D&D (2024) Aldridge B. Hex, the Harbinger of Nightmares

Ashrym

Legend
This is an idea I've been toying with but haven't implemented yet in the past. It's the idea of a bard based around the themes of dreams and nightmares as sources of emotion and motivation.

The idea comes mainly from Alice Cooper's portrayal in Dynamite Comics' CHAOS! universe as the Lord of Nightmares as well as other versions within those comics, but also characters like Alastor the Radio Demon from Hazbin Hotel or Jareth the Goblin King from Labrinth. These characters have some common traits.
  • They are magical.
  • They have associated abilities with dreams, nightmares, and visions.
  • They have associations with entertainment and/or have a theatrical aspect.
  • They have an element of fear associated with their abilities.
  • Their presence can create awe or fear.
There are other similar characters with these traits but I think that gives an idea of the theme looking at the build I am about to present. I'm presenting it here because 2024 is still new and I want to make sure I'm not missing or misinterpreting something, and I appreciate feedback on changes to consider. Having said that, this is a concept build and not a charop build so please keep that in mind with any advice. Thank you. ;-)

NOTE: I think the 2024 version of the bard class works better than the 2014 version without possible baggage from song of rest.

LEVEL 1

Step 1: Choose a class...

Obviously going with a bard here. The skill proficiencies I'm selecting are deception, intimidation, and insight. These reflect the nature of the build and include understanding the motivations of others. The initial cantrips are minor illusion and prestidigitation. The reflect the magical nature and main focus of illusion on the build. The first level spells prepared are disguise self, dissonant whispers, silent image, and sleep. These reinforce some of the creepiness (dissonant whispers particularly) with the illusions and dreaming as well.

Step 2: Choose a background...

Going with entertainer. This is the theatrical nature inherent to the character, especially based on Alice Cooper. This gives proficiency in acrobatics and performance, grants a musical instrument proficiency, and the musician feat for some extra inspiration at low levels. This also has Aldridge well covered for proficiencies in instruments between the feat, class, and background (7 in total). +2 CHA and +1 DEX.

Step 3: Choose a species...

This choice seemed a lot more flexible in the build. I am going with human. This gives a little more inspiration, another skill (perception), and the bonus origin feat is skilled (history, persuasion, sleight of hand). Aldridge is proficient in 9 skills.

Step 4: Ability scores...

Using point buy Aldridge sits at STR 10, DEX 14, CON 14, INT 10, WIS 10, CHA 17 after adjustments. On a standard array that changes to STR 8 and INT 12 for comparison.

Step 5: Gear...

There's not a lot to talk about here. Light armor and simple weapons means studded leather at best and relying on a dagger and crossbow. Being human means carrying a torch or lantern. A spell component pouch makes a convenient focus because a lot of instrument use both hands to play. Looking at AC 14 with 10 hp.

Aldridge does carry a stylized cane statted as a club that will later become his signature weapon.

Skill bonuses: athletics (+0); acrobatics (+4), sleight of hand (+4), stealth (+2); arcana (+0), history (+2), investigation (+0), nature (+0), religion (+0); animal handing (+0), insight (+2), medicine (+0), perception (+2), survival (+0); deception (+5), intimidation (+5), performance (+5), persuasion (+5)

Spells
  • minor illusion, prestidigitation
  • disguise self, dissonant whispers, silent image, sleep

LEVEL 2

Expertise is going into intimidation and insight. One of the base concepts is being intimidating and understanding what frightens individuals. Tasha's hideous laughter is the spell I expect to add.

Jack of all trades doesn't work quite the same but Aldridge is going to pick up guidance later so with those 2 bonuses and no penalties from ability scores there should be a reasonable bonus to non-proficient skills.

Skill bonuses: athletics (+1); acrobatics (+4), sleight of hand (+4), stealth (+3); arcana (+1), history (+2), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+4), medicine (+1), perception (+2), survival (+1); deception (+5), intimidation (+7), performance (+5), persuasion (+5)

Spells
  • minor illusion, prestidigitation
  • disguise self, dissonant whispers, silent image, sleep, Tasha's hideous laughter

LEVEL 3

Choose a subclass...

Aldridge is a theatrical character with a presence about him. He's going to be able to cloak himself in otherworldly majesty and weave terror in his art. This is a collage of glamour character.

