Tuesday, July 16, 2019

Veteran of Hell - Feral Winged Tiefling Monster Slayer (Revised) Ranger

In the Player's Handbook section on alignment on page 122 there is a paragraph that reads:

"Alignment is an essential part  of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it does not tend toward lawful evil, but rather is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil."

Now, despite the fact that it says "it does not choose" earlier on, the last line of that paragraph that interests me the most. We know that celestials have become fiends due to their choices such as Zariel who is now one of the Archdevils and rules the 1st of the Nine Hells. And there have been past discussions of fiends that rose to be celestials, also due to their choices, such as Eludecia who was a succubus paladin who had been made for the D&D fight club back in the days of 3rd edition. We also know that a lot of devils and demons had previously been mortals and, in fact, a lot of the involvement of the fiends with mortals is geared toward collecting recruits for the eternal Blood War.


I like this reading. It keeps evil and good a choice, and while entities like Celestials and Fiends are so intensely on one end or another that they're unlikely to ever consider the choices that would lead them to change, it is still possible. More than that, I find it interesting as an origin for a tiefling.

For further information, I associate the good alignment with a love and the evil alignment with hate. In both cases, I am talking broad, spanning hatred or love for many other people. This general sort of passion does not preclude a devil from loving a particular individual or an angel from hating a particular person, but their general, default state is either love or hatred as appropriate. Now, my general assumption is that if the motivating factor of a change of nature was in going from Love to Hatred or vice versa, then the most likely result is flipping between Celestial and Fiend. So, for how a tiefling might come about due to a "devil no longer being a devil", my general thought is that apathy is the most likely cause.

The character in this question started seeing through the attitude devils put forward that they were the unsung heroes of the multiverse. That it was them who stood between the ravening hordes of demons and the rest of reality. On the one hand, she still admitted that was the case, but she had seen through the claims and had stopped caring. The demons' threat was one she began to approach dispassionately. She'd stopped caring so much about the rising fortunes of her fellow devils. The actions of celestials no longer seemed like undeserved meddling. Then there was a battle along the banks of the river Styx and she was thrown clear by some sort of blast. When she woke it was in the Moonshae Islands on Faerun.

I am currently playing this character in a D&D Strahd game (and sorry, I've fallen way behind on my campaign reports, life has been life). So this theoretical will double as a plan of going forward. As a side note, I'd like to remind that I do occasionally do build plans like this, but I almost always end up diverting away from those plans. As a further note, this character is already level 7, so I'll try to remember what advancements I took when.

I went with a Feral Winged Tiefling, both modifications that you can get from Sword Coast Adventurer's Guide. Feral replaces the normal ability score increases with a +2 Dex and a +1 Int. Winged replaces the innate magic with a 30 ft fly speed. I am taking the Hermit background on the idea that she spent a long time just dwelling in a nearly forgotten area of the Moonshaes. I'm considering that she's an ex-Erinyes and is trying to be the guardian that devils often claim themselves to be.

I am doing the revised ranger.

For this I am using a 27 point buy as that is what the GM asked us to do.

1st Level Winged Feral Tiefling Revised Ranger
Str: 15
Dex: 13
Con: 13
Int: 12
Wis: 13
Cha: 10

HP: 11
AC: 15
Save DC: 11
Speed: 30 ft, Fly 30 ft

Proficiency Bonus: +2

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Languages: Common, Infernal, Abyssal, Sylvan

Proficient Skills
Medicine (Hermit) +3
Perception (Ranger) +3
Religion (Hermit) +3
Stealth (Ranger) +3
Survival (Ranger) +3

Background: Hermit

Natural Explorer
Favored Enemy: Undead

Equipment
Scale Mail
Longbow
20 Arrows
Spear
Handaxe

Reasoning:
The Religion is from the Hermit background but fits with the centuries of time spent as a devil and a literal soldier of hell. She's been privy to a lot of knowledge mortals just don't have. The undead Favored Enemy is natural for a Strahd game but also is the most natural to take given I'm heading toward the Greater Favored Enemy of Fiend. Undead are keyed in to a lot of demons but especially Orcus. Unlike many rangers, she lacks Animal Handling or Nature. She did pick up Survival for necessity, but wasn't as much concerned with learning about nature and animals as she was just learning about how to survive as a mortal. This leads into the Medicine skill she got from Hermit as well. Perception and Stealth are also key to being aware of things, so those were taken as well, though I'm not quite using them as much as I thought I would in the game.

