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#you can speak 20 languages but the proficiency level is what will eat your soul
ivaspinoza · 24 days
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honestly, my husband buying me this laptop is such a game-changer. he is the absolute best. after all the craziness of moving to a whole new country and culture, having an emotional rollercoaster with all the excitement and destruction of routine (and then slowly building a new one uuuugh), while looking for flats and going back to work with a 8h difference, drinking lots of tea; and being happy that Otto, the cat, still recognizes me — I'm feeling like typing on this keyboard finally feels right again! thank God!
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grailfinders · 4 years
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Fate and Phantasms #58: Tamamo Cat
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Today on Fate and Phantasms, we’re making Chaldea’s favorite pet of indeterminate origin, Tamamo Cat! This strangely furry chef is an incredibly speedy fighter, zooming around the battlefield to deliver delicious treats and lots of scratches.
Check out the level-by-level breakdown below the cut, or the build summary over here!
Race and Background
Tamamo Cat is-as her name would suggest-a dog, so the closest fit for her is a Tabaxi. This gives you +2 Dexterity and +1 Charisma. You also get 60′ of Darkvision, Feline Agility, letting you double your speed for a turn. To recharge it, you have to take a nap and move 0 feet. Your Cat’s Claws give you a climbing speed of 20′, and you can deal 1d4 plus your strenght modifier in slashing damage instead of other unarmed attack damages. Finally, Dog’s Talent gives you proficiency in Perception and Stealth. You’re not really that subtle, but nobody pays attention to the comedy characters.
“Altered clone of a level 20 character” isn’t a background, but it is a traumatic event, so I’d call you a Haunted One. The only skills they have that match you is Investigation and Survival. 
Stats
Your highest stat is going to be Strength. We don’t really use it after level 8, but it’ll be good to have it while we can. Second is Dexterity, you’re a cat, they’re pretty agile. Third is your Constitution, because you’re still a berserker, and not too good with the thinking. Your Wisdom is pretty high for a berserker; animals like you, because you are one. Your Charisma could be higher, but we need other stuff more. Finally, dump Intelligence. You know those pictures of cats where you can just tell there’s nothing but air between their ears? Nine times out of ten, that’s you. The other one time is why you’re a Haunted One.
Class Levels
1. Wizard 1: When you start as a wizard- just kidding, of course you’re a Barbarian. Starting as a barbarian nets you proficiency in Strength and Constitution saves, as well as two barbarian skills. You’re a dog, which is a type of animal, so Animal Handling tracks. cats are also good at running around like an idiot, so grab Athletics too. 
First level barbarians can Rage, resisting bludgeoning, piercing, and slashing damage, getting advantage on strength saves and checks, and adding extra damage to strength based attacks for a minute as a bonus action. It’ll also end early if you stop taking or dealing damage, but I wouldn’t worry about that. You also have Unarmored Defense, boosting your AC based on your Dexterity and Constitution. You’re more nimble than sturdy, so try to keep out of underfoot.
2. Barbarian 2: You can now Attack Recklessly, gaining advantage for a turn in exchange for giving advantage to others attacking you. The trick is to do more attacks by yourself than everyone attacking you can do back. Your canine reflexes also give you a Danger Sense, giving you advantage on dexterity saves to prevent damage from things you can see. Burning cat fur smells bad, so get out of the way of that fireball!
3. Barbarian 3: At third level, you set down a Primal Path. The Path of the Beast gives you a Form of the Beast when you start, giving you one of three natural weapons when you start a rage. Your Bite heals you once per turn when attacking, your Claws give you an extra attack each action, and your Tail has reach, and you can also fluff it up as a reaction to gain more ac against a single attack. You ever get an ingrown hair? What about several thousand at once? That’s why your tail does damage.
4. Barbarian 4: For your first ASI grab the new Chef feat from the new Feats Unearthed Arcana. Add one to your Wisdom score, and you get proficiency with cook’s utensils. During short rests, you can bard it up and prepare food for at least 6 creatures, adding another each time your proficiency bonus goes up. Any creatures who eats with you adds an extra 1d8 to their healing if they use any hit dice. After an hour of work (or a long rest), you can also make a number of treats equal to you proficiency bonus that last 8 hours. Anything that eats one of those as a bonus action gains your proficiency bonus in temporary HP. If this existed when I was making EMIYA, I would’ve squeezed it in somewhere, I swear.
5. Druid 1: Now that our wisdom is up to snuff, we can begin the traditional multiclassing! First level druids learn Druidic, a special language nobody in your party will likely know. That’s fine though, it’s not like they know what you’re talking about anyway. You can also cast first level Spells using Wisdom as your casting ability.
For cantrips, grab Primal Savagery for even more ways to claw people to death (albeit not very well, it uses wisdom) and Druidcraft so you’ll know if it’s a good day to nap on the windowsill. Druids can prepare spells, so you can swap them out as you feel necessary. I’d stick with spells that don’t need their saves to be high though, like Cure Wounds for some fast food or Longstrider because it’s not like you’ll be fast enough by the end of this.
6. Druid 2: Second level druids join a Circle. The moon’s a circle, and you yell at it sometimes, so that’s as good a pick as any. A Moon Druid’s features affect their Wild Shape. You’re willing to do things Tamamo Vanilla won’t, and that includes shapeshifting! Your Combat Wild Shape means you can transform as a bonus action, and you can use your spell slots to gain health while transformed. Your Circle Forms instantly max out your CR to 1, but you still can’t swim or fly. One important quirk of wild shape is that you can use other class’s features while transformed. We’ll be abusing that shortly.
7. Barbarian 5: Back in barbarians, you get an Extra Attack, letting you attack twice as an action (or three times with your special claws). You also have Fast Movement, adding 10′ to your movement speed while not wearing heavy armor.
8. Monk 1: Speaking of extra attacks and moving fast, have I mentioned you’re a monk now? Because you’re a monk now. You get another kind of Unarmored Defense that uses Wisdom instead of constitution and is therefore worse. You also gain Martial Arts. 
You can use Dexterity instead of Strength when making unarmed attacks. The rules are a bit fuzzy on whether or not your rage weapons count as “unarmed”, but your normal claws do, so I say there’s precedent. 
You can also use a d4 instead of your normal damage with unarmed or monk attacks, but all your attacks do more than that already, so ignore that. 
Finally, attacking with an unarmed strike or a monk weapon lets you use your Bonus Action for another unarmed strike. 
That means you can now make four attacks per turn if using claws while enraged, even while in a wild shape. Is this a bit silly? Yes. Are you a bit silly? Also yes, so let’s abuse this even more.
