This is a character I played on the Neverwinter Nights 2 rebuild of Icewind Dale. Via the Races of Faerun patch, I was able to create a worg character. For a laugh I decided to make her a sorcerer and give her a rabbit familiar. I named them Mice (the worg) and Men (the rabbit). Eventually I made her a Favored Soul because I was finding myself in dire need of a healer in the early parts of that game.
This, of course, is going to be a homebrew race, so let's take a look at the worg stats.
Str: 16, Dex: 13, Con: 13, Int: 7, Wis: 11, Cha: 8
+2 AC Natural Armor
Perception proficiency
Bite Attack: 2d6, Strength base (judging by Wolf, bite is a Finesse attack)
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks related to Scent and Hearing
Darkvision: 60ft
Speed 50ft
Perception skill, Keen Hearing and Smell, and Darkvision 60ft are fine racial abilities. I am also going to say that she can't use items requiring hands or humanoid form, which is fairly major even if it doesn't affect this theoretical because I don't deal with equipment. Her arcane focus would likely be a crystal amulet worn around the neck. Somatic components are dancing around and verbal components are barks, yips, and howls.
Speed 50 ft seems a bit much for a starting move speed, even with the item limits, so I'll go for Speed 35 ft to start on the assumption that the M&M worg has done some training. This is comparable to a wood elf.
Note, I don't think the bite attack of 2d6 damage is too much when you compare the inability to use things like greatswords. For the same reason, a +2 bonus to AC (less severe AC bonus than Lizardfolk and Draconic sorcerers get) doesn't feel a bad thing to do especially with the caveat of "while unarmored". That said, I'll level-gate the bite attack. Level 1 2d4, Level 5 2d6.
For racial bonuses, I'm going with +2 Str and +1 Con as that seems the best fit for a worg. The normal wolves are more Dex based. This is comparable to a half-orc.
Now there are a couple of different ways I could do this. Wizard is normally the only class with familiar, but that's not going to work because Mice was distinctly unintelligent. I could do Favored Soul which was what she was in the game, but in the long run that wasn't her main thing (mostly because ECL but also because she had Monk and Sacred Fist levels to represent natural weapons because equipping weapons to her felt weird.) So, instead I will go with Warlock.
Favored Soul she was chosen of Ilmater for....some reason. She was a bit of a friendly worg and generally didn't like cruelty for cruelty's sake and mostly assumed anything that could talk was a friend first and food only if they proved not to be friends. She did eat her brother Sven because he tried to kill someone she thought was a nice person but frequently forgot this. She was often asking if worgs she met were her brother.
For Warlock pact I none really match her back story, and I doubt she knows where her powers come from. Given the idea of a magical wolf, Archfey seems the best.
I am using a 30 pt buy for this, but not using my normal array because her intelligence was much less than 10 (it was 6) even the standard array doesn't go that low. So I'm going to go ahead and reduce the Int to add 2 points to spend, because this character really isn't this character without abyssmal intelligent.
This, of course, is going to be a homebrew race, so let's take a look at the worg stats.
Str: 16, Dex: 13, Con: 13, Int: 7, Wis: 11, Cha: 8
+2 AC Natural Armor
Perception proficiency
Bite Attack: 2d6, Strength base (judging by Wolf, bite is a Finesse attack)
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks related to Scent and Hearing
Darkvision: 60ft
Speed 50ft
Perception skill, Keen Hearing and Smell, and Darkvision 60ft are fine racial abilities. I am also going to say that she can't use items requiring hands or humanoid form, which is fairly major even if it doesn't affect this theoretical because I don't deal with equipment. Her arcane focus would likely be a crystal amulet worn around the neck. Somatic components are dancing around and verbal components are barks, yips, and howls.
Speed 50 ft seems a bit much for a starting move speed, even with the item limits, so I'll go for Speed 35 ft to start on the assumption that the M&M worg has done some training. This is comparable to a wood elf.
