I've already rebuilt this particular character concept already, the basic idea being that she was a wizard's familair that died and was reincarnated as a human. She is on the 5e build page. However, that rebuild only went to 1st level as that was as far as I played the character before the game abandoned D&D and just went full freeform. (Yeah, it didn't go long.)
In any case, some of the recent Unearthed Arcana have given me the idea to try and do a different version of this character. I considered doing the non-magical ranger, but even that has aspects that don't fit the character. I might end up giving her some touch of magic via a feat or so to represent her wizard-connected background, but other than that, she's not a very magical person.
In any case, some of the recent Unearthed Arcana have given me the idea to try and do a different version of this character. I considered doing the non-magical ranger, but even that has aspects that don't fit the character. I might end up giving her some touch of magic via a feat or so to represent her wizard-connected background, but other than that, she's not a very magical person.
She is also a very mobile type character in my mind, and while rangers can get quite mobile, the two classes that get the most mobility without outright spells are monks and rogues. Given the recent release of the Scout archetype from Unearthed Arcana, I think I will make her a rogue in this theoretical build.
I might do another version of this character that is multi-classed later.
In my normal theoretical builds I use an array that equates to a 30 pt spend. This is normally a 15, 14, 13, 12, 11, 10 array. However, the original rolled stats were 17, 13, 13, 13, 13, 12, 9. That's outside a 30 pt spend, so I'm going with 15, 13, 13, 13, 13, 9 array as per the other rebuild of Teryna. I am going to use the variant human with +1/+1, 1 Feat and 1 Skill. Previously, I added one of those +1s to Wisdom which had been assigned a 13 due to her being a Ranger, but with her being a Rogue, I think I'll switch things up a bit and give her a bit more Constitution. The feat is going to be Athlete which will give another +1 Dex, getting her to 17. I considered taking Survival as a Skill via Human, but I'll be getting that through the Scout Archetype later.
I am going to do a custom background of "Former Familiar" as per the former rebuild. This will give her Perception (due to familiars being used to being alert) and Arcana (due to being involved in a lot of magic). I'll also give her two tools: Leatherworker's Tools and Cooking Utensils representing chores she performed after becoming human. Though I will note that herbalist kit, alchemist kit, or languages might be better.
1st Level Variant Human Rogue
Str: 9
Dex: 17
Con: 14
Int: 12
Wis: 13
Cha: 13
HP: 10
AC: 14 (Leather Armor)
Speed: 30 ft
Proficiency Bonus: +2
Human Bonus Feat
Human Bonus Skill
Human Bonus Feat
Human Bonus Skill
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Tools: Thieves' Tools, Cook's Utensils, Leatherwork's Tools
Saving Throws: Dexterity and Intelligence
Languages: Common, Elvish
Languages: Common, Elvish
Proficient Skills
Acrobatics (Rogue, Expertise) +7
Arcana (Former Familiar) +3
Athletics (Human) +1
Insight (Rogue) +3
Investigation (Rogue) +3
Perception (Former Familiar) +3
Stealth (Rogue, Expertise) +7
Feat: Athlete
Acrobatics (Rogue, Expertise) +7
Arcana (Former Familiar) +3
Athletics (Human) +1
Insight (Rogue) +3
Investigation (Rogue) +3
Perception (Former Familiar) +3
Stealth (Rogue, Expertise) +7
Feat: Athlete
Background: Former Familiar
Expertise (Acrobatics, Stealth)
Sneak Attack +1d6
Thieves' Cant
2nd to 5th Level
2nd Level - Cunning Action, +7 HP (17)
3rd Level - Sneak Attack +2d6, Roguish Archetype: Scout, Survivalist, Skirmisher, +7 HP (24)
4th Level - Ability Score Improvement: Mobile, +7 HP (31)
5th Level - Sneak Attack +3d6, Proficiency Bonus +3, Uncanny Dodge, +7 HP (38)
Reasoning: Her dexterity is already pretty high, so I think I'll go ahead and give her a feat here rather than an Ability score increase. Scout goes with the ranger-esque concept I am going for on this character. Note that survivalist acts like Expertise for Nature and Survival skills making this character essentially have 6 Expertises. The only other theoretical I have like that is the Bard/Rogue omnidisciplinary sage build.