9. Monk 2: Second level monks get Unarmored Movement, adding another 10′ to your movement speed while not wearing any armor. You also learn to channel your Ki for some bonus abilities. 
Patient Defense lets you take the dodge action as a bonus action.
Step of the Wind doubles your jump distance, and you can disengage or dash as a bonus action.
Flurry of Blows uses your bonus action to make two unarmed attacks. This means that you can now get in five attacks per turn while raging, a.k.a. that thing fighters can’t do until level 20. You’re doing this at level 9.
10. Monk 3: You’re not really one for a Tradition, Monastic or otherwise, but alcohol pairs well with food, so let’s become a Drunken Master. This gives you proficiency in Performance, because you do know a couple tricks, and Brewers Supplies, because you should be able to make a full meal on your own. You also learn the Drunken Technique. When you use your Flurry of Blows, you also disengage, and add another 10′ to your movement speed for the rest of the turn. 60′ of movement, disengaging, and five attacks in a single turn is pretty good for the action economy.
You also learn how to catch frisbees like a good girl with Deflect Missiles. Use your reaction to reduce the damage of a ranged attack, and if it drops to 0 you can spend some ki to throw it back.
11. Monk 4: Use your last level in Monk to grab another ASI, and round up your Constitution and Strength for less round numbers, more AC and health, and maybe more attack damage if you want to use every part of your rage. You also learn how to Slow Fall, a reaction you can take to reduce falling damage by 20 points. Cats land on their feet, and now so do you.
12. Barbarian 6: Finally back in your main class, you gain a Bestial Soul, making your rage weapons magical for overcoming damage resistances. After a short or long rest, you can also choose to gain a swimming speed and the ability to breathe underwater, check free climbing, or a big boost to your jump distance.
13. Barbarian 7: Your Feral Instinct kicks in, giving you advantage on initiative rolls, and you can ignore being surprised if you go into a rage. For once I’ve made a barbarian build where going into a rage is always a good thing, so go nuts.
14. Barbarian 8: Use your next ASI for more dexterity, which means more AC, and more accurate/damaging attacks. If your DM’s ruled that your rage weapons don’t work for martial arts, go strength instead.
15. Barbarian 9: You get your first Brutal Critical, adding an extra die to your damage each time you roll a natural 20. You’re probably rolling 10 d20s a turn right now, so that shouldn’t be an issue.
16. Barbarian 10: Tenth level beasts have an Infectious Fury. If you hit a creature with your rage weapons, you can force it to make a wisdom save against your constitution. On a failure, you can either force it to attack another creature, or deal 2d12 Psychic damage. I’m not saying it’s rabies, but it’s probably rabies.
17. Barbarian 11: Your Rage is now Relentless! If you would fall to 0 hp while raging, you can instead make a constitution save to stay at 1 HP. Each success increases the DC, but it also resets on short rests.
18. Barbarian 12: Use your last ASI for more Constitution to get more health, more AC, and more and better Infectious Furies.
19. Barbarian 13: You get a second helping of Brutal Critical, making your claws even sharper than before. Scratching posts beware!
20. Barbarian 14: Your final level grabs you the final Beast barbarian feature, Call the Hunt. When you go into a rage, you can give a number of creatures equal to your constitution modifier the Reckless Attack feature, and advantage on saves against being frightened. Each creature that accepts this gift in return gives you 5 Temporary hit points. You can only give this to three creatures normally, but Wild Shape also swaps out your physical stats, so get creative.
Pros: 
You have a lot of attacks at a very low level, and you can go even lower if you swap the monk and druid levels around. Add in your reckless nature and brutal crits, and the other Tamamos will be your scratching post before too long.
You’re very fast, even in wild shapes, thanks to your Fast Movement, Feline Agility, and Unarmored Movement joining together for more speed than you’ll know what to do with.
You have a pretty good AC and a lot of health, which would normally make you pretty hard to kill. You can also switch into some pretty chunky wild shapes for even more toughness, just in case you never want to die.
Cons:
Just like Caligula, all your damage comes from your body, so flying enemies will cause you some problems.
Most of your stat improvements went into your Physical stats, which get swapped out the second you use a wild shape. This means your strongest defensive option is as good at level 6 as it will be at level 20, which just feels bad.
You don’t have a lot of Ki, so the worst of your rampages will get cut short pretty quickly. Thankfully you can take some catnaps between fights to get them back.
So yeah, hunt all night, sleep all day, and don’t be afraid to get a bit beastly.
Next up: Jenny from the Arc!
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hellyeahheroes · 4 years
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Building America Chavez in D&D 5e
Sorry I’ve been mostly quiet, but certain recent events made me wish to take a break from posting. I do feel bad I didn’t do more for a Pride Month, however so I thought of doing something that will let me combine both trying to lift my spirits up (especially since I haven’t done one of those in a while) and doing little fun thing for LGBTQ followers - letting them play a game that is known as a good escapist fantasy as one of our favorite characters. We’re building America Chavez today.
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First of all, let’s define Goals for this build. First of all, we need to kick and punch hard and be able to take a hit as well and be super fast. Second, we need to kick so hard to open portals to other dimensions. Finally, we need to be able to fly and shine bright light.
Regarding Ability Scores America is one of those characters who should have 20 in everything, but we cannot really do that so I’m gonna prioritize what we need for the build. As always I’m taking basic template from Tulok the Barbarian so we’ll be unig Standard Point Array (15, 14, 13, 12, 10 and 8). If you want to roll or use point-buy, go ahead and use these as guidelines, just remember you’ll need 13 inWisdom and Dexterity for multiclassing.
Strength: 14, You can throw tanks at the moon
Dexterity: 13, we need it for multiclassing purpose. Also, I doubt any medium or heavy armor goes with short shorts, America’s outfits are light armor at best.
Constitution: 15, you can take hits from the likes of She-Hulk, Vision and Thanos
Intelligence: 10, you don’t need it but America did go to college to expand her knowledge of cosmic stuff.
Wisdom: 12, living on your own since being a child means picking up some survival skills.
Charisma: 8, low but we will bumb it with rracial ability scores.
Speaking of Race, America is from another planet, descendant of a race created by two celestial beings, who can fly and shine her star marks. and if that doesn’t speak Protector Aasimar, I do not know what does. You gain +2 to Charisma and +1 to Wisdom, resistance to necrotic and radiant damage and know Common and Celestial languages. Your Darkvision lets you see  60 feet in dim light as in normal light and in darkness as in dim light, but without abilitty to discern colors. Once per long rest you can heal a person (or yourself) for number of hit points equal your level. Finally, you get a Light Cantrip, which lets you make one object no larger in any dimension than 10 feet and make it shine bright light in a 20 feet radius and dim light in next 20 feet. Use it for your own stars.
