue:

https://www.giantbomb.com/a/uploads/scale_small/0/9106/243585-vincent_valentine.jpg



GOALS FOR THE BUILD:

1) Sniper (best gun slinger)
2) Release Chaos
3) Several forms

Str : 8
Dex : 16 (+2 from feat and variant human)
Con :12
Int : 10
Wis : 13
Cha : 16 (+1 from variant Human)

Race: Variant Human
Free feat: Gunner (+1) Dex
Free Skill: Acrobatics

Background: Haunted one (Arcana, Survival)

LEVEL 1: Rogue

Skill gained:Acrobatics, Athletics, Perception, Stealth
Sneak attack (+1d6)
Thieves Cant

Level 2: Rogue
Cunning Action

LEVEL 3: Fighter
Fighting Style (Archery), Second Wind

LEVEL 4: Warlock
Otherworldy Patron (the Genie)

Pact Magic (Cantrips// Eldritch Blast, True Strike -- lvl.1 // Protection from Evil and Good, Hex)

LEVEL 5: Warlock
Eldritch Evocation (Devil's Sight, Armor of Shadows)
+1 Spell: Cause Fear

LEVEL 6: Warlock
Pact Boon (Pact of the Blade)
+1 spell: Misty Step

LEVEL 7: Warlock (lvl.4)
Ability Score Improvement (+2 Cha)
+1 Cantrip: Friends
+1 Spell: Invisibility

LEVEL 8: Warlock (lvl.5)
+1 spell: Summon Shadowspawn
+1 Incantation: Improved Pact Weapon

LEVEL 9: Warlock (lvl.6)
Otherwordly Patron feature
+1 Spell: Counterspell

LEVEL 10: Warlock (lvl.7)
+1 Incantation (Agonizing Blast)
+1 spell: Summon Greater Demon

LEVEL 11: Warlock (lvl.8)
+ New Feat (Sharpshooter)
+1 spell: Dimension Door

LEVEL 12: Warlock (lvl.9)
+1 Incantation: Arcane Gunslinger
+1 spell: Infernal Calling

LEVEL 13: Warlock (lvl.10)
Otherwordly Patron feature
+1 Cantrip: Mending

LEVEL 14: Warlock (lvl.11)
Mystic Arcanum (lvl.6 spell): Tasha Otherwordly Guise

LEVEL 15: Warlock (lvl.12)
Ability Improuvement (+2 Dex)
+1 Incantation: Eldritch Spear

LEVEL 16: Warlock (lvl.13)
Mystic Arcanum (lvl.7 spell But I dont like any of those so...): True Seeing

LEVEL 17: Warlock (lvl.14)
Otherwordly Patron

Level 18: Rogue (lvl.3)
Sneak Attack (+2d6)
Roguish Archetype (Assassin)

Level 19: Rogue (lvl.4)
Ability score Improuvement (+2 Dex)

Level 20: Rogue (lvl.5)
Uncanny Dodge
Sneak Attack (+3d6)



Im not sure how polish it is but its the most accurate I could think off to build Vincent Valentine.

EDIT: I think the Genie Patron could work well to represent Valentine disappear once demons are out. Its up to debate.

Angelalex242
2021-12-09, 08:22 PM
The thing about Vincent is, he's almost gotta have polymorph self and/or Shapechange at level 9. Cause you gotta take those alternate forms somehow.

Emmerlaus
2021-12-09, 08:27 PM
The thing about Vincent is, he's almost gotta have polymorph self and/or Shapechange at level 9. Cause you gotta take those alternate forms somehow.

The thing is... the player has NO CONTROL when he use his ulti to transform. So that's why I went with Summon spells that arent ally of the caster when summoner. All evil creatures, demons, hard to control. That's why it cannot be Shapechange. :smalleek:

That's why I think The Genie Warlock would fit. Summon the demons, go back inside your own special dimension.

For Chaos look on Vincent, I went for Tasha Otherwordly Guise.

EDIT: Yeah I went for FF7 version of Vincent Valentine. Im watching a bit of Dirge of Cerberus and wow, they gave US CONTROL OF THE TRANSFORMATIONS! Im stunned! It was so core to his ultimate in FF7 that I never expected them to make them able to be controlled in his own game! :smalleek:

EDIT 2: I think Naruto would be a Monk (Way of the Elements) 8 / Sorcerer 4 / FIghter 8 Echo Knight build... With a Mirror Image and Clone combo from Echo Knight and Fist of Unbroken Air for Rasengan. :smalltongue:

CMCC
2022-01-10, 12:47 PM
OMG finally! I being working at minimum 48 hours a week since the beginning of summer! 60+ hours in the last few weeks! :smalleek:

But I had the time to work on ONE character! From Spiderman: Into the Multiverse: SPIDERMAN NOIR

I LOVED that guy and Nicolas Cage was awesome pick for his voice! I wish I could roleplay a character like that!

