Friday, October 13, 2017

Satyr Enchantress (Variant Human Archfey Warlock)

Yes, her name is a horrible pun on Saturday.
This is another case where I am using a combination of class and race to represent the natural abilities of a magical creature. So this is less of a matter of having a pact than it is just not having the normal mortal perspective. That said, this also reminds me of a character I had and played just a very little bit in City of Heroes who was a woman which stumbled into a faerie glen and woke up in the morning as a satyr. Art of said character is what I choose for the art here.

In CoH, the character was an electricity / storm defender, but for this build I am leading more toward an idea of a playful enchantress. Thus her overall all strength will be more in the interaction parts of the game than the combat parts.

I have considered two potential races for this build. One of those was tiefling and the other was the variant human. My original thought was to go with tiefling because it has the appropriate appearance and with the Devil's Tongue option from Sword Coast Adventurer's Guide, it does fit some of what a satyr would be. Then I started to think that if the race isn't really the race but just half of the combination to make the whole, then I could easily go with the variant human. This especially so given some of the feats I could take. A lot of GMs would insist that if I wanted horns and hooves, that I should take the tiefling class, but for my mind things like physical appearance and lifespan are more flavor issues that generally don't impact gameplay and thus can be changed as desired. Combined with the back story for the character art I chose, I've decided to go with the variant human. As a side note, this also means that I don't have Hellish Resistance or Darkvision. The Darkvision is not unfitting, but the Hellish Resistance isn't particularly on theme and makes another reason why going to human is a better fit. I also considered half-elf, but only briefly as the feat that comes with the variant human does a lot to fill in the character.

This means that I've somehow backended myself from recreating a satyr via other classes into having a person who was transformed into a satyr after spending a night partying with fae which I'm fine with. It would make the concept easier to fit into a standard D&D game and aside from arguing horns and hooves on a "human" as part of the pact, this is pretty fitting.

I vaciliated between Courtier, Folk Hero, and Urchin at first on the idea of common person who just sort of stumbled onto a faerie party and came out changed. For that matter, I also looked at sage and cloistered scholar for the idea of person who was a student. Both the Folk Hero and Urchin focused on what she was before the pact. The Courtier background would have represented how she might have become a bit of celebrity at some court or another. In the end I decided on the Entertainer as an idea of someone who was a common resident of a city or college before her encounter. I think I might even imagine she was attending a bardic college of some sort.

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Variant Human Archfey Warlock
Str: 10
Dex: 14
Con: 14
Int: 12
Wis:11
Cha: 16

HP: 10
AC: 13
Save DC: 13
Speed: 30 ft

Proficiency Bonus: +2

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Yarting, Disguise Kit
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan

Proficient Skills
Acrobatics (Entertainer) +4
Arcana (Warlock) +3
History (Warlock) +3
Investigation (Human) +3
Performance (Entertainer) +5

Background: Entertainer

Feat: Magic Initiate: Druid (Druidcraft, Primal Savagery, Entangle)

Otherworldly Patron: Archfey
Pact Magic
Fey Presence

Cantrips: Druidcraft, Eldritch Blast, Minor Illusion, Primal Savagery

Feat Spells: Entangle

Spell Slots: 1 (1st)

Spells Known: Charm Person, Entangle, Hex

Equipment
Leather

Reasoning: I decided to make Wisdom the lowest stat because she didn't really seek out the fey to make a pact. She just stumbled into a faerie party somehow and decided to join the party. In all honesty, being turned into a mortal version of a satyr is probably pretty far on the side of the "nice" stuff that could have happened. For the feat I considered Performer and Prodigy but settled on Magic Initiate for the purpose of picking up the Primal Savagery cantrip from the starter spells article on Unearthed Arcana, which I rather imagine is just her kicking people with her hooves. Likewise for the skill, I considered a couple of things but eventually settled on Investigation because I imagine that is how she found the entrance into the faerie party. Persuasion and Deception are being held off for later as soon to be coming from her developing nature. As to the spell selections, Hex is just all around useful and Charm Person fit the theme.

2nd to 5th Level


2nd Level - Eldritch Invocations: Beguiling Influence, Armor of Shadows, +7 HP (17)
Spell: Suggestion

3rd Level - Pact Boon: Chain, Familiar: Sprite, +7 HP (24)
Spell: Enthrall

4th Level - Ability Score Improvement: Diplomat, +7 HP (31)
Cantrip: Prestidigitation
Spell: Darkness

5th Level - Proficiency Bonus: +3, Invocation: Devil's Sight, +7 HP (38)
Spell: Counterspell

Reasoning: There's a mix here. I went with the Chain Pact and the sprite, because I suddenly imagined that ball of lightning in her picture as her familiar. It's a bit of an unusual appearance for a sprite, but I think it's a neat idea. I took Armor of Shadows for some better protection than Leather. Long run, some magical armors would be better, but this frees up attunement slots for other things. Diplomat dove-tails with Beguiling Influence to represent how very persuasive she's becoming. I am likely to end up grabbing a few other feats like that soon. Counterspell is a very good spell to get and shouldn't be skipped a lot. Devil's Sight was taken because I didn't have any particular other invocation that I particularly liked for the theme. I originally had it at 2nd level but switched Armor to 2nd instead. Darkness and Devil's Sight work together very well hence why that spell was chosen.