Mantle of inspiration will be flavored as a supernatural adrenaline rush of fear / overcoming fear. Beguiling magic already adds charm person and mirror image, and Aldridge will also prepare phantasmal force. The charm / frighten aspect of the college is interesting because bardic inspiration to fuel it increases a lot later and frightened causes disadvantage on the action to disbelieve illusions.

Skill bonuses: athletics (+1); acrobatics (+4), sleight of hand (+4), stealth (+3); arcana (+1), history (+2), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+4), medicine (+1), perception (+2), survival (+1); deception (+5), intimidation (+7), performance (+5), persuasion (+5)

Spells
  • minor illusion, prestidigitation
  • charm person, disguise self, dissonant whispers, silent image, sleep, Tasha's hideous laughter
  • mirror image, phantasmal force

LEVEL 4

Aldridge can pick up the ritual caster feat here. This will even out his CHA to 18 and add significantly to his spell repertoire with more rituals known. I like detect magic and identify on a bard so those come first. Aldridge will also pick up truestrike for better attacks and detect thoughts for a good old fashioned mind probe. This is another spell that uses a skill check that can be hampered by the frightened condition.

Skill bonuses: athletics (+1); acrobatics (+4), sleight of hand (+4), stealth (+3); arcana (+1), history (+2), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+4), medicine (+1), perception (+2), survival (+1); deception (+6), intimidation (+8), performance (+6), persuasion (+6)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, detect magic, disguise self, dissonant whispers, identify, silent image, sleep, Tasha's hideous laughter
  • detect thoughts, mirror image, phantasmal force

LEVEL 5

The spells Aldridge will be adding are major image and fear. Find familiar becomes available through the rituals with the proficiency bonus increase. I wanted a snake but seem to need to settle on a raven.

Skill bonuses: athletics (+1); acrobatics (+5), sleight of hand (+5), stealth (+3); arcana (+1), history (+3), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+6), medicine (+1), perception (+3), survival (+1); deception (+7), intimidation (+10), performance (+7), persuasion (+7)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, detect magic, disguise self, dissonant whispers, find familiar, identify, silent image, sleep, Tasha's hideous laughter
  • detect thoughts, mirror image, phantasmal force
  • fear, major image

LEVEL 6

This is where that otherworldly majesty kicks in. Mantle of majesty adds a use for 3rd level slots and command for free, so Aldridge will prepare suggestion. I also find this interesting because casting command has the halt option that prevents targets from taking actions needed to break some of the other spells prepared. A bonus action command spell that doesn't cost spell slots and doesn't allow for a save on a charmed opponent looks like some decent lock down.

NOTE: The beguiling magic charmed / frightened effect requires the casting of an enchantment or illusion spell using a spell slot. Casting command without using a spell slot won't apply even though it's an enchantment spell. It looked like an OP combo at first until I noticed. 🙃

Skill bonuses: athletics (+1); acrobatics (+5), sleight of hand (+5), stealth (+3); arcana (+1), history (+3), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+6), medicine (+1), perception (+3), survival (+1); deception (+7), intimidation (+10), performance (+7), persuasion (+7)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, identify, silent image, sleep, Tasha's hideous laughter
  • detect thoughts, mirror image, phantasmal force, suggestion
  • fear, major image

LEVEL 7 -- Add phantasmal killer

Skill bonuses: athletics (+1); acrobatics (+5), sleight of hand (+5), stealth (+3); arcana (+1), history (+3), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+6), medicine (+1), perception (+3), survival (+1); deception (+7), intimidation (+10), performance (+7), persuasion (+7)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, identify, silent image, sleep, Tasha's hideous laughter
  • detect thoughts, mirror image, phantasmal force, suggestion
  • fear, major image
  • phantasmal killer

LEVEL 8

This is where Aldridge becomes fey-touched. Misty step is useful and can be thematic, and hunter's mark is available through this feat. I'm thinking hunter's mark has it's uses in the chase scene scenario where a target marked by Aldridge cannot run or hide without Aldridge coming for them and bringing their worst fears with him. A little bonus damage doesn't hurt either when needed.

The other spell Aldridge prepares is going to be charm monster.

Skill bonuses: athletics (+1); acrobatics (+5), sleight of hand (+5), stealth (+3); arcana (+1), history (+3), investigation (+1), nature (+1), religion (+1); animal handing (+1), insight (+6), medicine (+1), perception (+3), survival (+1); deception (+7), intimidation (+10), performance (+7), persuasion (+7)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter
  • detect thoughts, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer

LEVEL 9

There's a fair bit going on here with 5th level spell access, expertise choices, and the selection of another ritual spell from the ritual caster feat. Expertise is in perception and performance. The ritual is unseen servant. The other spells are dream and Yolande's regal presence.