Goals:

1) Spidey Stuff: Power of a spider

2) Noir is the new black: You need to be drooling with Noir style. So only magic with no colors!

3) Private Investigator: You need to be able to be a competent investigator. You are a Be-cop but not a bee-cop, more a spider-cop.

TL:DR: Rogue (Inquisitive) 12 / Monk (Kensei) 3 / Sorcerer (Shadow magic) 5 . A dex build in case your Gm allows the Gunner feat.



Race: Variant Human
Feat: Alert
Free Skill: History
Ability boost: +1 Dex, +1 Cha

Background: City Watch (Athletics, Insight)

Stats (With racial boost)
Str: 8
Dex: 16
Con:12
Int: 10
Wis: 14
Cha: 14

CLASS:

Level 1: Rogue
Skill trained: Investigation, Perception, Stealth, Sleight of Hands
Thieves Cant
Sneak Attack (+1d6)
Expertise (Athletics, Insight)

Level 2: Rogue
Cunning Action

Level 3: Monk
Unarmored Defense, Martial Art

Level 4: Sorcerer
Spellcasting:
Prestigitation (So everything can taste like egg cream lol)
Gust (So everywhere you go, the Winds follows... and it had to some spiderman stuff)
Mage Hand (Same for Spiderman stuff, long distance manipulation)
Mending (glue thing together with your web)
Feather Fall and Jump

Level 5: Monk
Unarmored Mouvement, Ki

Level 6: Rogue
Roguish Archetype (Inquisitive) to become the perfect inquisitor.
Sneak Attack (+2d6)

Level 7: Monk
Monk tradition (Kensei Weapon)
Deflect Arrows
Ki-Fueled Attacks (so you can bypass some magical defense)

Level 8: Rogue
I would like to boost this Spiderman ability with a gun on this level. If your setting allows guns, take the Gunner feat. Otherwise, you would be fighting with a crossbow either take the Fighting Initiate feat (Close-Quarters Shooter) if the GM allows it. Otherwise, just take the +2 boost in Dexterity.

Level 9: Sorcerer
Font of Magic
Spellcasting: Catapult

Level 10: Sorcerer
Metamagic (Subtle Spell, Extended Spells)
Spellcasting: Hold Person

Level 11: Sorcerer
Ability Improuvement (+2 Dex). if you took the Gunner feat, +1 Dex to max it out and +1 Wis
Spellcasting: Spider Climb

Level 12: Sorcerer
Spellcasting: Haste

Level 13 to 20: Rogue. Get Tough (Con) when you can to get better concentration and Con saves.




Awesome job. Here's my basic spider-man build. It's not Noir Spider-Man, so it's a bit different. It's probably my favorite build to date.


https://www.youtube.com/watch?v=5cvRI7nGJSI

nickl_2000
2022-01-10, 03:34 PM
Well how would you have build her then? Full on Swarmkeeper Ranger? Im very curious of other point of views and I made this thread so we can have discussions. So dont hesitate to tell me what you would have done differently! :smallsmile:

So I decided to give it a shot although this was a long time ago. I've been meaning to do it for awhile but decided now was a good time.

Custom Origin Female
Medium Size, Skill Expert Feat, and Darkvision

Stats (point buy):
Str: 19
Dex: 20
Con: 19
Int: 12
Wis: 14
Cha: 12

Skills:
Animial Handling (expertise)
Athletics
Nature
Perception (expertise)
Survival

Path of the Beast Barbarian 4, Fighter 2, Swarmkeeper Ranger 6

Magic items (I cheated here for stat items to make her stats more appropiate):
Insignia of the Claws, Amulet of Health, Gauntlet of Ogre Strength

Feats/ASI:
Skill Expert - Lineage (Survival skill, Animal Handling Expertise, +1 Wis), +2 Dex, Resilient Dex

Fighting Styles:
Druidic Warrior (Guidance and Primal Savagery), Unarmed Fighting

What do you get from all of this.


expert hand to hand combatant with the unarmed fighting style. Additionally she has a tail, claw (Knuckle spikes), and bite attack when she is raging as a beast barbarian and primal savagery.
Climb speed from Ranger 6
Str, Con, and Dex save prof
Racial Darkvision
Expertise in perception and animal handling
Speak with Animals Spell, Sylvan Language, and Squirrel Language
Jump spell to make her jumps and agility even better than the 19 str provides
Rage if you tick her off to absorb damage and do extra damage
Second Wind to heal some on the fly
Action Surge
Gathered Swarm ability, with the swarm being a swarm of squirrels
Danger Sense for the overall perception and agility.