2nd to 5th Level


2nd Level - Fighting Style: Defense, Spellcasting, +7 HP (18)
Spells: Cure Wounds, Hunter's Mark

3rd Level - Monster Slayer, Hunter's Sense, Slayer's Prey, Primeval Awareness, +7 HP (25)
Monster Slayer Magic: Protection from Evil and Good

4th Level - Ability Score Improvement: +1 Str, +1 Con, +11 HP (36)
Spell: Absorb Elements

5th Level - Proficiency Bonus: +3, Extra Attack, +8 HP (44)
Monster Slayer Magic: Zone of Truth
Spell: Healing Spirit

Reasoning: I weighed my options in a couple of ways and came to a choice between Horizon Walker and Monster Slayer. I eventually went with Monster Slayer. As a further note, this is why I went with the Defense Fighting Style. Monster Slayer and Horizon Walker both make a lot of use of Bonus Actions, so Two-Weapon Fighting didn't feel like the best style to go with. I dismissed Archery because I was the only class with a d10 hit die in the party so I was expecting to do a bit of tanking and being upfront. This left me with Dueling, Protection, and Defense. I went with Defense because it only depends on my wearing armor and allows me to change up my weapon set-up without losing much effectiveness. I took Cure Wounds to supplement our healing out a bit (we have a Sword Bard who also has a bit of healing). Healing Spirit was taken to further add healing ability out. Hunter's Mark was selected for the obvious reasons. Absorb Elements was a bit of a whim and I didn't expect it to be too useful, but it's turned out to be quite useful in a fight, and has even led to me moving to stand in the area of effect of the bard's and warlock's shatter spells. As the group's tank and a strength based fighter, Strength and Constitution were the primary concern to improve.

Rewards: At some point in these levels I picked up a feat as a story reward: Medium Armor Master, a magical shield, a breastplate, and an interesting boon. I don't usually consider magical items and other story-rewards in a theoretical because they're hard to predict, but in this case I'll note them down. For a while during these levels, she also had a magic spear, but that's gone now. As a note, the Medium Armor Master feat hasn't had much impact yet as I'm wearing a type of armor that doesn't apply disadvantage to Stealth and my Dex isn't high enough to get a bonus from it.

5th Level Statistics


5th Level Winged Feral Tiefling Monster Slayer
Str: 16
Dex: 13
Con: 14
Int: 12
Wis: 13
Cha: 10

HP: 44
AC: 19 (Breastplate, Shield +1, Defense Fighting Style, Dex Modifier)
Save DC: 12
Speed: 30 ft, Fly 30 ft

Proficiency Bonus: +3

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Languages: Common, Infernal, Abyssal, Sylvan

Proficient Skills
Medicine (Hermit) +4
Perception (Ranger) +4
Religion (Hermit) +4
Stealth (Ranger) +4
Survival (Ranger) +4

Background: Hermit

Feat: Medium Armor Master

Natural Explorer
Favored Enemy: Undead 
Fighting Style: Defense
Spellcasting
Conclave: Monster Slayer
Hunter's Sense (1 Use)
Slayer's Prey
Monster Slayer Magic 
Extra Attack

Spell Slots: 4 (1st) 2 (2nd)

1st Level Spells: Absorb Elements, Cure Wounds, Hunter's Mark, Protection from Evil and Good
2nd Level: Healing Spirit, Zone of Truth

Boon: Charm of the Undead Slayer - 6 Charges, spend 1 Charge to gain +2d6 damage on one attack vs an undead; or to cast Protection from Evil. When all charges are spent the charm loses all of its power.

Equipment
Breastplate
Longbow
20 Arrows
Shield +1
Raven-Hilted Broadsword
Spear
Handaxe 
Spear +1, Grants +2d6 temp Hit Points when you place a killing blow.