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Background: You are from another planet in another dimension so Far Traveller is closest to that. You gain proficiency in any language of your choice, pick something campaign relevant. You get proficiency in Insight and Perception and a single musical instrument or gaming set of your choice. You have an All Eyes On You feature, which makes you a center of attention and opens you doors of curious nobles and scholars.
Class Features:
Level 1: We will kick things off as a Ranger.  You gain proficiency in Dexterity and Strength saving throws, light and medium armor, simple and martial weapons, shields and two skills, choose Athletics and Investigation. 
We will be using Ranger options from Class Variants Unearthed Arcana, which is free. Deft Explorer lets you pick one of 3 options - Tireless lets you a number of times equal your Wisdom modifier per long rest gain 1d10+ Your Wisdom modifier temporary hit points as an action. If you are suffering from Exhaustion and take a short rest, you lose a level of it.
Favored Fore lets you cast Hunter’s Mark on a target without expending a spell slot a number of times equal your Wisdom modifier and don’t need concentration to maintain it. Hunter’s Mark let’s you pick one target and for its duration (up to an hour) you deal 1d6 extra damage whenever you hit it with an attack and gain advanate on Survival and Perception checks to find it. And if the target drops to zero hit points before spell ends you can move it to another as a bonus action. So if you are chasing after Loki again, this will come in handy.
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Level 2: 2nd Level Ranger gets to pick a Fighting Style. Unarmed Fighting lets your unarmed attacks deal 1d6+your Strength modifier damage, 1d8 if you hit with two hands at once (or do a dropkick, I guess) and when you start a grapple and whenever you hit a grappled creature you can deal it extra 1d4 bludgeoning of damage. As with Tulok, we pick this one a lot because a lot of superheroes just use fists. If you feel YOUR America should be swinging a waraxe, go for it and pick something else.
On this level Rangers get spellcasting. you know a number of spells and cannot know spells of higher level than you have spell slots for, whenever you cast a spell you spend spell slot of appriopriate level or higher. If a spell requires a saving throw it is against difficulty of 8 + Your Proficiency Modifier + Your Wisdom modifier and the latter two you also sum up to add to a Spell Attack roll if a spell requires one. You start with two spells.
Cure Wounds lets you touch a creature or yourself and heal for 1d8+ Your Wisdom modifier of hit points.
Zephyr Strike lasts for a 1 minute on concentration and for this time you don’t provoke opportunitty attacks and when you deal your first attack you get to make it with an advantage and your speed increases by 30 feet for this turn.
Level 3: Once you reach this level Protector Aasimar gains Radiant Soul, letting you once per long rest radiate with positive energy, even spouting mings made of light from your back. If your DM allows you can probably gain the benefits without that visual add-on. This form lasts for one minute and gives you flying speed equal your regular speed and once on each of your turns you can deal extra radiant damage equal your level to a creature you hit with an attack or a spell.
3rd Level Ranger gets to choose a Ranger Conclave. Horizon Walker specializes in dimensional travel and interdimensional threats. You can as an action sense location of a nearest interdimensional portal once per short or long rest. You also become a Planar Warrior, which means you can use your bonus action to select one creature you can see within 30 feet of you. During this turn when you attack that creature you not only deal extra 1d8 damage but also all damage from that attack gets converted to force damage. Force is the least protected against type of damage in the game, there is literally a single creature immune to it and zero creatures with resistance to it in entire Monster Manual.
At this level Ranger also gains Primeval Awareness, letting you spend a spell slot to be able to sense all aberrations, celestials, dragons, elementals, fey, fiends, and undead within one mile from you for duration of 1 minute per spell slot’s level, but does not tell you their exact location or number. It is horribly situational, costs your valuable resource and is basically a shittier version of Divine Sense, an abilitty Paladin gets on first level. It’s actually a core Ranger abilitty and it does have a replacement in Unearthed Arcana.... buuut that replacement gives you a bunch of extra spells that aren’t really America’s style. At least I am far more likely to beleive she is able to pick subtle hints of presence of various creatures due to her years of experience fighting everything the Multiverse threw at her, than I am that she can detect and talk to animals and plants or be able to see through an animal’s eyes. If you want to sacrifice some thematic coherence for more powerful build, be my guest.
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Hunter’s Mark is now added to your spells’ known as a bonus from Favored Foe and Horizon Walker gives you another additional spell - Protection From Evil and Good, letting you make  aberrations, celestials, elementals, fey, fiends, and undead  have disadvantage on attacks against yourself or another creature. The target of the spell cannot be charmed, frightened or posessed by these creatures  and if that already happend before you cast the spell, it rolls saving throws to shake it off with an advantage. A lot of lovecraftian horrors try to eat your teammate and future god for his future god powers, this will help against that.
Our regular spell for this level will be Absorb Elements. You can cast it as a reaction whenever you take acid, cold, fire, lightning, or thunder damage and it grants you resistance to that and next time you hit a target on your next turn, it takes extra 1d6 of that type of damage. This second feature is less impressive at higher levels where a lot of creatures dealing that type of damage are resitant or outright immune to it. Every dragon is immune to the damage dealt by its breath for example. EXCEPT that as a Palanar Warrior you convert that to force damage. Their offense just makes you hit harder.
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4th Level: Sticking with Ranger for an Abilitty Score Improvement or a Feat. Resilent lets you add 1 to your Constitution and makes you proficient with Constitution saving throw. a large number of your spells is depending on Concentration so this is a good way to keep going even after you take a hit.
5th Level: Ranger gains an extra attack, letting you attack twice in a single attack action. Remember, those attacks are all affected by your Planar Warrior power.
You also gain access to 2nd level spells 
Lesser Restoration, letting you cure one disease or a  blinded, deafened, paralyzed, or poisoned condition from one creature. America heals fast.
Horizon Walker gives us Misty Step, which lets you teleport 30 feet to an unoccupied space you can see.
6th Level: You can pick second Deft Explorer feature. I will go with Roving to increase your speed by 5 feet and give you climbing and swimming speed equal to your walking speed. America is fast and with that you can move to your foes no matter where they are.
7th Level: Horizon Walker gives you Etheral Step. You can now once per short or long rest cast, as a bonus action, Etherealnesss on yourself without expending a spell slot but it only lasts one turn. It lets you step into Ethereal Plane where you can move without being affected by enemies or walls or magic effects on material plane. You can use this to move aout of the harm’s way or (more likely) behind enemy lines to punch that one guy who keeps hiding behind the tank.