Not the best overall build if your were making a PC, but I thought it was pretty fitting.

Emmerlaus
2022-01-11, 01:51 PM
So I decided to give it a shot although this was a long time ago. I've been meaning to do it for awhile but decided now was a good time.

Ooooh Im so happy people keep this thread alive! :smallbiggrin:

Your Squirrel build is clearly more accurate then mine... but I always make the build in case a PC want to be them. I would probably combine our two builds for the most accurate Squirrel Girl build. And I would give her a few Unearthed Arcana stuff!

i'll resume what I think are your best ideas for her are, combined with a few ideas of mine:

1) I think your best idea is to give her levels of Ranger. It gives her so much she need and its true thats its thematic !!! I would make her start with that at level 1 and use the Revised Ranger version however. More skills and give her the Dex save proficiency. and I would make her a Dex build however and give her ranks in Monk (Way of the Open Hand). And this way you dont need to cheat while giving her magic items and you only need to give her 5 ranks of Ranger AND the fighting style can become Mariner for a climb speed and +1 AC.

2) Your two rank of Fighters arent bad... But what about Echo Knight levels to make a swarmkeeper Range clone full of squirrels attack your ennemy? You could treat it as a Swarm of Squirrel too! And This way you can still give her Unarmed FIghting Style this way to increase your hit dice!

What do you think? A Mix of Ranger (Swarmkeeper) 5, Monk (Way of the Open Hand) 8 , Fighter (Echo Knight) 7 ?? Would that make a good build for her?


Awesome job. Here's my basic spider-man build. It's not Noir Spider-Man, so it's a bit different. It's probably my favorite build to date.

I like it... I did cheat a bit myself by giving a goliath race to my Juggernault build. But in my case, I counted on the fact it was the fault if the ruby of Zyggorath that changed him into what he was now. And also because I wanted a build that justify picking a Goliath as a race, they deserve some love.

I dont think I would have made Spiderman this way... but I cant say its not a fitting build either! I do think its worth exploring and trying in a game!

However... I would have make him have two rank of Druid at level 1 and 2. Druidic Warrior fighting style at level two instead for Thornwhip. He gained his powers before he learned how to fight. And I think the Dex save proficiency is more important for spiderman at level 1. And this way you dont have to take the Resilent (Dex) save.

I personally think he doesnt need any ranks in Fighter but that's just me. Otherwise, its not a bad build, you covered a lot of essential things. Good job! :smallsmile:


=============

Is there a build you would like me to make by the way? Open to suggestions! :smallbiggrin:

nickl_2000
2022-01-11, 02:04 PM
Ooooh Im so happy people keep this thread alive! :smallbiggrin:

Your Squirrel build is clearly more accurate then mine... but I always make the build in case a PC want to be them. I would probably combine our two builds for the most accurate Squirrel Girl build. And I would give her a few Unearthed Arcana stuff!

i'll resume what I think are your best ideas for her are, combined with a few ideas of mine:

1) I think your best idea is to give her levels of Ranger. It gives her so much she need and its true thats its thematic !!! I would make her start with that at level 1 and use the Revised Ranger version however. More skills and give her the Dex save proficiency. and I would make her a Dex build however and give her ranks in Monk (Way of the Open Hand). And this way you dont need to cheat while giving her magic items and you only need to give her 5 ranks of Ranger AND the fighting style can become Mariner for a climb speed and +1 AC.

2) Your two rank of Fighters arent bad... But what about Echo Knight levels to make a swarmkeeper Range clone full of squirrels attack your ennemy? You could treat it as a Swarm of Squirrel too! And This way you can still give her Unarmed FIghting Style this way to increase your hit dice!

What do you think? A Mix of Ranger (Swarmkeeper) 5, Monk (Way of the Open Hand) 8 , Fighter (Echo Knight) 7 ?? Would that make a good build for her?


If you are running revised ranger you don't get the swim and climb speeds, so it does make a lot of sense to do monk. With the levels of Monk, you really don't need the fighter levels at all but it certainly wouldn't hurt to do them. I might look at a different fighting style rather than unarmed though, you already have 1d6 unarmed fighting damage. What about superior fighting technique with battlemaster subclass? That would fit very well with a martial artist (the ability to knock down, parry, push back, disarm, etc).