6th to 10th Level


6th Level - Greater Favored Enemy: Fiend, +9 HP (53)

7th Level - Supernatural Defense, +10 HP (63)
Spell: Longstrider

8th Level - Ability Score Improvement: +1 Dex, +1 Wis, Fleet of Foot, +8 HP (71)

9th Level - Proficiency Bonus +4, +8 HP (79)
Monster Slayer Magic: Magic Circle
Spell: Daylight

10th Level - Hide in Plain Sight, +8 HP (87)

Reasoning: Our party is currently 7th level, so from 8th level onward I start getting into real theoreticals. I adjusted the 6th and 7th level hit point gains to get myself up to what my current HP is. I've been rolling a bit low though thankfully the group has a rule that minimum HP per level is half the maximum of the die roll (which would be 1 HP less than the average the PHB gives.) I've taken Longstrider with an eye toward enhancing the speed of either the other two melee characters (a Kensei and a Sword Bard) both of whom are already very fast; or to enhance the movement of the two squishy characters who want to be able to stay a bit further away from the action. With my stats as low as they are, I've mostly been looking at improving my stats. I'm also well aware that if I had done a dexterity-based character that I would have a higher AC, but higher strength opens up the list of weapons I can use effectively and goes with my preference in this character to be flexible in waht she wields. I'm planning on taking Daylight at this point because of how often I've seen it prove useful in other campaigns. Especially so in the manner of preventing the use of abilities that are limited to Dim Light or Darkness. However, I'm likely to more often use the slots for empowered spells of lower levels or the occasional Magic Circles.

Rewards: The party artificer made uncommon items for everybody and this included Gauntlets of Ogre Power for Weary. It was also decided to give her the Sun Sword we discovered recently. Helm of Psychic Resistance was something that was picked up from a shop after we did some favors/quests for the owner.
 

10th Level Statistics


10th Level Winged Feral Tiefling Monster Slayer
Str: 16(19)
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 10

HP: 87
AC: 20 (Breastplate, Shield +1, Defense Fighting Style, Dex Modifier)
Save DC: 14
Speed: 30 ft, Fly 30 ft

Proficiency Bonus: +4

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Languages: Common, Infernal, Abyssal, Sylvan

Proficient Skills
Medicine (Hermit) +6
Perception (Ranger) +6
Religion (Hermit) +5
Stealth (Ranger) +6
Survival (Ranger) +6

Background: Hermit

Feat: Medium Armor Master

Natural Explorer
Favored Enemy: Undead
Fighting Style: Defense
Spellcasting
Conclave: Monster Slayer
Hunter's Sense (2 Uses)
Slayer's Prey
Monster Slayer Magic
Extra Attack
Greater Favored Enemy: Fiend
Supernatural Defense
Fleet of Foot
Hide in Plain Sight

Spell Slots: 4 (1st) 3 (2nd) 2 (3rd)

1st Level Spells: Absorb Elements, Cure Wounds, Hunter's Mark, Longstrider, Protection from Evil and Good
2nd Level: Healing Spirit, Zone of Truth
3rd Level: Daylight, Magic Circle

Boon: Charm of the Undead Slayer - 6 Charges, spend 1 Charge to gain +2d6 damage on one attack vs an undead; or to cast Protection from Evil. When all charges are spent the charm loses all of its power.

Equipment
Breastplate
Longbow
20 Arrows
Shield +1
Raven-Hilted Broadsword
Spear
Handaxe
Sun Sword
Gauntlets of Ogre Power

11th to 15th Level


11th Level - Magic User's Nemesis, +8 HP (95)
Spell: Lightning Arrow

12th Level - Ability Score Improvement: +2 Constitution, +20 HP (115)

13th Level - Proficiency Bonus +5, +9 HP (124)
Monster Slayer Magic: Banishment
Spell: Guardian of Nature

14th Level - Vanish, +9 HP (133)

15th Level - Slayer's Counter, +9 HP (142)
Spell: Freedom of Movement

Reasoning: Despite being called Lightning "Arrow" that spell works with any ranged weapon. This includes thrown spears, hand axes, arrows, daggers, and bolts. Anything that can be fired or thrown. It's a good bit of AoE damage that can be added in to the mix, possibly as an opener. Guardian of Nature would be a fourth Concentration spell. I'd been avoiding taking too many Concentration spells in this theoretical because I already have three good ones: Protection from Evil, Hunter's Mark, and Healing Spirit. But I feel like Guardian is a worthy fourth addition to that list. Freedom of Movement is another good fourth level spell that fits with the character's roll and theme. Note that Banishment is also a Concentration spell, but it comes automatically with the subclass meaning a total of five such spells. Zone of Truth might also be a concentration spell but it is not one I expect to see used in a fight, so I'm not considering it.

