Friday, February 24, 2017

5e Random - Avatar of Storied Monsters

The basic premise of Random pretty much requires a modern setting so using D&D you would have to use some of the advice on playing D&D in a modern society setting which can be found in Unearthed Arcana and the DMG. Another important note is that the sort of flavor that is supported by D&D's rules is not the same flavor of game that Random was imagined for. Namely, Random's powers have oddly specific and arbitrary rules, which isn't that different from D&D spells, but the odd and arbitrary rules that Random exists under are different from the odd and arbitrary rules that D&D spellcasters operate under. As such, this is a case where you have to reduce the character down to a raw concept.

Random is a very stealthy, fear-provoking character that invokes the abilities of creatures drawn from scary stories. If this weren't a modern-setting D&D game, then it would be from the more horrific fairy tales and myths of the world. She also has access to an entire demi-plane of her own. Unfortunately, that is not something that a starting character would usually have access to in D&D so we're going to assume that this is early in her development.


Now, the best spell to give her the equivalent of the Hunter's Garden is Mordenkainen's Magnificient Mansion. That means she needs to be someone who can get access to a 7th level Wizard spell eventually. This would point to Bard and a Bard of at least 14th level.

That said. If we are going to have to late to essentially 20th level to get access to the Hunter's Garden we might as well ignore that idea and presume that she won't get the Hunter's Garden until, possibly, getting an Epic Boon. Which would mean that this version of Random would be significantly more powerful than any other version of the Random by the time she reaches her Hunter's Garden. Unless a non-treasure reward grants it to her.

This leaves me wondering how to do the character. I could pick the sorcerer and try to use that for the versatility of her emulations. Or I could do the Wizard with it's nearly endless ability to accumulate spells. Another option is the warlock with their invocations.

However, the primary class is going to be Monk. And in consideration, I think the secondary class is going to Warlock, though it won't get very deep into that class.

As a note, I am using a Tabaxi for stats. While I know she is generally in appearance more reptilian or insectile, the Tabaxi racial features and stat bonuses best fit her nature, it just needs a refluff to a vaguely inhuman/reptillian character away from feline.

The skill is going to be Outlander.

Back to Random's Story

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Tabaxi Monk
Str: 11
Dex: 17
Con: 14
Int: 10
Wis: 13
Cha: 13

HP: 10
AC: 14

Speed: 30 ft, Climb 20 ft

Proficiency Bonus: +2

Darkvision 60 ft
Feline Agility
Cat's Claws
Cat's Talent

Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords
Tools: Lute, Painter's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Sylvan, Abyssal

Proficient Skills
Acrobatics (Monk) +5
Athletics (Outlander) +2
Insight (Monk) +3
Perception (Tabaxi) +3
Stealth (Tabaxi) +5
Survival (Outlander) +3


Background: Outlander

Unarmored Defense: Wisdom
Martial Arts (1d4)

2nd to 5th Level


2nd Level - Warlock 1st Level: Archfey Patron, Fey Presence, Pact Magic, +7 HP (21)
Cantrips: Prestidigitation, Poison Spray
Spells: Hex, Expeditious Retreat

3rd Level - Warlock 2nd Level: Eldritch Invocations: Armor of Shadows, Sea Twin's Gift, +7 HP (28)
Spell: Protection from Evil and Good

4th Level - Warlock 3rd Level: Pact Boon: Pact of the Chain, +7 HP (35)
Spell: Invisibility

5th Level - Warlock 4th Level: Proficiency Bonus: +3, Ability Score Improvement: Dex +1, Wis +1, +7 HP (42)
Cantrip: Eldritch Blast
Spell: Hold Person

Reasoning: Armor of Shadows represents toughening up and Sea Twin's Gift is just because I love being able to breathe water if it's possible. I considered Spider-Climb but decided that the Tabaxi climb speed fits well enough for that emulation. This version of Random is embodying well more than three creatures at a time. There are two more Invocations I want and that will mean getting to 7th level warlock at which point I might as well go to eighth. After that its going to be straight monk. Since the Pact aspect of Random doesn't matter (and won't unless they make a Pact of the Blade invocation to deal with natural weapons), I went with Chain to imagine one of the little odd lizard-like "runners" from The Hunter's Garden. I almost didn't take Eldritch Blast but figured that there are plenty of movie monsters with signature ranged attacks (including the Predator) to justify it.