When I was doing it, I actually really liked the idea of running 3/4 levels of Beast Barbarian. The rage damage reduction and the re-gaining of health from the bite really gives that superhero feel of someone who can take a beating and keep on going (I can do this all day) and the extra damage when raging makes sense when you make a superhero mad. However, it does require Str, Dex, Con, and Wis to really work, and that is painful to try and make happen.

Emmerlaus
2022-01-11, 11:48 PM
If you are running revised ranger you don't get the swim and climb speeds, so it does make a lot of sense to do monk. With the levels of Monk, you really don't need the fighter levels at all but it certainly wouldn't hurt to do them. I might look at a different fighting style rather than unarmed though, you already have 1d6 unarmed fighting damage. What about superior fighting technique with battlemaster subclass? That would fit very well with a martial artist (the ability to knock down, parry, push back, disarm, etc).


When I was doing it, I actually really liked the idea of running 3/4 levels of Beast Barbarian. The rage damage reduction and the re-gaining of health from the bite really gives that superhero feel of someone who can take a beating and keep on going (I can do this all day) and the extra damage when raging makes sense when you make a superhero mad. However, it does require Str, Dex, Con, and Wis to really work, and that is painful to try and make happen.


Well I guess to each their own? As Barbarian, you need a lost of investement in several stats to make it good so I prefer not to put it in the character sheet if I cant make it work stat wise. As for the fighter class, Battlemaster could work instead of Echo Knight. Its just for me it was the only way to represent an army of squirrels, with that clone lol

Im going to post this here since I dont want to be double posting:


Amy Rose !!!

https://assets.mycast.io/characters/amy-rose-1625242-normal.jpg?1616472339

I did this character for Pumpkin Potion, an awesome Youtuber who worked for Nintendo before. She told me her favorite character was Amy Rose so I thought I would make a her build for her. Posted it to her on her Discord, she really liked it LOL :smallbiggrin:

Goals for the build:

1) Piko Piko Hammer: You need to be able to summon a giant hammer to bash people with!

2) Quick on your feet: You need to be mobile and able to make short burst of speed!

3) Charismatic: You are a creepy stalker but you managed to win everyone heart, that mean your charisma is throught the roof!



Race : Harengon

Background : Entertainer (Tarot card reader) for Acrobatics and Performance

Stats at level 1 :
Str : 14
Dex :14
Con :12
Int : 10
Wis : 8
Cha : 17

LEVEL 1: Fighter
(We Start with fighter because I feel the save proficiencies fit her better and allow her to start with any weapon, like a hammer)

Skill gained at that level: Athletics, Survival
Fighting Style (Unarmed Attack) to reflect her boxing skills.
Second-Wind

LEVEL 2 : Warlock
Otherwordly Patron (Hexblade)
Spellcasting:
Cantrips // Booming Blade (big hammer make noise when smashing) and Prestigitation (awesome entertainer spell to animate the tarot cards)
Spells known lvl.1// Charm Person, Expeditious Retreat

LEVEL 3 : Warlock
Eldritch Incantation (Eldritch Mind, Armor of Shadows)
+1 spell : Hex


LEVEL 4 : Warlock
Boon Pact (Pact of the Weapon)
+1 spell : Misty Step (for boost of speed roleplay)

LEVEL 5 : Warlock
New Feat : Diplomat (+1 to Charisma score, Gain proficiency in Persuasion and gain a charismatic ability)

LEVEL 6 : Warlock
+1 Eldritch Incantation : Improved Pact Weapon
+1 Spell : Spider Climb

LEVEL 7 : Fighter
Action Surge x1

Level 8 : Fighter
Martial Archetype (Battle Master)
- Manoeuvers (Commanding Presence, Lunging Attack, Bait and Switch)

The rest of the levels are pretty much fighter levels. Take the Mobile Feat when you can, boost that Charisma and that Dex as you gain levels. Take the Sweeping Attack manoeuver later in the build too!

CMCC
2022-01-18, 04:34 PM
Latest build. Spider-Man 2.


https://youtu.be/e49O6emUA94

Emmerlaus
2022-02-02, 01:14 AM
Because of the forums rules and because my interest in making DND build dried up, I am taking a long pause in making builds. But I did have fun making all those builds and I hope you enjoyed reading about them. :smallsmile:

BerzerkerUnit
2022-02-02, 01:24 AM
In broad strokes:
Genie from Aladdin

Air Genasi
Fighter 3- Rune Knight (Cloud and Stone)
Genie Patron Warlock 17, Chain Pact

Limited Wish for Conjure Animals/Etc.