You also get one more spell but I’m not feeling these 2nd level spells so we will pick Longstrider, which increases your movement speed by 10 feet for 1 hour, no concentration required. This means you can now walk, climb, swim or fly up to 45 feet per turn. And you cannot tell me America isn’t super fast, considering in her debut book she did this
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8th Level: We will now jump to Cleric. America has multitude of things she could worship, be it Demiurge or Spirits Beracca and Sanar who created your home planet or even your moms and their messianic-like sacrifice. Or not, Clerics don’t need to worship a diety, they can draw the power from just believing this strongly in something the universe registers it as faith. Lou Wilson on The Unsleeping City plays a Cleric who is a doctor that draws power from caring about his patients so much, you don’t need to limit yourself just because you may dislike certain parts of character history.
Whatever your reasons, you get to pick a Divine Domain. Since America can travel between dimensions, she basically is a Planeswalker. Meaning she can jump to Magic: the Gathering setting Amonketh from one of Planeshift supplements and grab the Strength Domain. You gain proficiency in one extra skill, pick Survival, and heavy armor.
You also get Cleric spellcasting, which works as Ranger’s except you know all your Cleric spells and you prepare which spells you have ready each day. You also get cantrips, which you can cast as many times as you want. Your number of spell slots is determined by multiclassing table -  check out a level equal your Cleric level + half your Ranger level rounded down to consult how many spell slots you have for use.
You get 3 Cantrips, two spells and two extra spells and an extra cantrip from Strength domain so we have some work to do.
Guidance and Resistance each lets you add a d4 to a single ability check or a saving throw respectively. This shit is life saving. No, I did not spend my last game lamenting guidance is not on Bard Spell list after my bard failed an important skill check by 1, why are you asking?
Thunderclap lets you clap your hands so hard every creature 5 feet from you needs to make a Constitution saving throw or be dealt 1d6 thunder damage. It is a staple for powerhouses, Hulk basically patented it.
Bless lets you pick up to 3 creatures, including yourself. For the duration they add 1d4 to attack rolls and saving throws
Detect Magic lets you sense or see influence of magic within 30 feet from you unless it’s hiding behind a thick enough barrier. Again, America been around, she can recognize a lot of tricks.
Divine Favor lets you add 1d4 of Radiant damage to your attacks. America’s punches are that strong.
Shield of Faith meanwhile grants you +2 bonus to your AC. Again, short shorts can barelly pass for light armor, less alone medium or heavy so you need all help you can get.
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9th Level: 2nd Level Cleric gets to use their Channel Divinity.once per short or long rest
The standard use is Turn Undead, which forces all undead who see you to make a Wisdom saving throw or be turned for 1 minute or until they take damage, making them unable to do anything but spend their turn dashing away from you. You may say it is not in character but America travelled across the Multiverse a lot. Do you know what you can find in Marvel Multiverse a lot? Zombies. Especially Marvel Zombies. And even then, regular zombies in D&D are also know as “PAIN IN THE BUTT TO FIGHT WITH” so whichever kind of undead is bothering you, this will help.
Strength Domain grants you another use of this, Feat of Strength. You can choose to spend your use of Channel Divinity to add +10 to an attack roll, abilitty check or saving throw using Strength.
Finally, Unearthed Arcana lets you spend your use of this feature to regain a 1st level spell slot. It’s situational, but could be useful in a pinch.
Our spell for the level will be Sanctuary - cast it on one creature of your choice to make enemies have to roll a Wisdom saving throw whenever they want to target it with an attack or a harmful spell or have to choose another target. You can play this one as goading enemies to fight her to distract them from civilians or your mroe squishy teammates like Billy or Loki. Warning, don’t waste it on either Kate or Quentin Quire, they are likely to just go and shoot someone and the spell ends if target attacks someone, casts a harmful spell or causes damage from an already active spell. So no, Quentin, you cannot cast Spirit Guardians and then have America Sanctuary you, stop asking and read an errata already!
10th Level: 3rd Level Cleric gets 2 2nd Level spell slots
Aid lasts for an hour and lets you increase hit point maximum and current hit points of up to 3 party members by fve, always useful as a form of a battle plan to keep everyone safe.
Warding Bond lets you for an hour create a bond between you and another creature for 1 hour with no concentration. As long as the target is within 60 feet of you it gets +1 to AC and resistance to all damage but whenever it takes damage, you take as much damage and if you get further than 60 feet away from one another or you drop to 0 hit points, the spell ends. So cast this on Kate, Monica or Billy who are squishy but know to stay in the back. Don’t cast it on Ramone, Eddie, Adam, Teddy, Carol, T’Challa, Noh-Varr, Gwen, David, Eli or Galactus who are likely to be with you in the front line. And don’t cast it on Quentin, he is squishy and should stay in the back but he cannot be trusted, this kid has no self-perservation instinc whatsoever. Same goes for Loki, who is supposed to be smarter but still keeps poking everything around for one scheme or another.
Strength Domain gives us Enchance Abilitty, which grants you an advantage on abilitty chekcs of chosen Ability score and some minor bonuses if you pick Strength, Dexterity or Constitution. As I’ve said, America is good at everything as if she was an anime character, this will help you emulate that.
Protection from Poison for an hour, no concentration, gives the target advantage on saving throws against being poisoned and resistance to poison damage and when cast removes one poison already affecting the target.
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11th Level: 4th Level Cleric gets an Abilitty Score Improvement, invest in your Strength. Spoiler, this will be where all your remaining Abilitty Score improvements will go.
You get one more cantrip and one more spell
Virtue grants the target 1d4+your spellcasting abilitty modifier of temporary hit points for one round
Branding Smite, which was added in Unearthed Arcana, lets you deal extra 2d6 Radiant damage and if the target was invisible it now becomes visible and cannot becopme invisible for the duration of the spell as it shines bright light in 5-feet radius. America punching someone out of their invisiblity so hard they now glitter? Sounds about right.
12th Level: 5th Level Cleric can destroy all undead of challenge rating 1/2 or less who failed saving throw against turn undead. 
You get even more spells, gaining access to third level ones.
Remove Curse lets you remove effects of a curse from a person or break attunment to cursed item. Use it on yourself to simply shrug off the enemy curses
Tongues lets you understand any language and be understood by all other creatures for an hour. You ever noticed how all realities America goes to seem to speak English? This may be why.
Protection From Energy lets you get resistance to  acid, cold, fire, lightning, or thunder. for the duration, on concentration of course.
