This is going to be one of two theoretical builds paired together. This one is going to focus on a Protector Aasimar while the Fury of the Fallen will be a Winged Tiefling build. The idea of both of these builds is in the creation of a flying barbarian. Aarakocra is another option for this and I might do that later. However, right now I'm starting with a Protector Aasimar partially due to the existence of Yasha in Critical Role, though I'm thinking Yasha is going to turn out to be a Scourge Aasimar.
Protector Aasimar from 3rd Level onward are capable of 1 minute (10 rounds) of flight once per day. Which makes this the more limited version of the airborne barbarian out of the selection I'll be looking at.
As a note, since this not a race that goes especially well with Barbarian, I'll be limited on Ability Score Increases.
For background, I think I'll go Hermit
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
Protector Aasimar from 3rd Level onward are capable of 1 minute (10 rounds) of flight once per day. Which makes this the more limited version of the airborne barbarian out of the selection I'll be looking at.
As a note, since this not a race that goes especially well with Barbarian, I'll be limited on Ability Score Increases.
For background, I think I'll go Hermit
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
1st Level Protector Aasimar Barbarian
Str: 15
Dex: 13
Con: 14
Int: 10
Wis: 12
Cha: 14
HP: 14
AC: 13
Speed: 30 ft
Speed: 30 ft
Proficiency Bonus: +2
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (1)
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (1)
Armor Proficiencies: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Languages: Common, Celestial, Sylvan
Languages: Common, Celestial, Sylvan
Proficient Skills
Athletics (Barbarian) +4
Medicine (Hermit) +3
Religion (Hermit) +2
Survival (Barbarian) +3
Athletics (Barbarian) +4
Medicine (Hermit) +3
Religion (Hermit) +2
Survival (Barbarian) +3
Background: Hermit
Rage (2/+2)
Unarmored Defense
Reasoning: The presence of the Herbalism Kit here means the character is able to produce healing potions, amusingly enough. Beyond that, however, I chose Survival for RP purposes, if the character has been living in the wild all this time, then certainly they've learned how to forage and other such things. Athletics is more for practical purposes. Grappling, shoving, knocking things prone, and other such things mostly use the Athletics skill.
2nd to 5th Level
2nd Level - Danger Sense, Reckless Attack, +9 HP (23)
3rd Level - Primal Path: Zealot, Divine Fury (1d6+3 Radiant), Warrior of the Gods, Rage (3/+2), Radiant Soul, +9 HP (32)
4th Level - Ability Score Improvement: +1 Str +1 Dex, +9 HP (41)
5th Level - Proficiency Bonus: +3, Extra Attack, Fast Movement, +9 HP (50)
Reasoning: The actual Primal Path I used doesn't matter too much, I was just looking for a flying barbarian. But I decided to go ahead and pair the Zealot with the Aasimar here, hence the title of this particular theoretical. Str, Dex, and Con are all important to a Barbarian, so I opted to boost Str and Dex the next rank over in this case.
5th Level Statistics
5th Level Protector Aasimar Zealot
Str: 16
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 14
HP: 50
AC: 14
Speed: 40 ft
Speed: 40 ft
Proficiency Bonus: +3
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (5)
Radiant Soul (30 ft Fly, 5 Radiant)
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (5)
Radiant Soul (30 ft Fly, 5 Radiant)
Armor Proficiencies: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Languages: Common, Celestial, Sylvan
Languages: Common, Celestial, Sylvan
Proficient Skills
Athletics (Barbarian) +6
Medicine (Hermit) +4
Religion (Hermit) +3
Survival (Barbarian) +4
Athletics (Barbarian) +6
Medicine (Hermit) +4
Religion (Hermit) +3
Survival (Barbarian) +4
Background: Hermit
Rage (3/+2)
Unarmored Defense
Danger Sense
Reckless Attack
Zealot
Divine Fury 1d6+5 Radiant
Warrior of the Gods
Extra Attack
Fast Movement
6th to 10th Level
6th Level - Fanatical Focus, Rage (4/+2), +9 HP (59)
7th Level - Feral Instinct, +9 HP (68)
8th Level - Ability Score Improvement: +2 Con, +17 HP (85)
9th Level - Proficiency Bonus +4, Brutal Critical (1 die), Rage (4/+3), +10 HP (95)
10th Level - Zealous Presence, +10 HP (105)
Reasoning: Increasing Constitution on a Barbarian improves both AC and hit points, unless you're using armor for some reason. That makes it a high priority purchase.