5th Level Statistics
5th Level Variant Human Rogue Scout
Str: 9
Dex: 17
Con: 14
Int: 12
Wis: 13
Cha: 13
HP: 38
AC: 14 (Leather Armor)
Speed: 40 ft
Proficiency Bonus: +3
Human Bonus Feat
Human Bonus Skill
Human Bonus Feat
Human Bonus Skill
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Tools: Thieves' Tools, Cook's Utensils, Leatherwork's Tools
Saving Throws: Dexterity and Intelligence
Languages: Common, Elvish
Languages: Common, Elvish
Proficient Skills
Acrobatics (Rogue, Expertise) +9
Arcana (Former Familiar) +4
Athletics (Human) +2
Insight (Rogue) +4
Investigation (Rogue) +4
Nature (Survivalist) +7
Perception (Former Familiar) +4
Stealth (Rogue, Expertise) +9
Survival (Survivalist) +7
Feat: Athlete, Mobile
Acrobatics (Rogue, Expertise) +9
Arcana (Former Familiar) +4
Athletics (Human) +2
Insight (Rogue) +4
Investigation (Rogue) +4
Nature (Survivalist) +7
Perception (Former Familiar) +4
Stealth (Rogue, Expertise) +9
Survival (Survivalist) +7
Feat: Athlete, Mobile
Background: Former Familiar
Expertise (Acrobatics, Stealth)
Sneak Attack +3d6
Thieves' Cant
Cunning Action
Scout
Survivalist
Skirmisher
Uncanny Dodge
Scout
Survivalist
Skirmisher
Uncanny Dodge
6th to 10th Level
6th Level - Expertise (Investigation, Perception), +7 HP (45)
7th Level - Sneak Attack +4d6, Evasion, +7 HP (52)
8th Level - Ability Score Improvement: +1 Dex, +1 Wis, +7 HP (59)
9th Level - Sneak Attack +5d6, Proficiency Bonus +4, Superior Mobility, +7 HP (66)
10th Level - Ability Score Improvement: +2 Dex, +7 HP (73)
Reasoning: So, with these Ability Score Improvements I decided to hit her characteristics and max her Dexterity out right away. For Expertise, I decided to go with the physical investigative stuff since she did a lot of that as a familiar.
10th Level Statistics
10th Level Variant Human Rogue Scout
Str: 9
Dex: 20
Con: 14
Int: 12
Wis: 14
Cha: 13
HP: 73
AC: 16 (Leather Armor)
Speed: 50 ft
Proficiency Bonus: +4
Human Bonus Feat
Human Bonus Skill
Human Bonus Feat
Human Bonus Skill
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Tools: Thieves' Tools, Cook's Utensils, Leatherwork's Tools
Saving Throws: Dexterity and Intelligence
Languages: Common, Elvish
Languages: Common, Elvish
Proficient Skills
Acrobatics (Rogue, Expertise) +13
Arcana (Former Familiar) +5
Athletics (Human) +3
Insight (Rogue) +6
Investigation (Rogue, Expertise) +9
Nature (Survivalist) +10
Perception (Former Familiar, Expertise) +10
Stealth (Rogue, Expertise) +13
Survival (Survivalist) +10
Feat: Athlete, Mobile
Acrobatics (Rogue, Expertise) +13
Arcana (Former Familiar) +5
Athletics (Human) +3
Insight (Rogue) +6
Investigation (Rogue, Expertise) +9
Nature (Survivalist) +10
Perception (Former Familiar, Expertise) +10
Stealth (Rogue, Expertise) +13
Survival (Survivalist) +10
Feat: Athlete, Mobile
Background: Former Familiar
Expertise (Acrobatics, Investigation, Perception, Stealth)
Sneak Attack +5d6
Thieves' Cant
Cunning Action
Scout
Survivalist
Skirmisher
Uncanny Dodge
Superior Mobility
11th to 15th Level
11th Level - Sneak Attack +6d6, Reliable Talent, +7 HP (80)
12th Level - Ability Score Improvement: Skulker, +7 HP (87)
13th Level - Sneak Attack +7d6, Proficiency Bonus +5, Ambush Master, +7 HP (94)
14th Level - Blindsense, +7 HP (101)
15th Level - Sneak Attack +8d6, Slippery Mind, +7 HP (108)
Reasoning: I considered taking Resilience: Wisdom until I realized that Slippery Mind granted Proficiency in Wisdom saves already,so I added Skulker in there.