Haste also lasts on concentration. it doubles your speed, grants +2 to AC, an advantage on Dexterity saving throws and an extra attaction you can use to take Dash, Disengage, Hide or use object action or make a single extra attack. Once it ends you cannot take actions for a turn, 
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13th Level: 6th Level Cleric can use Channel Divinity twice per short or long rest, gains a new use from Strength domain, letting you as a reaction grant +10 to another creature’s attack roll, ability check or saving throw using Strength. Sometimes you jsut want to cheer up on your girlfriend to punch someone harder, you know?
You also get to pick one more spell - magic Circle lets you ward an area of 10 feet radius and 20 feet height from celestials, elementals, fey, fiends, or undead, whichever you choose. You can either protect creatures inside from that type of enemies or trap them inside the circle. Either way the selected creature type cannot willingly cross the border of the circle, had disadvantage against targets on the other side cannot charm, frighter or possess and if it tries to circumvent this by using teleportation of any sort it needs to first succeed a Charisma saving throw.
14th Level: 7th Level Cleric gets 4th level spells
Freedom of Movement lets you for one hour, no concentration required, make yourself unaffected by difficult terrain and magic cannot in any way reduce your speed, restrain or paralyze you, you can spend 5 feet from your movement to escape nonmagical restraints and being underwater doesn’t impose any penalty on your movement.
Dominate Beast isn’t really in character so I will focus on second bonus spell Strength Domain gives you - Stoneskin grants you resistance to nonmagical Bludgeoning, Piercing and Slashing damage
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Stoneskin is not an excuse to wear this awful outfit from Vengenace, tho.
15th Level: 8th Level Cleric gains Divine Strike, letting you once on each of your turns add extra 1d8 of that damage type. You also get to pick another Abilitty Score improvement and your Destroy Undead abilitty upgrades to undeads of CR 1 or less.
Your spell for this level will be Banishment, forcing a Charisma Saving throw on the target and sending it to another dimension if it fails. If the target is native to this plane, it is send to a harmless dimension and comes back once spell ends. But if it is not, it is send to its home plane and if you maintain concentration for one minute, it does not return. As with Magic Circle this is less something we hase SEEN America do but sounds like something she should be able to do. Open a portal under something and let it fall.
16th Level: 9th Level Cleric gets one spell of 4th level and one of 5th level.
Greater Restoration lets you remove from atarget a single level of exhaustion, one curse, one reduction of an abilitty score or hit point maximum, one effect that charmed or petrified the target. Use this on yourself to shrug off everything. Except perficication, kinda hard to use this while petrified.
Strength Domain gives you two extra spells, but Insect Plague isn’t very in character. Destructive Wave, however, lets you strike the ground, making every creature of your choice within 30-feet range take 5d6 thunder and 5d6 radiant or necrotic damage and be knocked prone, half damage on a succesful Constitution saving throw. You stomp the ground that hard.
Death Ward lasts for 8 hours with no concentration, first time a target would be dropped to zero hit points, they’re dropped to 1 hit points instead. If an effect would kill target instantly without dealing damage (say POWER WORD: KILL) it is negated. Either way the spell ends after a single activation. Sounds useful considering one of people on America’s shit list is COSMIC TITAN CHAMPION OF DEATH 
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17th Level: 10th Level Cleric gains Divine Intervention, which lets you call upon the power of whoever you picked as your patron diety. You describe what you want to happen and roll a percentage dice - if your result is lower than your Cleric level, diety intervenes in a way choosen by the DM. If you succed on this, you cannot use this feature for a week, if you fail you cannto do it until after a long rest.
You get one new Cantrip and one new 5th Level Spell
Word of Radiance forces all creatures of your choice to suceed a Constitution saving throw or take 4d6 radiant damage. You shine so bright you literally hurt your enemies.
Legend Lore lets you gain knowledge about a legendary object, person or location, up to mysterious secrets. Again, America has been travelling through the Multiverse, she likely has seen everything and recalls things that seem to be happenning again.Information may be a bit cyrptic, tho.
18th Level: 11th Level Cleric’s Destroy Undead improves to undeads of CR 2 or lower. You also get an access to 6th Level Spell - otherwordly Form was added to Cleric Spell List in Unearthed Arcana. It lets you for the duration (up to 1 minute on concentration) grant yourself flying speed of 40 feet, use of your Wisdom in place of Strength for attack rolls, an additional attack that doesn’t stack with your extra attack and immunity to either fire and poison damage and poisoned condition or radiant and necrotic damage and charmed comdition. This will help if you out of your Radiant Soul and need to fly again, but it is sadly not as good on this particular build because we already have an extra attack and rely more on Strength than Wisdom. But Clerics don’t get Fly.
19th Level: Speaking of Strength, 12th Level fo Cleric and our Final Abilitty Score Improvement lets us finally cap it.
20th Level: Our captsone is 13th Level of Cleric for a 7th Level spell - Plane Shift lets you become your party’s ticked to the Multiverse, letting you transport yourself and up to 8 willing creatures to another plane of existence or to banish an unwilling creature to a random location on a plane you choose if you hit it with a meele spell attack you make as a part of this spell and it fails Charisma Saving throw.
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Overview: So this is my take on America Chavez - Protector Aasimar Horizon Walker Ranger 7/Strength Domain Cleric 13. Now let us see how valiable this build is:
Pros: First of all, you are really tough, with around 165 hit points, a number of spells you can set up to buff yourself  and/or others you will be very hard to hurt. Second, you have a large number of ways to hurt your enemies and even combine them to deal some impressive damage. Finally, you have a ton of mobility options, letting you chase all most important targets all across the battlefield.
Cons: A lot of your spells require concentration and we didn’t cap this one, so it is mediocre. A lot of your offensive options compete for bonus action and your buffs require some prep time and forward thinking to set up or wasting your time during the combat. A number of offensive spells relies on your Wisdom modifier, which is weak.
However, you are pretty good at what you do best - punching and taking on yourself major threats. You are a reliable tank who can outlast her enemies in combat. Punch people and protect your friends, jsut remember you cannot do it all alone and your teammates are much more squishy - protect them and they’ll have your back
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Alternatives:
There is a number of ways in which you could upgrade this build but sacrifice some of loyalty to America’s potrayal.
* Ranger 6/Cleric 14 lets you increase your Divine Strike Damage to 2d8, meaning you can deal 4d8 damage when combined with Planar Warrior.
* Ranger 12/Cleric 8 lets you increase your Planat Warrior Damage and gains extra attack from Horizon Walker’s 11th level feature, making you much more offensive but also with more hp.