10th Level Statistics
10th Level Protector Aasimar Zealot
Str: 16
Dex: 14
Con: 16
Int: 10
Wis: 12
Cha: 14
HP: 105
AC: 15
Speed: 40 ft
Speed: 40 ft
Proficiency Bonus: +4
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (10)
Radiant Soul (30 ft Fly, 10 Radiant)
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (10)
Radiant Soul (30 ft Fly, 10 Radiant)
Armor Proficiencies: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Languages: Common, Celestial, Sylvan
Languages: Common, Celestial, Sylvan
Proficient Skills
Athletics (Barbarian) +7
Medicine (Hermit) +5
Religion (Hermit) +4
Survival (Barbarian) +5
Athletics (Barbarian) +7
Medicine (Hermit) +5
Religion (Hermit) +4
Survival (Barbarian) +5
Background: Hermit
Rage (4/+3)
Unarmored Defense
Danger Sense
Reckless Attack
Zealot
Divine Fury 1d6+10 Radiant
Warrior of the Gods
Extra Attack
Fast Movement
Fanatical Focus
Feral Instinct
Brutal Critical (1 die)
Zealous Presence
11th to 15th Level
11th Level - Relentless Rage, +10 HP (115)
12th Level - Ability Score Improvement: +2 Str, Rage (5/+3), +10 HP (125)
13th Level - Proficiency Bonus +5, Brutal Critical (2 dice), +10 HP (135)
14th Level - Rage Beyond Death, +10 HP (145)
15th Level - Persistent Rage, +10 HP (155)
Reasoning: Strength is still the primary attack stat of the class. The Rage bonus damage reduces some of the need for the stat in terms of damage dealing, but the increased accuracy is nice to have.
15th Level Statistics
15th Level Protector Aasimar Zealot
Str: 18
Dex: 14
Con: 16
Int: 10
Wis: 12
Cha: 14
HP: 155
AC: 15
Speed: 40 ft
Speed: 40 ft
Proficiency Bonus: +5
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (15)
Radiant Soul (30 ft Fly, 15 Radiant)
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (15)
Radiant Soul (30 ft Fly, 15 Radiant)
Armor Proficiencies: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Languages: Common, Celestial, Sylvan
Languages: Common, Celestial, Sylvan
Proficient Skills
Athletics (Barbarian) +9
Medicine (Hermit) +6
Religion (Hermit) +5
Survival (Barbarian) +6
Athletics (Barbarian) +9
Medicine (Hermit) +6
Religion (Hermit) +5
Survival (Barbarian) +6
Background: Hermit
Rage (5/+3)
Unarmored Defense
Danger Sense
Reckless Attack
Zealot
Divine Fury 1d6+15 Radiant
Warrior of the Gods
Extra Attack
Fast Movement
Fanatical Focus
Feral Instinct
Brutal Critical (2 dice)
Zealous Presence
Relentless Rage
Rage Beyond Death
Persistent Rage
16th to 20th Level
16th Level - Ability Score Improvement +2 Con, Rage (5/+4), +26 HP (181)
17th Level - Proficiency Bonus +6, Brutal Critical (3 dice), Rage (6/+4), +11 HP (192)
18th Level - Indomitable Might, +11 HP (203)
19th Level - Ability Score Improvement: +2 Str, +11 HP (214)
20th Level - Primal Champion, +51 HP (265)
Reasoning: I considered a feat, most likely Tough, and also considered maxing Con out instead of strength, but in the end I decided that with the Zealot being a damage focused subclass that I would max out the Strength instead.
20th Level Statistics
15th Level Protector Aasimar Zealot
Str: 24
Dex: 14
Con: 22
Int: 10
Wis: 12
Cha: 14
HP: 265
AC: 18
Speed: 40 ft
Speed: 40 ft
Proficiency Bonus: +6
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (20)
Radiant Soul (30 ft Fly, 20 Radiant)
Darkvision 60ft
Celestial Resistance
Light Bearer
Healing Hands (20)
Radiant Soul (30 ft Fly, 20 Radiant)
Armor Proficiencies: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Languages: Common, Celestial, Sylvan
Languages: Common, Celestial, Sylvan
Proficient Skills
Athletics (Barbarian) +13
Medicine (Hermit) +7
Religion (Hermit) +6
Survival (Barbarian) +7
Athletics (Barbarian) +13
Medicine (Hermit) +7
Religion (Hermit) +6
Survival (Barbarian) +7
Background: Hermit
Rage (Unlimited/+4)
Unarmored Defense
Danger Sense
Reckless Attack
Zealot
Divine Fury 1d6+20 Radiant
Warrior of the Gods
Extra Attack
Fast Movement
Fanatical Focus
Feral Instinct
Brutal Critical (2 dice)
Zealous Presence
Relentless Rage
Rage Beyond Death
Persistent Rage
Indomitable Might
Primal Champion
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