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Shayuri

First Post
For tankage, Dame Astirise of Silverwood; a half-elf paladin feyknight. Fairly tanky in melee, but her true power is shielding against magic. Hug her. Within 10 feet, you have +5 to all saves, resistance versus any kind of spell damage, and are immune to fear. She herself is then immune to disease and poison as well, and has save bonuses ranging from +8 (Intelligence) to +19 (charisma). Most are in the mid-teens. Athletic, perceptive and has good social skills.

Damage in melee seems unimpressive; she uses a staff (of Power!) for a mere 1d8+6. But she has Polearm Master, so she can get a bonus action attack. And the staff can spend a charge to add 1d6. And she can smite with it. Spike damage potential is high. Warlock spell slots help compensate for the long rest being a week long. Staff charges and warlock slots recover on a daily basis.

She's not strictly a damage build though, nor a stupidly tanky build. I tried to keep her options open. Lots of remedy spells, lots of mobility. Emphasis on versatile response to a wide range of threats. We'll see how good it works, if I use this character.

Need price check on Bag of Holding, Lantern of Revealing, Decanter of Endless Water.

[sblock=Dame Astirise]Dame Astirise of Silverwood
Lawful Good Half Elf Paladin 12 Warlock 5
Background: Soldier

Str 18 +12
Dex 14 +16
Con 16 +17
Int 10 +8
Wis 14 +16
Cha 20 +19

HP 124

AC 22 (18 + 1 + 2 + 1)
Prof Bonus +6
Init +2
Exp: 0

Race
-------
Half Elf
+1 Str, +1 Dex, +2 Cha
Darkvision
Fey Ancestry (adv vs charm)
Skill Versatility (prof in 2 skills of choice)

Class
-------
Paladin
Divine Sense - 5/day
Lay on Hands - 60HP/long rest
Fighting Style - ?
Spellcasting
Divine Smite - 2d8 radiant 1st lvl slot, +1d8 per additional level
Improved Divine Smite - +1d8 radiant damage to all attacks
Divine Health - Immune to disease
Sacred Oath
- Oath of the Ancients
Channel Divinity
- Nature's Wrath - Target within 10' makes Str or Dex (it's choice) save or is restrained. Save repeats at end of each turn.
- Turn the Faithless - Can turn fey and fiends.
Extra Attack
Aura of Protection: +5 to saves; allies within 10' too
Aura of Warding: Self and allies within 10' have resistance to all spell damage
Aura of Courage: Immune to fear; allies within 10' too

Warlock
Otherworldly Patron -
-
Pact Magic
Invocations
Pact Boon - Pact of the

Proficiencies
--------------
Weapons: All simple, all martial
Armor: All armor, and shields
Tools: Gaming Set, Land Vehicles
Saves: Wisdom, Charisma, Constitution, Dexterity

Feats
------
4 Resilient: Con
8 Resilient: Dex
12 Polearm Master (Bonus act atk w/staff for 1d4; OA when creatures enter threatened sq)
4 ASI: Charisma

Skills
-------
Athletics +10
Persuasion +11
Intimidation +11
Perception +8
?
?

Languages
----------
Common, Elven, Sylvan

Spellcasting DC 19
Paladin
Slots 1 - 4/4, 2 - 3/3, 3 - 3/3

Prepared (11)
1 Bless, Cure Wounds, Protection from Evil/Good, Heroism, Shield of Faith, Divine Favor, Thundrous Smite
2 Lesser Restoration, Protection from Poison
3 Aura of Vitality, Create Food and Water

Oath of Ancients
- Ensnaring Strike, Speak With Animals, Moonbeam, Misty Step, Plant Growth, Protection from Energy

Warlock
Slots 2/2 (3rd lvl)

Known (6)
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion
1 Armor of Agathys, Hex, Expeditious Retreat
2 Shatter, Mirror Image
3 Gaseous Form

Invocations
- Agonizing Blast (+chamod to Eldritch Blast damage)
- Devil's Sight (see in any form of darkness up to 120')
- Eldritch Sight (Detect Magic at will)

Equipment
-------------
Cash: 20,250

Weapons
--------
Staff of Power (+12 atk, 1d6+6 dmg x2; 1d4+6 dmg bonus)
Eldritch Blast (+13 atk, 1d10+5 dmg x2)

Armor
------
Plate Armor +1

Gear
-----
Staff of Power (+2 weapon, +2 AC, saves, spell attack rolls) - ATTUNED
- 20 charges (gains 2d8+4 each day at dawn)
- Power Strike; 1 charge +1d6 force dmg on hit
- Magic Missile; 1 charge
- Ray of Enfeeblement; 1 charge
- Levitate; 2 charges
- Cone of Cold, Fireball (at 5th lvl), Lightning Bolt (at 5th lvl); 5 charges
- Hold Monster; 5 charges
- Globe of Invulnerability; 6 charges
- Retributive Strike; Damage within 30' based on range from center and charges left, DC 17 Dex to take half

Belt of Dwarvenkind - ATTUNED
- +2 Con
- Adv vs Poison
- Resist Poison dmg
- Adv on Cha checks w/dwarves

Cloak of Protection - ATTUNED
Broom of Flying
Ring of Swimming

Lantern of Revealing (bought)
Bag of Holding (bought)
Decanter of Endless Water (bought)[/sblock]
 
Last edited:

Azurewraith

Explorer
Can I get a quick ruking? So most illusions can't cause harm by the spells description I'm assuming this is because there all smoke and mirror's buuuut the level 14 Illusionist feature makes them real does this make them cause harm?
 

Thateous

Explorer
Just going to continue like im in the game until someone says stahp.

Level: 3D6.HIGH (2)+6 = [3, 6, 6]+6 = 18


_: 4D6.HIGH (3) = [3, 1, 4, 4] = 11
4D6.HIGH (3) = [6, 2, 5, 5] = 16
4D6.HIGH (3) = [3, 4, 1, 5] = 12
4D6.HIGH (3) = [1, 6, 6, 4] = 16
4D6.HIGH (3) = [4, 1, 1, 1] = 6
4D6.HIGH (3) = [2, 6, 2, 6] = 14


Health : 17D8+8 = [7, 2, 8, 4, 7, 7, 5, 6, 6, 3, 5, 2, 5, 8, 3, 4, 6]+8 = 96


Level 18 female Wood Elf way of the sun soul Monk
Name: Eve
HP: 132
Str 6
Dex 16+2+2
Con 14
Int 11
Wis 16+1+2 +1
Cha 12
Background: Urchin
Feats/asi
4 +2 dex
8 +2 wis
12 Observant
16 mobile
 
Last edited:

KahlessNestor

Adventurer
Hmmm...given the short rest/1day, long rest/1 week rules, I'm thinking a fighter would work well (short rest mechanics). Also considering druid, since they're very versatile, and wild shape works on the short rest mechanic. I'll roll some stats. Let me know what you think.

Stats: 4D6.HIGH(3) = [4, 5, 6, 3] = 15
4D6.HIGH(3) = [3, 2, 6, 6] = 15
4D6.HIGH(3) = [6, 5, 1, 3] = 14
4D6.HIGH(3) = [1, 4, 1, 2] = 7
4D6.HIGH(3) = [6, 6, 1, 4] = 16
4D6.HIGH(3) = [3, 5, 1, 2] = 10


Good stats! Though that 7 is a killer. Probably put that in Charisma, as that doesn't seem like it would have much application in ToH (though what do I know?). Thinking of doing hill dwarf. Extra Wisdom, extra HP, resistance to poison.
 






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