Skill bonuses: athletics (+2); acrobatics (+6), sleight of hand (+6), stealth (+4); arcana (+2), history (+4), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+8), medicine (+2), perception (+8), survival (+2); deception (+8), intimidation (+12), performance (+12), persuasion (+8)

Spells
  • minor illusion, prestidigitation, truestrike
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant
  • detect thoughts, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence

LEVEL 10

Here it is, the big level where I get this overpowered magical secrets ability. /sarcasm :p

Well, I only get 1 spell and my difficulty in deciding was between darkvision, which is not a bard spell, and scrying, which is a bard spell anyway. Huge list from which to choose and still only one can get chosen. I'm going with scrying as a generally caster thematic. Adding vicious mockery as well. It does a bit more damage than it used to and can help with defense.

I could swap out some of the lower level spells but since those are spells I wanted that's not something I'll be doing.

Skill bonuses: athletics (+2); acrobatics (+6), sleight of hand (+6), stealth (+4); arcana (+2), history (+4), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+8), medicine (+2), perception (+8), survival (+2); deception (+8), intimidation (+12), performance (+12), persuasion (+8)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant
  • detect thoughts, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying

LEVEL 11

I am having trouble deciding between true seeing (a typical caster spell), magic jar (specific to Alice Cooper's abilities under Neil Gaiman's writing), or Tasha's bubbling cauldron (cool new spell that feels thematic to me). I'll probably go with true seeing. It doesn't make sense to me to focus on illusions and not have magic to see through them.

Skill bonuses: athletics (+2); acrobatics (+6), sleight of hand (+6), stealth (+4); arcana (+2), history (+4), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+8), medicine (+2), perception (+8), survival (+2); deception (+8), intimidation (+12), performance (+12), persuasion (+8)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant
  • detect thoughts, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing

LEVEL 12

Shadow-touched tops CHA up to 20, and gives invisibility and wrathful smite.

Skill bonuses: athletics (+2); acrobatics (+6), sleight of hand (+6), stealth (+4); arcana (+2), history (+4), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+8), medicine (+2), perception (+8), survival (+2); deception (+9), intimidation (+13), performance (+13), persuasion (+9)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing

LEVEL 13

This is another level where the ritual caster feat adds. Probably comprehend languages. Mirage arcane has too big of an area and too long of a duration to pass up for an illusion spell.

Skill bonuses: athletics (+2); acrobatics (+7), sleight of hand (+7), stealth (+4); arcana (+2), history (+5), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+10), medicine (+2), perception (+10), survival (+2); deception (+10), intimidation (+15), performance (+15), persuasion (+10)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane

LEVEL 14 -- just the subclass feature

Skill bonuses: athletics (+2); acrobatics (+7), sleight of hand (+7), stealth (+4); arcana (+2), history (+5), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+10), medicine (+2), perception (+10), survival (+2); deception (+10), intimidation (+15), performance (+15), persuasion (+10)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane

LEVEL 15 -- power word stun

Skill bonuses: athletics (+2); acrobatics (+7), sleight of hand (+7), stealth (+4); arcana (+2), history (+5), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+10), medicine (+2), perception (+10), survival (+2); deception (+10), intimidation (+15), performance (+15), persuasion (+10)

Spells
  • minor illusion, prestidigitation, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane
  • power word stun

LEVEL 16

Aldridge is adding magic initiate: druid here. Guidance is still generally useful combined with jack of all trades to make the build reasonably reliable for DC 15 checks. Shillelagh adds to the damage options. Thunderwave has it's uses.

Skill bonuses: athletics (+2); acrobatics (+7), sleight of hand (+7), stealth (+4); arcana (+2), history (+5), investigation (+2), nature (+2), religion (+2); animal handing (+2), insight (+10), medicine (+2), perception (+10), survival (+2); deception (+10), intimidation (+15), performance (+15), persuasion (+10)

Spells
  • guidance, minor illusion, prestidigitation, shillelagh, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, Tasha's hideous laughter, thunderwave, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane
  • power word stun

LEVEL 17

This is the last level to add another ritual spell. Probably speak with animals. It's also the first level the build is likely to use magical secrets. Weird suits the theme and isn't on the bard spell list but can be added from the wizard spell list to follow theme. Wish is the better spell to take and it's nice that bards can grab it at 17th level instead of 18th, but this build can let it wait.