* Change stats to STR 12 DEX 13 CON 14 INT 10 WIS 15  CHA 8. Pick Druidic Warrior as your fighting style, grab a club or a staff and pick shillelagh as your cantrip, letting you use your Wisdom for attacks made with said club or staff, then go Ranger 8/Cleric 12 or vice-versa, using your Abilitty Score Improvements to round up first Wisdom and then Constitution. This take on America will have much better offense AND defense but it strays so much from her as a character (no plane shift, no punching with your hands, less actual Strength and more trickery) it didn’t feel right. Sometimes you need to sacrifice power to stay loyal to the character. Then again, this build would sure be true to a certain aspect of America we know and love.
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tigerkirby215 · 4 years
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5e Illaoi, the Kraken Priestess build (League of Legends)
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(Artwork by Riot Games)
I’ll take “Champions Everyone Hates” for $300, Larry!
Jokes aside Illaoi was a beyond obvious build with all the Unearthed Arcana subclasses being shown off. With Tasha’s Cauldron on the horizon and recent news that Illaoi is actually getting another skin it only makes sense to make a build for her.
But this is also an opportunity to make something interesting. In particular I see a lot of people online saying that the only viable melee Warlock is Hexblade, and while the Hexblade subclass certainly makes creating a melee Warlock easier it isn’t the only path you can choose. So to prove that you can play other Warlocks with a big ball to slam people with here’s a more melee focused Warlock build!
GOALS
Sheeyutu Nagakabouros - So Illaoi needs tentacles. What? Lurker in the Deep Warlock? I have no idea what you’re talking about.
Broken bones teach better lessons - Illaoi is a buff lady and I want her to crush my head between her thighs... What? Uhhh STRENGTH BUILD TIME!
Many gods ask for worship; they are weak gods - Probably the only hard part about this build is going to be ripping people’s souls out of their body... Good thing I’m honestly probably not going to do that and simply reflavor some stuff.
RACE
League of Legends has its gods and monsters, but the majority of the characters are human. Variant Humans get to start with a little bit more than the average human, but let’s get the normal things out of the way first: increase your Strength and Charisma by 1 to break bones more easily and to find more people who want you to break their bones. You also get a proficiency in a skill of your choice such as Athletics to lug a giant Kraken god head statue around all day, and a language of your choice like Deep Speech to speak to your god through your statue.
But most importantly you get a free Feat, and unfortunately this is a case of me being forced to stick feats into this build for the sake of aesthetic. Illaoi doesn’t wear armor in-game but I could make the argument that her massive arm pauldrons and general outfit could be seen as Medium armor. So even though you could get Heavy Armor “proficiency” thanks to the Eldritch Armor Invocation from the Class Feature Variants UA I’m instead going to suggest taking the Moderately Armored Feat for Medium Armor proficiency and +1 to your Strength score. Feel free to take something like Great Weapon Master instead if you’re okay with actually wearing Heavy Armor at the cost of an invocation.
ABILITY SCORES
15; STRENGTH - Eat your heart out The Last of Us 2 haters. (BTW screw everyone who’s been harassing Laura Bailey on Twitter. I know this is old news but still.)
14; DEXTERITY - Something something Medium Armor, even if Heavy Armor is an option.
13; CHARISMA - Ultimately this is a requirement for the class we’ll have to be playing, but I’m sure there’s a reason this tentacle-lover keeps showing up to ruin my soloqueue games.
12; CONSTITUTION - Illaoi is a tank in-game and while I’d love this to be higher unfortunately we need other things more.
10; WISDOM - Illaoi has knowledge of the old gods which I’d personally consider to be more Wisdom based than Intelligence.
8; INTELLIGENCE - Signing yourself off to be the priestess of some deep sea Cthulhu monster isn’t something you do when you have a high GPA.
BACKGROUND
Fun fact: you can be a priest and not be a Cleric! The Acolyte background lets you grant your service to a god, even if that god isn’t commonly accepted. You gain some Religion proficiency as well as general Insight, as well as two languages of your choice like Abyssal and Primordial to speak to all the ancient beings of Bilgewater.
Your feature Shelter of the Faithful will be a... little odd for your DM to implement. There are few temples to Nagakabouros, but if you can find followers of the Bearded Lady they will provide shelter for you and your allies, and also support you (and you alone) as their Priestess. But regardless you will still be able to find your people in your hometown, and will be able to perform sermons for your god. Even if those sermons involve cracking skulls.
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - WARLOCK 1
Did you enjoy seeing the word “Fighter” a lot in my Garen build? Well you’d better be ready to see a whole lot of “Warlock” in this one. As a Warlock you get two proficiencies from the Warlock skill list so learn about the History of Nagakabouros and also take Intimidation proficiency because I’m pretty fucking intimidated when an Illaoi comes into my lane if you know what I’m saying.
But unlike most classes Warlocks get to choose their subclass at level 1 and low-and-behold we’ll be going with the Lurker in the Deep Unearthed Arcana Patron which will soon be appearing in Tasha’s Cauldron of Everything. One may ask why I didn’t wait for that book to come out to which I reply “I need to make content.” Regardless you get Scion of the Deep at level 1 to communicate telepathically with (almost) any creature that has an innate swimming speed that’s within 120 feet of you. The creature can understand you regardless of your shared languages and can respond telepathically. Look all I’m saying is that you’ve gotta be able to talk with Nami somehow.
But of course what you’re really here for is Grasp of the Deep. As a bonus action you create a tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you make another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. You can also move the tentacle up to 30 feet as a bonus action on your turn and repeat the attack with said bonus action. You can summon the tentacle a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest.
Yes I did just copy-paste the description of the ability because it’s a lot of words to say something very simple: make tentacle in 60 feet, slam people with bonus action, move it up to 30 feet per round.
But unlike in League you get more than just tentacles at level 1! You also have access to Pact Magic! You can learn two cantrips from the Warlock list: Lightning Lure lets you pull your opponent’s not-quite-soul closer towards you, and Eldritch Blast is an Eldritch Blast that lets you Eldritch Blast; I’m not going to pretend you don’t know what this cantrip is.
You also get two spells from the Warlock list and now it’s time to just take any spell that has the name “Hadar” in it. Arms of Hadar lets you strike everyone near you with tentacles; isn’t it fun to get your ultimate at level 1? For some sort-of Soul Stealing action I’m actually going to recommend Witch Bolt: after hitting an enemy with the spell you can keep hitting them from a distance and they can’t do anything about it! Truthfully though there are a lot of really great spells for this build at first level and I’m sad I can’t list them all, so if you don’t like my spell picks try out:
Hellish Rebuke (Thornmail)
Hex
Protection from Evil and Good
Thunderwave (Subclass-specific spell, otherwise known as “better Arms of Hadar that aren’t tentacles so they’re actually worse)
Yeah level 1 is always overloaded.