Note, I don't think the bite attack of 2d6 damage is too much when you compare the inability to use things like greatswords. For the same reason, a +2 bonus to AC (less severe AC bonus than Lizardfolk and Draconic sorcerers get) doesn't feel a bad thing to do especially with the caveat of "while unarmored". That said, I'll level-gate the bite attack. Level 1 2d4, Level 5 2d6.
For racial bonuses, I'm going with +2 Str and +1 Con as that seems the best fit for a worg. The normal wolves are more Dex based. This is comparable to a half-orc.
Now there are a couple of different ways I could do this. Wizard is normally the only class with familiar, but that's not going to work because Mice was distinctly unintelligent. I could do Favored Soul which was what she was in the game, but in the long run that wasn't her main thing (mostly because ECL but also because she had Monk and Sacred Fist levels to represent natural weapons because equipping weapons to her felt weird.) So, instead I will go with Warlock.
Favored Soul she was chosen of Ilmater for....some reason. She was a bit of a friendly worg and generally didn't like cruelty for cruelty's sake and mostly assumed anything that could talk was a friend first and food only if they proved not to be friends. She did eat her brother Sven because he tried to kill someone she thought was a nice person but frequently forgot this. She was often asking if worgs she met were her brother.
For Warlock pact I none really match her back story, and I doubt she knows where her powers come from. Given the idea of a magical wolf, Archfey seems the best.
I am using a 30 pt buy for this, but not using my normal array because her intelligence was much less than 10 (it was 6) even the standard array doesn't go that low. So I'm going to go ahead and reduce the Int to add 2 points to spend, because this character really isn't this character without abyssmal intelligent.
1st Level Worg Archfey Warlock
Str:16
Dex:14
Con:14
Int: 6
Wis:12
Cha:15
HP: 10
AC: 14
Save DC: 12
Proficiency Bonus: +2
Speed: 35 ft
Speed: 35 ft
Keen Scent and Healing
Darkvision 60 ft
Bite attack (2d4)
Tough Hide
Armor Proficiencies: Light Armor
Weapons: None (due to inability to use human weapons)
Tools: Howling (music)
Saving Throws: Wisdom, Charisma
Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Athletics (Outlander) +5Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Intimidation (Warlock) +4
Investigation (Warlock) +0
Perception (Worg) +3
Survival (Outlander) +3
Background: Outlander
Pact Magic
Otherworldly Patron: Archfey
Cantrip: Dancing Lights, Infestation
Spell Slots: 1 (1st Level)
Spells: Expeditious Retreat, Hex
2nd to 5th Level
2nd Level - Eldritch Invocations: Thief of Five Fates, Devil's Sight, +7 HP (17)
Spell: Faerie Fire
Spell: Faerie Fire
3rd Level - Pact Boon: Chain, Men the Rabbit, +7 HP (24)
Spell: Darkness
Spell: Darkness
4th Level - Ability Score Improvement: +2 Cha, +7 HP (31)
Cantrip: Minor Illusion
Spell: Spider Climb
Cantrip: Minor Illusion
Spell: Spider Climb
5th Level - Proficiency Bonus +3, Eldritch Invocations: One with Shadows, Bite Damage improves, +7 HP (38)
Spell: Counterspell
Spell: Counterspell
Reasoning: Mice and Men are Mice and Men. You cannot ever separate Mice and Men.
Serious Reasoning: I considered Armor of Shadows but in my mind it would override the Tough Hide and thus only improve AC by 1. So it didn't feel enough to spend character resources on. Incidentally, with Devil's Sight, One with Shadows, and Darkness, this character might get better use of that than out of Hex.
Serious Reasoning: I considered Armor of Shadows but in my mind it would override the Tough Hide and thus only improve AC by 1. So it didn't feel enough to spend character resources on. Incidentally, with Devil's Sight, One with Shadows, and Darkness, this character might get better use of that than out of Hex.