Skill bonuses: athletics (+3); acrobatics (+8), sleight of hand (+8), stealth (+5); arcana (+3), history (+6), investigation (+3), nature (+3), religion (+3); animal handing (+3), insight (+12), medicine (+3), perception (+12), survival (+3); deception (+11), intimidation (+17), performance (+17), persuasion (+11)

Spells
  • guidance, minor illusion, prestidigitation, shillelagh, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, speak with animals, Tasha's hideous laughter, thunderwave, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane
  • power word stun
  • weird

LEVEL 18 -- wish

Skill bonuses: athletics (+3); acrobatics (+8), sleight of hand (+8), stealth (+5); arcana (+3), history (+6), investigation (+3), nature (+3), religion (+3); animal handing (+3), insight (+12), medicine (+3), perception (+12), survival (+3); deception (+11), intimidation (+17), performance (+17), persuasion (+11)

Spells
  • guidance, minor illusion, prestidigitation, shillelagh, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, speak with animals, Tasha's hideous laughter, thunderwave, unseen servant, wrathful smite
  • detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane
  • power word stun
  • weird, wish

LEVEL 19 -- boon of the night spirit, darkvision (finally)

Skill bonuses: athletics (+3); acrobatics (+8), sleight of hand (+8), stealth (+5); arcana (+3), history (+6), investigation (+3), nature (+3), religion (+3); animal handing (+3), insight (+12), medicine (+3), perception (+12), survival (+3); deception (+11), intimidation (+17), performance (+17), persuasion (+11)

Spells
  • guidance, minor illusion, prestidigitation, shillelagh, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, speak with animals, Tasha's hideous laughter, thunderwave, unseen servant, wrathful smite
  • darkvision, detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • true seeing
  • mirage arcane
  • power word stun
  • weird, wish

LEVEL 20 -- Tasha's bubbling cauldron

Skill bonuses: athletics (+3); acrobatics (+8), sleight of hand (+8), stealth (+5); arcana (+3), history (+6), investigation (+3), nature (+3), religion (+3); animal handing (+3), insight (+12), medicine (+3), perception (+12), survival (+3); deception (+11), intimidation (+17), performance (+17), persuasion (+11)

Spells
  • guidance, minor illusion, prestidigitation, shillelagh, truestrike, vicious mockery
  • charm person, command, comprehend languages, detect magic, disguise self, dissonant whispers, find familiar, hunter's mark, identify, silent image, sleep, speak with animals, Tasha's hideous laughter, thunderwave, unseen servant, wrathful smite
  • darkvision, detect thoughts, invisibility, mirror image, misty step, phantasmal force, suggestion
  • fear, major image
  • charm, monster, phantasmal killer
  • dream, Yolande's regal presence, scrying
  • Tasha's bubbling cauldron, true seeing
  • mirage arcane
  • power word stun
  • power word heal, power word kill, weird, wish


It's easy to add some versatility to low level spell slots with feats the way they're presented. Magical secrets in the way it's implemented can give some outside spell options but at the level it's obtained the new spells prepared slow down while many bard list spells are desirable anyway. The impact looks minor until tier 4 and almost negligible at first.

This build starts with basic weapons and adds truestrike when bonus damage is soon to be added. Adding hunter's mark, wrathful smite, and shillelagh eventually adds to damage as levels progress so it's worth the option if needed.

Defense lacks in real armor or a shield or a higher DEX bonus. The build needs to rely on spells that misdirect (eg mirror image) or prevent damage (eg charmed condition cannot attack or frightened condition cannot approach). At higher levels vicious mockery forces disadvantage on the first attack made and unbreakable majesty forces the save against the first attack that hits to cause a miss so there's some synergy there, especially with mirror image if it's up. Boon of the night spirit grants resistance to all damage except radiant and psychic while in dim light or darkness for damage reduction near the end of the build.

Overall a bit squishy but there are options to avoid damage.

The image of the character would be high society steampunk with goth expressions in how he dresses, brandishing a stylish cane (stats as a club) that's applicable to his magical attacks. He's mildly cocky until angered which is where his real nature comes in. Fear is a tool to punish the wicked or to inspire others as they learn to overcome it.

That's it in a nutshell if anyone wants to give feedback on the concept or build. Thanks. :)
 

log in or register to remove this ad

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top