5th Level Statistics


5th Level Variant Human Archfey Warlock
Str: 10
Dex: 14
Con: 14
Int: 12
Wis:11
Cha: 17

HP: 38
AC: 12 (15 with Mage Armor)
Save DC: 14
Speed: 30 ft

Proficiency Bonus: +3

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Yarting, Disguise Kit
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan

Proficient Skills
Acrobatics (Entertainer) +5
Arcana (Warlock) +4
Deception (Beguiling Influence) +6
History (Warlock) +4
Investigation (Human) +4
Performance (Entertainer) +6
Persuasion (Beguiling Influence) +9

Background: Entertainer

Feat: Diplomat, Magic Initiate: Druid (Druidcraft, Primal Savagery, Entangle)

Otherworldly Patron: Archfey
Pact Magic
Fey Presence
Eldritch Invocations: Armor of Shadows, Beguiling Influence, Devil's Sight
Pact of the Chain
Familiar: Sprite

Cantrips: Druidcraft, Eldritch Blast, Minor Illusion, Prestidigitation, Primal Savagery

Spell Slots: 2 (3rd)

Spells Known: Charm Person, Counterspell, Darkness, Entangle, Enthrall, Hex, Suggestion

6th to 10th Level


6th Level - Misty Escape, +7 HP (45)
Spell: Major Image

7th Level - Invocation: Bewitching Whispers, +7 HP (52)
Spell: Dimension Door

8th Level - Ability Score Improvement: Performer, +7 HP (59)
Spell: Blink

9th Level - Proficiency Bonus +4, Invocation: Misty Visions, +7 HP (66)
Spell: Dominate Person

10th Level - Beguiling Defenses, +7 HP (73)
Cantrip: Mage Hand

Reasoning: I've increased her capability with illusions here, between Major Image and Misty Visions. Dimension Door and Blink both give her some mobility around the battlefield. Dominate Person and Bewitching Whispers have rounded out her unnatural persuasiveness. Mage Hand is fairly generally useful, I considered Friends, but it's use is rather more problematic than useful for most cases. Performer gives her more ability to charm people.

10th Level Statistics


10th Level Variant Human Archfey Warlock
Str: 10
Dex: 14
Con: 14
Int: 12
Wis:11
Cha: 18

HP: 73
AC: 12 (15 with Mage Armor)
Save DC: 16
Speed: 30 ft

Proficiency Bonus: +4

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Yarting, Disguise Kit
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan

Proficient Skills
Acrobatics (Entertainer) +6
Arcana (Warlock) +5
Deception (Beguiling Influence) +8
History (Warlock) +5
Investigation (Human) +5
Performance (Entertainer) +12
Persuasion (Beguiling Influence) +12

Background: Entertainer

Feat: Diplomat, Magic Initiate: Druid (Druidcraft, Primal Savagery, Entangle), Performer

Otherworldly Patron: Archfey
Pact Magic
Fey Presence
Eldritch Invocations: Armor of Shadows, Beguiling Influence, Bewitching Whispers, Devil's Sight, Misty Visions
Pact of the Chain
Familiar: Sprite
Mystic Escape
Beguiling Defense

Cantrips: Druidcraft, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation, Primal Savagery

Spell Slots: 2 (5th)

Spells Known: Blink, Charm Person, Counterspell, Darkness, Dimension Door, Dominate Person, Entangle, Enthrall, Hex, Major Image, Suggestion

11th to 15th Level


11th Level - Mystic Arcanum: Mass Suggestion, +7 HP (80)
Spell: Hallucinatory Terrain

12th Level - Ability Score Improvement: Silver-Tongued, Invocation: Voice of the Chain Master, +7 HP (87)

13th Level - Proficiency Bonus +5, Mystic Arcanum: Plane Shift, +7 HP (94)
Spell: Blight

14th Level - Dark Delirium, +7 HP (101)

15th Level - Mystic Arcanum: Glibness, Invocation: Chains of Carceri  +7 HP (108)
Spell: Remove Curse

Reasoning: For the invocations here, I enhanced the use of the familiar. At this point she can communicate with that familiar across a whole world if necessary and can also attempt to Hold outsiders for a time. Her arcanum choices hit mostly upon her beguiling nature, but also include the ability to travel from one plane to another. I considered Dominate Monster for the 15th level Arcanum, but decided that Glibness more effectively related to her theme. I would have liked to have Mordenkainen's Magnificent Mansion rather than Plane Shift, but it is not an option, sadly. For spells I added to her illusory capability, gave her a damage spell finally, and added a bit of versatility in the form of now being able to Remove Curses from people.