LEVEL 2 - WARLOCK 2
Second level Warlocks get access to Eldritch Invocations to improve their abilities, and you know what we still need? A proper ability to rip out people’s souls. Shame we won’t get that, but Grasp of Hadar will pull them closer and Lance of Lethargy will slow them for trying to escape their Test of Spirit. These invocations do stack (IE there’s no rule saying you can’t apply both at once) so you can theoretically pull someone 10 feet closer to you and make them 10 feet slower, resulting in 20 total feet of distance you’re gaining on them.
You can also learn another spell at this level and while there are plenty of good ones I’m going to suggest some Thornmail, or rather Armor of Agathys. The spell doesn’t require Concentration, gives you some bulk, and makes enemies think twice about hitting you. And it scales well too!
LEVEL 3 - WARLOCK 3
So how about we get something big to bonk our enemies with? Hello Pact of the Blade! In short you make a weapon in your hands to fight with, and I’d argue that a Maul is probably the closest to a big two-handed bludgeoning weapon.
I should mention that technically you need the Improved Pact Weapon invocation to be able to cast spells while you have a weapon in two hands, but you can get around this by using a component pouch instead of a focus. (And Illaoi seems the type to cast with squid organs.)
Oh and you can learn second level spells now! Spells like Earthbind to make sure your foes don’t take to the sky to escape the wrath of the ocean.
LEVEL 4 - WARLOCK 4
4th level Warlocks get an Ability Score Improvement so it’s time to invest in your main stat: Strength! What was that? Charisma? No no silly Warlocks use Strength obviously, so put +2 into that.
You also learn another spell at this level, and another cantrip! For your cantrip Mage Hand will let you summon a little tentacle for you to grab smaller things at a distance. As for leveled spells Ray of Enfeeblement will let you pack Exhaust for your foes, reducing their attack damage. It’s a bit of a dirty trick but Nagakabouros doesn’t fight fair.
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(Artwork by ERDJIE on DeviantArt)
LEVEL 5 - WARLOCK 5
5th level Warlocks get another Invocation so guess what we’re taking? Yup: Eldritch Smite, pretty much a given whenever I make a Pact of the Blade build. This will let you slam your foes so hard that they fall over! I’m also going to suggest you replace Lance of Lethargy with Thirsting Blade, as by this point Grasp of Hadar is already pulling them close enough thanks to two Eldritch Blasts per turn.
You can also learn another spell at this level and remember when I said we’d take any spell with the name “Hadar” in the title? Hunger of Hadar lets you make an area pitch black and summon a bunch of tentacles in that area. Basically Hadar is this world’s Nagakabouros. "Bearded Lady, Nagakabouros, names don't matter! Action does."
LEVEL 6 - WARLOCK 6
At 6th level your tentacles finally have some lifesteal! And by lifesteal I mean defensive properties. Guardian Grasp lets you use your reaction to make a tentacle shield an ally from a hit, reduce the damage they would’ve taken from an attack by half. The tentacle can shield any ally within 10 feet of it, and it disappears after defending them. Note that this works for spells too, so if someone’s having their soul ripped out of them you can use your abilities to pull it right back in!
Additionally your servitude to the Bearded Lady grants you a Fathomless Soul for the ability to breathe underwater, a swimming speed, and resistance to Cold damage.
And finally you can learn another spell like the Unearthed Arcana spell Spirit Shroud. This spell will let you slow enemies that are near you and also do extra damage.
LEVEL 7 - WARLOCK 7
7th level Warlocks get another Invocation but there’s nothing that particularly interests me. May as well get Devil’s Sight in case you’re playing against a Nocturne.
You can also learn another spell at this level and hey look more tentacles!  Evard’s Black Tentacles is a subclass-specific spell that makes tentacles that can hold people down!
LEVEL 8 - WARLOCK 8
8th level Warlocks get another Ability Score Improvement: increase your Strength by 1 and your Constitution by 1, as those are your two main stats as a Warlock. Definitely.
You can also add another spell to your list, and while there are plenty of great choices I’d opt to rid yourself of the unworthy with Banishment.
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(Artwork by Diazex on DeviantArt)
LEVEL 9 - WARLOCK 9
9th level Warlocks get access to another Eldritch Invocation, but again none of these are that particularly interesting so I suppose you could grab Otherworldly Leap for the Jump spell at will?
But you get access to another spell and if you need guidance from Nagakabouros then Commune with Nature will let you gather information to aid you to spread your faith.
Now (or ideally sometime before) would also probably be a good time to replace a lot of your old spells, so depending on your DM here’s some spells you should probably swap out, and what they should be swapped to:
Arms of Hadar (RIP tentacles) with Vampiric Touch (3rd level) for some lifesteal. (Enervation at the 5th level is also a decent alternative that works at range.)
Witch Bolt with Dimension Door (4th level) for a Teleport back to lane.
Earthbind with Synaptic Static (5th level) for a Leap of Faith against your foes. (By that I mean it’s my build and I like this spell.)
Ray of Enfeeblement with Cone of Cold (5th level) for another powerful AoE spell in a teamfight.
LEVEL 10 - WARLOCK 10
At 10th level Lurker in the Deep Warlocks can feed their god’s Devouring Maw. As an action you can create a 10 foot radius sphere centered on a point you can see within 60 feet. Each creature in that area must succeed on a Strength saving throw or be restrained. And then: teeth... this feels like Pyke’s thing. Regardless any creature that starts its turn in the area takes 3d6 cold / lightning damage (your choice.)
Restrained creature can try to get out on their action, and at the start of your turn if anyone is in the area you gain temporary hit points equal to your Warlock level. You can use this ability once per short or long rest, so essentially consider it like an extra spell that’s exclusive to you and your faith.
Speaking of extra spells you don’t get another spell known but your tentacles do more damage now: 2d8 to be exact. You also get another cantrip: Minor Illusion will let you summon more small ghost tentacles, except these ones don’t do anything except for fool the enemy into thinking they’ll have a fun laning phase.
LEVEL 11 - WARLOCK 11
11th level Warlocks get their 6th level Mystic Arcanum, which is a spell you can only use once per Long Rest. Basically it’s a regular spell slot, unlike your Warlock slots which come back on a short rest. Unfortunately there really aren’t a lot of Mystic Arcanum options, and the ones at level 6 aren’t spectacular. Circle of Death is probably the best even if the lore is a little iffy.
You can also add another Pact Magic spell to your list: many say that a Dream is a window into one’s soul, so messing with people’s dreams only makes sense for you to test their souls. Oh and you get a third spell slot for your Pact Magic! Yay!