5th Level Statistics

Tabaxi 1st Level Monk/4th Level Archfey Chain Warlock
Str: 11
Dex: 18
Con: 14
Int: 10
Wis: 14
Cha: 13

HP: 42
AC: 16 (19 with Mage Armor)
Warlock Save DC: 12

Speed: 30 ft, Climb 20 ft, Swim 30 ft

Proficiency Bonus: +3

Darkvision 60 ft
Feline Agility
Cat's Claws
Cat's Talent

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Lute, Painter's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Sylvan, Abyssal

Proficient Skills
Acrobatics (Monk) +7
Athletics (Outlander) +3
Insight (Monk) +5
Perception (Tabaxi) +5
Stealth (Tabaxi) +7
Survival (Outlander) +5

Background: Outlander

Unarmored Defense: Wisdom
Martial Arts (1d4)
Archfey Patron
Fey Presence
Pact Magic
Eldritch Invocations: Armor of Shadows, Sea Twin's Gift
Pact of the Chain

Spell Slots: 2 (2nd Level)

Cantrips: Eldritch Blast, Poison Spray, Prestidigitation
Spells: Expeditious Retreat, Hex, Hold Person, Invisibility, Protection from Evil and Good

6th to 10th Level


6th Level - Warlock 5th Level: Invocations: Devil's Sight, +7 HP (49)
Spell: Vampiric Touch

7th Level - Warlock 6th Level: Misty Escape, +7 HP (56)
Spell: Gaseous Form

8th Level - Warlock 7th Level: Invocations: Mask of Many Faces, +7 HP (63)
Spell: Hallucinatory Terrain

9th Level - Proficiency Bonus +4, Warlock 8th Level: Ability Score Improvement: Resilient: Charisma, +7 HP (70)
Spell: Blink

10th Level - Monk 2nd Level: Ki, Unarmored Movement, +7 HP (77)

Reasoning: I want to clear off all the Warlock stuff to start before hitting the monk stuff. The way Ability Score Improvements work in 5e discourages alternating levels the way you would level in 3.X and most of the powers I wanted from Warlock are ones I wanted early on. But from here on out she gets more brutal in melee. Also, she can now see in even magical darkness and has something of her "Sil looks human" emulation in the form of Disguise Self at will. Also note that I've worked in some of her dimension-shifting nature in with both Hallucinatory Terrain and Blink.

10th Level Statistics


Tabaxi 2nd Level Monk/8th Level Archfey Chain Warlock
Str: 11
Dex: 18
Con: 14
Int: 10
Wis: 14
Cha: 14

HP: 77
AC: 16 (19 with Mage Armor)
Warlock Save DC: 14
Ki: 2

Speed: 40 ft, Climb 20 ft, Swim 30 ft (Climb 30 ft, Swim 40 ft if Unarmored Movement affects them)

Proficiency Bonus: +4

Darkvision 60 ft
Feline Agility
Cat's Claws
Cat's Talent

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Lute, Painter's Tools
Saving Throws: Strength, Dexterity, Charisma
Languages: Common, Sylvan, Abyssal

Proficient Skills
Acrobatics (Monk) +8
Athletics (Outlander) +4
Insight (Monk) +6
Perception (Tabaxi) +6
Stealth (Tabaxi) +8
Survival (Outlander) +6

Feat: Resilient: Charisma

Background: Outlander

Unarmored Defense: Wisdom
Martial Arts (1d4)
Archfey Patron
Fey Presence
Pact Magic
Eldritch Invocations: Armor of Shadows, Devil's Sight, Mask of Many Faces, Sea Twin's Gift
Pact of the Chain
Misty Escape
Ki
Flurry of Blows
Patient Defense
Step of the Wind
Unarmored Movement

Spell Slots: 2 (4th Level)

Cantrips: Eldritch Blast, Poison Spray, Prestidigitation
Spells: Blink, Expeditious Retreat, Gaseous Form, Hallucinatory Terrain, Hex, Hold Person, Invisibility, Protection from Evil and Good, Vampiric Touch

11th to 15th Level


11th Level - Monk 3rd Level: Monastic Tradition: Way of the Shadow, Shadow Arts, Deflect Missiles, +7 HP (84)

12th Level - Monk 4th Level: Ability Score Improvement: Dex +2, Slow Fall, +7 HP (92)

13th Level - Proficiency Bonus: +5, Monk 5th Level: Martial Arts 1d6, Extra Attack, Stunning Strike, +7 HP (99)

14th Level - Monk 6th Level: Ki-Empowered Strikes, Shadow Step, +7 HP (106)

15th Level - Monk 7th Level: Evasion, Stillness of Mind, +7 HP (113)

Reasoning: The downside of shifting to Monk is that there are fewer choices involved in the monk class than in the warlock class, so there is less room for building and it becomes a bit more like just filling in the numbers. That said, I am going for the Shadow path due to its teleportation and other abilities in fitting with the theme.