5th Level Statistics
5th Level Worg Archfey Chain Warlock
Str:16
Dex:14
Con:14
Int: 6
Wis:12
Cha:17
HP: 38
AC: 14
Save DC: 14
Proficiency Bonus: +3
Speed: 35 ft
Speed: 35 ft
Keen Scent and Healing
Darkvision 60 ft
Bite attack (2d6)
Tough Hide
Armor Proficiencies: Light Armor
Weapons: None (due to inability to use human weapons)
Tools: Howling (music)
Saving Throws: Wisdom, Charisma
Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Athletics (Outlander) +6Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Intimidation (Warlock) +6
Investigation (Warlock) +1
Perception (Worg) +4
Survival (Outlander) +4
Background: Outlander
Pact Magic
Otherworldly Patron: Archfey
Eldritch Invocations: Devil's Sight, One with the Shadows, Thief of Five Fates
Cantrip: Dancing Lights, Infestation, Minor Illusion
Spell Slots: 2 (3rd Level)
Spells: Countespell, Darkness, Expeditious Retreat, Faerie Fire, Hex, Spider Climb
6th to 10th Level
6th Level - Misty Escape, +7 HP (45)
Spell: Fear
Spell: Fear
7th Level - Eldritch Invocation: Voice of the Chain Master +7 HP (52)
Spell: Dimension Door
Spell: Dimension Door
8th Level - Ability Score Improvement: Tough, +23 HP (75)
Spell: Misty Step
Spell: Misty Step
9th Level - Proficiency Bonus +4, Eldritch Invocation: Otherworldly Leap, +9 HP (84)
Spell: Earthbind
Spell: Earthbind
10th Level - Beguiling Defenses, +9 HP (93)
Cantrip: Prestidigitation
Cantrip: Prestidigitation
Reasoning: The individual spells and such are mostly to give her more mobility to attack with. I thought about taking Eldritch Blast, but the Infestation cantrip from the Starter Spells article is an attack and the idea of her attacking with magic fleas is so amusing. I eventually took Prestidigitation because Mice is a bit playful and likes taking spells she can use to play around with. Earthbind lets her ground flyers. Tough is so she can survive in battle better.
10th Level Statistics
10th Level Worg Archfey Chain Warlock
Str:16
Dex:14
Con:14
Int: 6
Wis:12
Cha:17
HP: 93
AC: 14
Save DC: 15
Proficiency Bonus: +4
Speed: 35 ft
Speed: 35 ft
Keen Scent and Healing
Darkvision 60 ft
Bite attack (2d6)
Tough Hide
Armor Proficiencies: Light Armor
Weapons: None (due to inability to use human weapons)
Tools: Howling (music)
Saving Throws: Wisdom, Charisma
Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Athletics (Outlander) +7Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Intimidation (Warlock) +7
Investigation (Warlock) +2
Perception (Worg) +5
Survival (Outlander) +5
Feat: Tough
Background: Outlander
Pact Magic
Otherworldly Patron: Archfey
Eldritch Invocations: Devil's Sight, One with the Shadows, Otherworldly Leap, Thief of Five Fates, Voice of the Chain Master
Misty Escape
Beguiling Defenses
Cantrip: Dancing Lights, Infestation, Minor Illusion, Prestidigitation
Spell Slots: 2 (5th Level)
Spells: Countespell, Darkness, Dimension Door, Earthbind, Expeditious Retreat, Faerie Fire, Fear, Hex, Misty Step, Spider Climb
11th to 15th Level
11th Level - Mystic Arcanum: True Seeing, +9 HP (102)
Spell: Vampiric Touch
Spell: Vampiric Touch
12th Level - Ability Score Improvement: Menacing, Eldritch Invocation: Beast Speech, +9 HP (111)
13th Level - Proficiency Bonus +5, Mystic Arcanum: Plane Shift +9 HP (120)
Spell: Phantasmal Force
Spell: Phantasmal Force
14th Level - Dark Delirium, +9 HP (129)
15th Level - Mystic Arcanum: Demiplane, Eldritch Invocation: Chains of Carceri +9 HP (138)
Spell: Gaseous Form
Spell: Gaseous Form
Reasoning: Menacing is one of the feats in a recent Unearthed Arcana article and makes her intimidation that much more effective as well as improving her Charisma to an even number. Chains of Carceri gives her the ability to cast Hold Monster at will on some extraplanar entities which a hunter would enjoy. Demiplane gives her a lair. Gaseous Form and Phantasmal Force are things I think she'd just find amusing. Vampiric Touch also lets her heal herself at other peoples expense.