LEVEL 12 - WARLOCK 12
12th level Warlocks get an Ability Score Improvement but I’m going to instead suggest the Resilient feat for Constitution, increasing your CON to a 14 and giving you proficiency in CON saves. Constitution is one of your main stats as a Warlock after all!
You also get another Eldritch Invocation and now it’s finally time for an invocation we will keep! Lifedrinker will let you add your Charisma modifier as damage to your weapon attacks. I know it’s such a weird thing for Warlocks to have since they rarely use Charisma, but it’s still useful!
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(Artwork by sharrm on DeviantArt)
LEVEL 13 - WARLOCK 13
At level 13 you get your 7th level Mystic Arcanum. To test weak souls Power Word Pain will see how much they can take before they reach their limit. If a target is at 100 HP or less they are affected by crippling pain. Their speed can be no higher than 10 feet, they have disadvantage on attack rolls, ability checks, and saving throws (other than CON saves), and if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. While this may seem weak this doesn’t require your concentration, and can set up for all your allies to break the nonbelievers.
You can also add another Pact Magic spell to your list like Elemental Bane. Here’s the trick: pick a damage type of your tentacles that your allies are also doing. This will make both them and your tentacles stronger!
LEVEL 14 - WARLOCK 14
14th level Lurker in the Deep Warlocks get their final ability, Unleash the Depths. As an action, you choose a point within 30 feet of you to summon a manifestation of Nagakabouros. You then have one of two options:
Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and teleported to a point of your choice within 100 miles that you have visited within the past 24 hours.
Fury. You can direct a barrage of spectral tentacles to strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.
You can only do this once per Long Rest, so you can essentially consider it another Mystic Arcanum of sorts.
LEVEL 15 - WARLOCK 15
15th level Warlocks get their 8th level Mystic Arcanum and to truly test one’s faith try Feeblemind. You choose a target to damage and force them to make an Intelligence save: if they fail their Intelligence and Charisma become 1 and they become unable to do most things that require thinking. (Detailed in the spell.) This spell lasts for thirty days unless healed by a specific spell, afterwards they can try to repeat the save.
But more importantly you get some more Invocations and sweet Bearded Lady we can finally get some good ones! Grab Witch Sight to know the truth behind one’s soul.
And you get one more Pact Magic spell like Sickening Radiance to exhaust the spirit... because it causes Exhaustion... the D&D status not the LoL Summoner Spell.
LEVEL 16 - WARLOCK 16
16th level means an Ability Score Improvement so it’s finally time to stop beating around the bush: get more Charisma so Lifedrinker is better. There really isn’t much other use for it.
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(Artwork by Riot Games)
LEVEL 17 - WARLOCK 17
At 17th level you get your 9th level Mystic Arcanum; the strongest spell you can cast! When a soul is too weak to fight it must die: Power Word Kill will instantly kill a target with 100 health or less.
In addition you learn more Pact Magic: by this point your foes should truly Fear you (and the fact that I’m not allowed to take any spell that creates undead.) Yes most enemies by this point can resist fears, but on the bright side you finally have four spell slots for your other spells! (Or Smites.)
LEVEL 18 - WARLOCK 18
18th level Warlocks get their final Eldritch Invocation: Visions of Distant Realms will let you use the vision of the Bearded Lady to see across all of Runeterra... or at least as far as Arcane Eye lets you.
LEVEL 19 - WARLOCK 19
19th level Warlocks get our final Ability Score Improvement and yeah: Charisma for Lifedrinker... among other things.
And you get your final Pact Magic spell: take Hold Monster as the final option to keep an enemy down as you beat them into shape.
LEVEL 20 - WARLOCK 20
20th level Warlocks are Eldritch Masters. You can spend 1 minute praying to regain all your expended Pact Magic slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
...I mean yeah you could just spend an hour to Short Rest, but being able to get 4 more 5th level spell slots in just a minute could be useful! ...Maybe...
FINAL BUILD
PROS
They need wisdom; they don't need teeth - Even though you only have two attacks as a “casting” class you do plenty of damage thanks to Lifedrinker and your tentacles. (Assuming you’re using a Maul) you’re doing 4d6 + 10 bludgeoning, an extra 8 necrotic, and an extra 2d8 of Lightning or Cold damage with your Bonus Action. If you take the averages of those numbers you’re going to be doing about 44 damage per turn! Not to mention Eldritch Smites to truly break their spirits!
Blessed is motion - Your AC shouldn’t be terrible with Medium Armor, but the real strength is in Guardian Grasp. Being able to reduce the damage of an attack by half is universally useful. Above-average HP (thanks to a good CON mod) definitely helps too.
I am a teacher; Bilgewater will learn - Despite your weak mental stats you have a good amount of utility with proficiency in a number of skills and spells to gather information like Arcane Eye, Commune With Nature, and Dream. Not to mention Witch Sight which will see through any illusions or shapeshifting. This means you’re a fighter who can see through invisibility!
CONS
If I hate something, I destroy it - Illaoi is a big lady, and while her physical abilities may be strong her mental capabilities are a little lacking. Your Wisdom saves are fine enough thanks to Proficiency but your Intelligence and Dexterity saves are rather subpar, and as mentioned earlier your Ability Checks aren’t going to be great thanks to your low mental.
My god is not love; it is a kick in the pants - All the memeing I did in this build aside the focus on Strength over Charisma was probably not the brightest, especially considering that the hit chance of your tentacles is based on your Charisma. See if you can get Point Buy for this build instead to max out Strength and Charisma: Medium Armor was taken more for cosmetic than anything, and Heavy Armor would probably be a better choice. And of course feel free to take Charisma ASIs early if you think you need them.
Something sleeps inside us, and seldom awakens - Truthfully while 9th level spells an extra invocations are nice this build would’ve probably benefited a lot more from some Fighter or Paladin levels to get a Fighting Style and subclass features. I built this build Warlock-exclusive partially for flavor and partially to show that melee Warlocks are possible outside of Hexblade, but 5 levels into Fighter or Paladin would get you Extra Attack (so you wouldn’t need Thirsting Blade) along with other class features. And starting as Fighter or Paladin would let you take armor proficiency too, so you wouldn’t need a feat for it! (You could grab something like Great Weapon Master instead!)
But here you have it: a level 20 Warlock build, a melee Warlock that isn’t Hexblade, a devout character with no Cleric levels, a Tasha’s build before Tasha’s comes out, and a powerful melee fighter with good use of their Bonus Action and plenty of utility through spellcasting. As long as you live life to its fullest and grab every combat by the reigns then Nagakabouros shall be pleased. Test the nonbelievers and strike at the heart of corruption! For it is her way... to get camped all game by the jungler... and still get double kills.
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(Artwork by epimeral on DeviantArt)
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