Avoid Charm Spells, describe your Eldritch blast as Disney magic that “diminishes enemy will to fight” rather than outright kills them (or kill them, these are approximations after all) and despite the RAW on Wish, don’t bring back the dead. I would allow a Revivify though given Aladdin’s drowning sequence.

Emmerlaus
2022-02-24, 07:57 PM
In broad strokes:
Genie from Aladdin

Air Genasi
Fighter 3- Rune Knight (Cloud and Stone)
Genie Patron Warlock 17, Chain Pact

Limited Wish for Conjure Animals/Etc.

Avoid Charm Spells, describe your Eldritch blast as Disney magic that “diminishes enemy will to fight” rather than outright kills them (or kill them, these are approximations after all) and despite the RAW on Wish, don’t bring back the dead. I would allow a Revivify though given Aladdin’s drowning sequence.


https://www.youtube.com/watch?v=AB8kC53nqbk&ab_channel=TuloktheBarbrarian

Personnaly, I think Sorcerer fit better the Genie, the magic is within him. Not from a pact.

===============

As for Jafar, ironically, I would make him A LOT like Tulok version of Aladdin. Except:

1) Background is Noble instead (you can arrange meeting with the sultan lol)
2) Start as Bard instead, College of Eloquence. Start with deception, Knowledge Arcana and Handle Animal
3) Free feat from Human race should be "skilled" to get proficiency in Cartography tools, Disguise tools and Forgery tools
3) Variant Human, get the Perception skill to spot the lamp on Alladin possession
4) 3 ranks of Bard, the rest in Warlock (you get the lamp eventually after all). Get according spells that fit the build.

============

Another thing I started doing since Markiplier Pokemon video is creating a few challenges similar but way less long and complicated.

I wont expand on it cause of forum rules but most challenge requiere a list of 6 Pokemon. For exemple, the "Inside Out" version requiere one for every emotions showed in the Disney movie, as well as one last Pokemon representing Bing Bong (your favorite Pokemon but... not on the same "list" as the other 5 lol) FOr Markiplier for exemple, seeing his reactions, Bing Bong would be Greedent :smallsmile:

============

Have a nice day you all!

Emmerlaus
2022-05-12, 07:51 PM
Decided to post ONE last build. Only a resume though. I just loved it too much to not share it:


https://static.wikia.nocookie.net/disney/images/4/49/Baymax_Armor_Wings_Render.png/revision/latest/scale-to-width-down/782?cb=20141010004359

Yes, I made a Baymax build!

The goals were:

1) Rocket Punch

2) Start as a harmless Medical robot but become a battle god in armor

3) Improving that scanner so that it can find your ennemies if needed.

=========

Race: Warforged (+2 Con, +1 Int)
Specialized design: Investigation skill and herbalist tools

Background: Folk Hero (and get the cartographer tool)

Stats (before racial adjustement):

Str: 12 / Dex: 10 / Con: 14 / Int: 15 / Wis: 13 / Cha: 8

THe final build at level 20: 1 level of Cleric (life domain), 5 ranks of Wizard (War Mage), 14 in Artificer (Armorer)

In short, the build start with Life Cleric at level one. Take the Insight and Medicine Skill. As for the spells, Detect Poison and Disease and Cure Wounds of course. No attack spells or cantrip, you were NOT designed for that.

That change at level 2 when you start taking Wizards and Artificers rank. You need 14 ranks in Artificer for the Arcane Propulsion Armor infusion, which give you the rocket punch.

A lot of the spells are self explinatory, like Sense Emotions. Catapult for an early version of the rocket punch however and your only attack spell that doesnt come with your armor.

As for the incantations, you'll need a Armor of Magical Strength, Helm of Awareness, the replicate magic item to get the winged boots, etc. If you want to not inflict damage like Baymax, just do the shove action to protect your group casters.

The only thing I could not include in the build is the Locate Creature spell, as its a level 4 spell that would have requiere too much investement in a spellcasting class other then Artificer. But I did give him the Skill Focus feat, to get the Athletic skill and double the proficiency in Investigation. Helm of Awareness is also good to represent that scanner and being aware of what is around you.

The build was funny enough to make, not optimized at all but still good with some OP synergy. War Mage and Artificer could be therific it it was allowed to have damaging spells... but I couldnt get any to fit BayMax character. Mostly divination spells, healing spells and support spells.

I imagine using using Baymax as a melee fighter, using the Guardian armor of the Artificer to your advantage or the shove action.

In short, The first level of Cleric is essential to represent what you were build for. The wisdom and charisma saving throw are good for Baymax as he cant get offended lol You can get Detect Poison and Disease that way too . Then the 14 level of artificer to get the rocket punch and Hiro's armor he gave to Baymax.