15th Level Statistics


15th Level Variant Human Archfey Warlock
Str: 10
Dex: 14
Con: 14
Int: 12
Wis:11
Cha: 19

HP: 108
AC: 12 (15 with Mage Armor)
Save DC: 17
Speed: 30 ft

Proficiency Bonus: +5

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Yarting, Disguise Kit
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan

Proficient Skills
Acrobatics (Entertainer) +7
Arcana (Warlock) +6
Deception (Beguiling Influence) +14
History (Warlock) +6
Investigation (Human) +6
Performance (Entertainer) +14
Persuasion (Beguiling Influence) +14

Background: Entertainer

Feat: Diplomat, Magic Initiate: Druid (Druidcraft, Primal Savagery, Entangle), Performer, Silver-Tongued

Otherworldly Patron: Archfey
Pact Magic
Fey Presence
Eldritch Invocations: Armor of Shadows, Beguiling Influence, Bewitching Whispers, Chains of Carceri, Devil's Sight, Misty Visions, Voice of the Chain Master
Pact of the Chain
Familiar: Sprite
Mystic Escape
Beguiling Defense
Mystic Arcanum: Mass Suggestion, Plane Shift, Glibness
Dark Delirium

Cantrips: Druidcraft, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation, Primal Savagery

Spell Slots: 3 (5th)

Spells Known: Blight, Blink, Charm Person, Counterspell, Darkness, Dimension Door, Dominate Person, Entangle, Enthrall, Hallucinatory Terrain, Hex, Major Image, Remove Curse, Suggestion

16th to 20th Level


16th Level - Ability Score Improvement: Prodigy (Insight, Charisma, Celestial, Herbalism Kit), +7 HP (115)

17th Level - Proficiency Bonus +6, Mystic Arcanum: True Polymorph, +7 HP (122)
Spell: Seeming

18th Level - Invocation: , +7 HP (129)

19th Level - Ability Score Improvement: Empathic, +7 HP (136)
Spell:  Hypnotic Pattern

20th Level - Eldritch Master, +7 HP (143)

Reasoning: I hit a few more illusions and enchantments here, but I also gave her True Polymorph which means she now has the ability to permanently change other people the way she was changed. If she wants to. For Feats, I rounded out her skills by finally matching her Insight to something like what her ability to deceive and persuade is.

20th Level Statistics


15th Level Variant Human Archfey Warlock
Str: 10
Dex: 14
Con: 14
Int: 12
Wis:12
Cha: 20

HP: 143
AC: 12 (15 with Mage Armor)
Save DC: 19
Speed: 30 ft

Proficiency Bonus: +6

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Yarting, Disguise Kit, Herbalism Kit
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan, Celestial

Proficient Skills
Acrobatics (Entertainer) +8
Arcana (Warlock) +7
Deception (Beguiling Influence) +17
History (Warlock) +7
Insight (Prodigy) +13
Investigation (Human) +7
Performance (Entertainer) +17
Persuasion (Beguiling Influence) +17

Background: Entertainer

Feat: Diplomat, Empathic, Magic Initiate: Druid (Druidcraft, Primal Savagery, Entangle), Performer, Prodigy, Silver-Tongued

Otherworldly Patron: Archfey
Pact Magic
Fey Presence
Eldritch Invocations: Armor of Shadows, Beguiling Influence, Bewitching Whispers, Chains of Carceri, Devil's Sight, Misty Visions, Voice of the Chain Master
Pact of the Chain
Familiar: Sprite
Mystic Escape
Beguiling Defense
Mystic Arcanum: Mass Suggestion, Plane Shift, Glibness, True Polymorph
Dark Delirium

Cantrips: Druidcraft, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation, Primal Savagery

Spell Slots: 4 (5th)

Spells Known: Blight, Blink, Charm Person, Counterspell, Darkness, Dimension Door, Dominate Person, Entangle, Enthrall, Hallucinatory Terrain, Hex, Hypnotic Pattern, Major Image, Remove Curse, Seeming, Suggestion

Some 5e Builds

No comments:

Post a Comment

Daggerheart Analysis

  Daggerheart - What I've Seen So Far Template-Based Character Builds This will be familiar to players of D&D, Pathfinder 2e...

Popular Posts