15th Level Statistics


15th Level Winged Feral Tiefling Monster Slayer
Str: 16(19)
Dex: 14
Con: 16
Int: 12
Wis: 14
Cha: 10

HP: 142
AC: 20 (Breastplate, Shield +1, Defense Fighting Style, Dex Modifier)
Save DC: 14
Speed: 30 ft, Fly 30 ft

Proficiency Bonus: +5

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Languages: Common, Infernal, Abyssal, Sylvan

Proficient Skills
Medicine (Hermit) +7
Perception (Ranger) +7
Religion (Hermit) +6
Stealth (Ranger) +7
Survival (Ranger) +7

Background: Hermit

Feat: Medium Armor Master

Natural Explorer
Favored Enemy: Undead
Fighting Style: Defense
Spellcasting
Conclave: Monster Slayer
Hunter's Sense (2 Uses)
Slayer's Prey
Monster Slayer Magic
Extra Attack
Greater Favored Enemy: Fiend
Supernatural Defense
Fleet of Foot
Hide in Plain Sight
Magic-User's Nemesis
Vanish
Slayer's Counter

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 2 (4th)

1st Level Spells: Absorb Elements, Cure Wounds, Hunter's Mark, Longstrider, Protection from Evil and Good
2nd Level: Healing Spirit, Zone of Truth
3rd Level: Daylight, Lightning Arrow, Magic Circle
4th Level: Banishment, Freedom of Movement, Guardian of Nature

Boon: Charm of the Undead Slayer - 6 Charges, spend 1 Charge to gain +2d6 damage on one attack vs an undead; or to cast Protection from Evil. When all charges are spent the charm loses all of its power.

Equipment
Breastplate
Longbow
20 Arrows
Shield +1
Raven-Hilted Broadsword
Spear
Handaxe
Sun Sword
Gauntlets of Ogre Power

16th to 20th Level


16th Level - Ability Score Improvement +2 Wisdom, +9 HP (151)

17th Level - Proficiency Bonus +6, +9 HP (160)
Monster Slayer Magic: Hold Monster
Spell: Steel-Wind Strike

18th Level - Feral Senses, +9 HP (169)

19th Level - Ability Score Improvement: +2 Constitution, +28 HP (197)
Spell: Wrath of Nature

20th Level - Foe Slayer, +10 HP (207)

Reasoning: This is one of my only theoreticals that doesn't reach a 20 in any stat. I went with Wisdom and Constitution for increased uses of abilities Saving Throw DCs and Hit Points. Steel-Wind Strike is an interesting sort of martial arts-ish spell that allows for hitting lots of targets in a short period of time. Wrath of Nature makes for a 6th Concentration spell but it has a lot of aggressive uses. Still, as we deal more with vampires and such, I imagine Protection from Evil will be increasingly useful.

20th Level Statistics


20th Level Winged Feral Tiefling Monster Slayer
Str: 16(19)
Dex: 14
Con: 18
Int: 12
Wis: 16
Cha: 10

HP: 207
AC: 20 (Breastplate, Shield +1, Defense Fighting Style, Dex Modifier)
Save DC: 15
Speed: 30 ft, Fly 30 ft

Proficiency Bonus: +6

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Languages: Common, Infernal, Abyssal, Sylvan

Proficient Skills
Medicine (Hermit) +9
Perception (Ranger) +9
Religion (Hermit) +7
Stealth (Ranger) +8
Survival (Ranger) +9

Background: Hermit

Feat: Medium Armor Master

Natural Explorer
Favored Enemy: Undead
Fighting Style: Defense
Spellcasting
Conclave: Monster Slayer
Hunter's Sense (2 Uses)
Slayer's Prey
Monster Slayer Magic
Extra Attack
Greater Favored Enemy: Fiend
Supernatural Defense
Fleet of Foot
Hide in Plain Sight
Magic-User's Nemesis
Vanish
Slayer's Counter
Feral Senses
Foe Slayer

Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th)

1st Level Spells: Absorb Elements, Cure Wounds, Hunter's Mark, Longstrider, Protection from Evil and Good
2nd Level: Healing Spirit, Zone of Truth
3rd Level: Daylight, Lightning Arrow, Magic Circle
4th Level: Banishment, Freedom of Movement, Guardian of Nature
5th Level: Hold Monster, Steel-Wind Strike, Wrath of Nature

Boon: Charm of the Undead Slayer - 6 Charges, spend 1 Charge to gain +2d6 damage on one attack vs an undead; or to cast Protection from Evil. When all charges are spent the charm loses all of its power.

Equipment
Breastplate
Longbow
20 Arrows
Shield +1
Raven-Hilted Broadsword
Spear
Handaxe
Sun Sword
Gauntlets of Ogre Power

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