15th Level Statistics
15th Level Variant Human Rogue Scout
Str: 9
Dex: 20
Con: 14
Int: 12
Wis: 14
Cha: 13
HP: 108
AC: 16 (Leather Armor)
Speed: 50 ft
Proficiency Bonus: +5
Human Bonus Feat
Human Bonus Skill
Human Bonus Feat
Human Bonus Skill
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Tools: Thieves' Tools, Cook's Utensils, Leatherwork's Tools
Saving Throws: Dexterity, Intelligence, and Wisdom
Languages: Common, Elvish
Languages: Common, Elvish
Proficient Skills
Acrobatics (Rogue, Expertise) +15
Arcana (Former Familiar) +6
Athletics (Human) +4
Insight (Rogue) +7
Investigation (Rogue, Expertise) +11
Nature (Survivalist) +12
Perception (Former Familiar, Expertise) +12
Stealth (Rogue, Expertise) +15
Survival (Survivalist) +12
Feat: Athlete, Mobile, Skulker
Acrobatics (Rogue, Expertise) +15
Arcana (Former Familiar) +6
Athletics (Human) +4
Insight (Rogue) +7
Investigation (Rogue, Expertise) +11
Nature (Survivalist) +12
Perception (Former Familiar, Expertise) +12
Stealth (Rogue, Expertise) +15
Survival (Survivalist) +12
Feat: Athlete, Mobile, Skulker
Background: Former Familiar
Expertise (Acrobatics, Investigation, Perception, Stealth)
Sneak Attack +8d6
Thieves' Cant
Cunning Action
Scout
Survivalist
Skirmisher
Uncanny Dodge
Superior Mobility
Ambush Master
Blindsense
Slippery Mind
16th to 20th Level
16th Level - Ability Score Improvement: Sharpshooter, +7 HP (115)
17th Level - Sneak Attack +9d6, Proficiency Bonus +6, Sudden Strike, +7 HP (122)
18th Level - Elusive, +7 HP (129)
19th Level - Ability Score Improvement: Magic Initiate: Wizard (Longstrider, Minor Illusion, Create Bonfire), +7 HP (136)
20th Level -Stroke of Luck, +7 HP (143)
Reasoning: It actually took me quite a while to figure out what I wanted to do with the last Ability Score Improvement, I considered Tough, Resilient: Charisma, Alert, Observant, Dual Wielder, increasing Wisdom and a few other things before deciding to go with Magic Initiate and finding to my surprise that Longstrider was on the Wizard list. This gives her the ability to, for an hour a day, get to a speed of 60ft combined with the Rogue Cunning Action ability. Create Bonfire is also pretty nice but doesn't do as much damage as her daggers would do with sneak attack (especially considering her Intelligence which is better than the average person but low for a wizard). I mostly took on the idea that Teryna would consider it an easy way to get fire for cooking. Minor Illusion is because she would like to play with the illusions and Longstrider because more movement.
I'd, I'd likely consider playing her as a very heavy mix of things and go for higher Charisma given her backstory has her friends with orcs, elves, and humans somehow. It would be an interesting theoretical to see how far I could push the multiclassing effectiveness.
I'd, I'd likely consider playing her as a very heavy mix of things and go for higher Charisma given her backstory has her friends with orcs, elves, and humans somehow. It would be an interesting theoretical to see how far I could push the multiclassing effectiveness.
20th Level Statistics
15th Level Variant Human Rogue Scout
Str: 9
Dex: 20
Con: 14
Int: 12
Wis: 14
Cha: 13
HP: 143
AC: 16 (Leather Armor)
Wizard Save DC: 15
Wizard Save DC: 15
Speed: 50 ft
Proficiency Bonus: +6
Human Bonus Feat
Human Bonus Skill
Human Bonus Feat
Human Bonus Skill
Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Tools: Thieves' Tools, Cook's Utensils, Leatherwork's Tools
Saving Throws: Dexterity, Intelligence, and Wisdom
Languages: Common, Elvish
Languages: Common, Elvish
Proficient Skills
Acrobatics (Rogue, Expertise) +17
Arcana (Former Familiar) +7
Athletics (Human) +5
Insight (Rogue) +8
Investigation (Rogue, Expertise) +13
Nature (Survivalist) +14
Perception (Former Familiar, Expertise) +14
Stealth (Rogue, Expertise) +17
Survival (Survivalist) +14
Feat: Athlete, Magic Initiate, Mobile, Sharpshooter, Skulker
Acrobatics (Rogue, Expertise) +17
Arcana (Former Familiar) +7
Athletics (Human) +5
Insight (Rogue) +8
Investigation (Rogue, Expertise) +13
Nature (Survivalist) +14
Perception (Former Familiar, Expertise) +14
Stealth (Rogue, Expertise) +17
Survival (Survivalist) +14
Feat: Athlete, Magic Initiate, Mobile, Sharpshooter, Skulker
Background: Former Familiar
Expertise (Acrobatics, Investigation, Perception, Stealth)
Sneak Attack +10d6
Thieves' Cant
Cunning Action
Scout
Survivalist
Skirmisher
Uncanny Dodge
Superior Mobility
Ambush Master
Blindsense
Slippery Mind
Sudden Strike
Elusive
Cantrips: Create Bonfire, Minor Illusion
Spell: Longstrider
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