15th Level Statistics



Tabaxi 7th Level Shadow Monk/8th Level Archfey Chain Warlock
Str: 11
Dex: 20
Con: 14
Int: 10
Wis: 14
Cha: 14

HP: 113
AC: 17 (20 with Mage Armor)
Warlock Save DC: 15
Ki: 7

Speed: 45 ft, Climb 20 ft, Swim 30 ft (Climb 35 ft, Swim 45 ft if Unarmored Movement affects them)

Proficiency Bonus: +5

Darkvision 60 ft
Feline Agility
Cat's Claws
Cat's Talent

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Lute, Painter's Tools
Saving Throws: Strength, Dexterity, Charisma
Languages: Common, Sylvan, Abyssal

Proficient Skills
Acrobatics (Monk) +10
Athletics (Outlander) +5
Insight (Monk) +7
Perception (Tabaxi) +7
Stealth (Tabaxi) +10
Survival (Outlander) +7

Feat: Resilient: Charisma

Background: Outlander

Unarmored Defense: Wisdom
Martial Arts (1d6)
Archfey Patron
Fey Presence
Pact Magic
Eldritch Invocations: Armor of Shadows, Devil's Sight, Mask of Many Faces, Sea Twin's Gift
Pact of the Chain
Misty Escape
Ki
Flurry of Blows
Patient Defense
Step of the Wind
Unarmored Movement
Deflect Missiles
Way of the Shadow
Shadow Arts (2 Ki): Darkness, Darkvision, Pass without Trace, Silence
Shadow Arts Cantrip: Minor Illusion
Slow Fall
Extra Attack
Stunning Strike
Ki-Empowered Strikes
Shadow Step
Evasion
Stillness of Mind

Spell Slots: 2 (4th Level)

Cantrips: Eldritch Blast, Poison Spray, Prestidigitation
Spells: Blink, Expeditious Retreat, Gaseous Form, Hallucinatory Terrain, Hex, Hold Person, Invisibility, Protection from Evil and Good, Vampiric Touch

16th to 20th Level


16th Level - Monk 8th Level: Ability Score Improvement: Wis +2, +7 HP (120)

17th Level - Proficiency Bonus: +6, Rogue 1st Level: Expertise: Stealth, Acrobatics, Sneak Attack 1d6, Thieves Cant, +7 HP (127)

18th Level - Rogue 2nd Level: Cunning Action, +7 HP (134)

19th Level -  Rogue 3rd Level: Sneak Attack 2d6, Roguish Archetype: Assassin, Bonus Proficiencies, Assassinate, +7 HP (141)

20th Level - Rogue 4th Level: Ability Score Improvement: Wis +2, +7 HP (148)

Reasoning: At the last moment, I decided to go ahead and add a third class to this set up: Rogue. This gives her sneak attack and the assassiante power which fits in well with her nature as an ambush predator.

20th Level Statistics


Tabaxi 8th Level Shadow Monk/8th Level Archfey Chain Warlock/4th Level Assassin
Str: 11
Dex: 20
Con: 14
Int: 10
Wis: 18
Cha: 14

HP: 113
AC: 19 (22 with Mage Armor)
Warlock Save DC: 16
Ki: 8

Speed: 45 ft, Climb 20 ft, Swim 30 ft (Climb 35 ft, Swim 45 ft if Unarmored Movement affects them)

Proficiency Bonus: +6

Darkvision 60 ft
Feline Agility
Cat's Claws
Cat's Talent

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Lute, Painter's Tools, Thieves Tools, Disguise Kit, Poisoner's Kit
Saving Throws: Strength, Dexterity, Charisma
Languages: Common, Sylvan, Abyssal

Proficient Skills
Acrobatics (Monk, Expertise) +17
Athletics (Outlander) +6
Insight (Monk) +10
Intimidation (Rogue) +8
Perception (Tabaxi) +10
Stealth (Tabaxi) +17
Survival (Outlander) +10

Feat: Resilient: Charisma

Background: Outlander

Unarmored Defense: Wisdom
Martial Arts (1d6)
Archfey Patron
Fey Presence
Pact Magic
Eldritch Invocations: Armor of Shadows, Devil's Sight, Mask of Many Faces, Sea Twin's Gift
Pact of the Chain
Misty Escape
Ki
Flurry of Blows
Patient Defense
Step of the Wind
Unarmored Movement
Deflect Missiles
Way of the Shadow
Shadow Arts (2 Ki): Darkness, Darkvision, Pass without Trace, Silence
Shadow Arts Cantrip: Minor Illusion
Slow Fall
Extra Attack
Stunning Strike
Ki-Empowered Strikes
Shadow Step
Evasion
Stillness of Mind
Expertise: Stealth, Acrobatics
Sneak Attack: 2d6
Thieves Cant
Cunning Action
Assassin
Assassinate

Spell Slots: 2 (4th Level)

Cantrips: Eldritch Blast, Poison Spray, Prestidigitation
Spells: Blink, Expeditious Retreat, Gaseous Form, Hallucinatory Terrain, Hex, Hold Person, Invisibility, Protection from Evil and Good, Vampiric Touch

Back to Random's Story

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