15th Level Statistics
15th Level Worg Archfey Chain Warlock
Str:16
Dex:14
Con:14
Int: 6
Wis:12
Cha:18
HP: 138
AC: 14
Save DC: 17
Proficiency Bonus: +5
Speed: 35 ft
Speed: 35 ft
Keen Scent and Healing
Darkvision 60 ft
Bite attack (2d6)
Tough Hide
Armor Proficiencies: Light Armor
Weapons: None (due to inability to use human weapons)
Tools: Howling (music)
Saving Throws: Wisdom, Charisma
Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Athletics (Outlander) +8Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Intimidation (Warlock) +14
Investigation (Warlock) +3
Perception (Worg) +6
Survival (Outlander) +6
Feat: Tough
Background: Outlander
Pact Magic
Otherworldly Patron: Archfey
Eldritch Invocations: Beast Speech, Chains of Carceri, Devil's Sight, One with the Shadows, Otherworldly Leap, Thief of Five Fates, Voice of the Chain Master
Misty Escape
Beguiling Defenses
Mystic Arcanum: Demiplane, Plane Shift, True Seeing
Dark Delirium
Cantrip: Dancing Lights, Infestation, Minor Illusion, Prestidigitation
Spell Slots: 3 (5th Level)
Spells: Countespell, Darkness, Dimension Door, Earthbind, Expeditious Retreat, Faerie Fire, Fear, Gaseous Form, Hex, Misty Step, Phantasmal Force, Spider Climb, Vampiric Touch
16th to 20th Level
16th Level - Ability Score Improvement: +2 Cha, +9 HP (147)
17th Level - Proficiency Bonus +6, Mystic Arcanum: Foresight, +9 HP (156)
Spell: Major Image
Spell: Major Image
18th Level - Eldritch Invocation: Witch Sight, +9 HP (165)
19th Level - Ability Score Improvement: +2, +28 HP (193)
Spell: Hallucinatory Terrain
Spell: Hallucinatory Terrain
20th Level - Eldritch Master, +10 HP (203)
Reasoning: Witch Sight and Foresight are again going toward her hunting instincts. Hallucinatory Terrain and Major Image are because she finds illusions funny. I almost gave her Illusory Script despite the fact that she can't read because I imagined that she created gibberish illusory scripts.
20th Level Statistics
20th Level Worg Archfey Chain Warlock
Str:16
Dex:14
Con:16
Int: 6
Wis:12
Cha: 20
HP: 203
AC: 14
Save DC: 19
Proficiency Bonus: +6
Speed: 35 ft
Speed: 35 ft
Keen Scent and Healing
Darkvision 60 ft
Bite attack (2d6)
Tough Hide
Armor Proficiencies: Light Armor
Weapons: None (due to inability to use human weapons)
Tools: Howling (music)
Saving Throws: Wisdom, Charisma
Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Athletics (Outlander) +9Languages: Worg, Goblin, Common (Barely)
Proficient Skills
Intimidation (Warlock) +17
Investigation (Warlock) +4
Perception (Worg) +7
Survival (Outlander) +7
Feat: Tough
Background: Outlander
Pact Magic
Otherworldly Patron: Archfey
Eldritch Invocations: Beast Speech, Chains of Carceri, Devil's Sight, One with the Shadows, Otherworldly Leap, Thief of Five Fates, Voice of the Chain Master, Witch Sight
Misty Escape
Beguiling Defenses
Mystic Arcanum: Demiplane, Foresight, Plane Shift, True Seeing
Dark Delirium
Cantrip: Dancing Lights, Infestation, Minor Illusion, Prestidigitation
Spell Slots: 4 (5th Level)
Spells: Countespell, Darkness, Dimension Door, Earthbind, Expeditious Retreat, Faerie Fire, Fear, Gaseous Form, Hallucinatory Terrain, Hex, Major Image, Misty Step, Phantasmal Force, Spider Climb, Vampiric Touch
No comments:
Post a Comment