How to Build a DnD House for 3D Print â Part 6 | Sculpting Stone Bricks in Blender
Today we sculpt stone bricks to give our wall a true handcrafted look â not something copied by one bored dwarf.
The building quest continues, so like and follow to join the party! đ§ąâď¸
PS: English isnât my native language, but I see it as an adventure â just like DnD! Iâll get better over time, so youâre basically watching me âlevel upâ in real time.
Roll me a like and follow for a possible critical success with the algorithm!
See you between rolls! â¨
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Today on Grailfinders weâre making the Prestige Star of Heaven, one of the Five Tiger Generals, and quote, âthe goodest girl because if we donât call her that every five minutes she implodes,â Huyan Zhuo! sheâs an assassin that uses clubs. weâve got our work cut out for us on this one.
thereâs really only one way to make clubs usable as weapons, so instead of making her any kind of rogue, sheâs instead an Oathbreaker Paladin. itâs a bit of an odd choice for her, but she was originally sent to defeat the Mt. Liang gang and ended up joining them, so it works a bit. sheâs also a Fighter for a few levels so we can actually get her two-weapon fighting style.
check out her build breakdown below the cut, or her character sheet over here!
next up: it seems today, that all you see, is violence in movies, and sex on tvâŚ
Ancestry & Background
Huyan Zhuo is obviously a human, but this version of her has been mixed with an Empusa, a greek monster that is somehow one-legged, donkey-legged, and a shape-shifter, all at the same time. good job guys, that description is super helpful. the important thing is that sheâs a regular person mixed with a shapeshifting monster, which in D&D terms would make her a Dispater Tiefling. that gives her Darkvision, Hellish Resistance against fire damage, and the Legacy of Dis. at first level, you can use Thaumaturgy freely, using charisma to cast the spell. of course what weâre really here for is at third level, where you get one free use of Disguise Self per day. as far as I know Huyan Zhuo doesnât actually use any shapeshifting, so this is all weâre getting this build. you also get Detect Thoughts once a day when you hit level 5. just because youâre anxious doesnât mean theyâre not dissing you behind your back. now youâll know for sure! if you can ever work up the nerve to use it.
because you ditched your actual job to join a bunch of rogues, youâre an Anarch (technically of the Gruul variety, but that part can be flexible). all Mt. Liang bandits are Gruul Anarchs, donât look at Sassyshinâs build. this means you have an extended spell list, but thereâs a lot of them so weâll only bring up the important ones when they show up. the character sheet does have them all though, if you want to keep track.
Ability Scores
Zhuoâs clubs are so feared she gained a nickname from how well she uses them, which is really impressive considering they only deal 1d4 of damage on their own. that means her Strength has to come first. After that is Charisma- the âso insecure she needs constant validationâ schtick is hit or miss, but she is part mind-controlling monster, so it still gets a boost. third is Constitution. one of her legs is metal, so that means she has less chance of bleeding out when hit. itâs pure math. fourth is Intelligence, taking up the vaunted ânot neutral or negative but not positive enough to be goodâ slot. itâs literally here just because I figured out where to put everything else first. that means your Dexterity is just neutral. Huyan Zhuo is actually pretty heavily armored for a female servant in FGO, and Iâm happy to take any excuse to not have to make every stat an 18. finally, weâre dumping Wisdom, for hopefully obvious reasons. people can control you with flattery already, never mind someone casting Friends on you. if it could get lower, Iâd put it lower.
Class Levels
1. Paladin 1: first level paladins get a Divine Sense, which you can use four times a day to detect celestials, fiends, or undead nearby. you are literally celestial by the water marginâs standards, and at least partially demonic in D&D, so either way youâll be setting this one off on yourself a lot.
you can also Lay on Hands as an action. it doesnât have a set number of uses, but you do get a set amount of HP you can restore each day equal to five times your level. you can also spend five HP from your total to heal a creature of a disease or poison. now your HP total will be able to swing just as quickly as your mood!
also as a paladin you unfortunately get proficiency in Wisdom saves, but you also get Charisma saves, Intimidation, and Persuasion as well. Huyan Zhuoâs first ascension takes itself pretty seriously ngl.
2. Paladin 2: second level paladins get a Fighting Style, and nothing else really fits here, so Defense will have to do. thatâs just an easy +1 whenever you wear armor, which you should be doing a lot. you can also cast and prepare Spells using your Charisma, though weâll got into that more in a bit.
more importantly, you can turn spell slots into Divine Smites whenever you hit with an attack, turning a spell slot into raw radiant damage. now your clubs are finally useful! for two times a day. and assuming you donât cast any other spells.
speaking of spells, letâs talk about those. you get quite a few freebies immediately thanks to being an anarch, but we donât really want any of them just yet. that being said, from the base spell list, Divine Favor lets you deal damage over time. itâs not a huge boost in damage (normally, it still doubles your damage with a club), but if youâre confident you wonât get hit by anything it can be a really save your spell slots. Alternatively, you can use Wrathful Smite. the smite spells add extra effects (in this case frightening your target if they fail a wisdom save) at the cost of not upgrading with higher spell slots, and costing your bonus action.
3. Paladin 3: third level paladins finally join their oath⌠or at least they would, but your oath is⌠Oathbreaker. which is a bit awkward. oathbreakers can use Channel Divinity once per short rest to either Control Undead or let out your Dreadful Aspect. the former forces an undead creature to make a wisdom save. if they fail, theyâre under your control for a full 24 hours, or until you Control Undead again, though they automatically succeed if their CR is equal or greater to your paladin level. the latter forces every creature you choose within 30â of you to make a wisdom save- if they fail, theyâre frightened of you for a minute, though itâs a little easier for them to break out than usual. finally, you can instead Harness Divine Power once a day, expending one channel divinity use to recharge a spell slot.
like all paladins, you also get a bit of Divine Health, though oathbreakers donât have an oath with any gods so I donât know where itâs coming from. real useful in the middle of a pandemic though.
finally, oathbreakers get their own freebie spells, so your potential spell list it truly gargantuan for a paladin. you can either use a Hellish Rebuke to counter an attack with flames or Inflict Wounds at melee range. itâs basically a stronger, but less accurate smite.
4. Paladin 4: fourth level paladins get their first Ability Score Improvement, though weâre using it to grab the Dual Wielder feat. be honest, you were just drawing both clubs in one free action anyway, werenât you? the only real benefit we get from this feat (unless your DM is a real stickler for rules) is an AC boos, but weâll take whatever we can get since we canât do the usual sword & board.
5. Paladin 5: fifth level paladins get an Extra Attack each action, so with two weapons you can get⌠three attacks per turn! yep, the offhand attack never gets any better throughout the build. it makes sense- actually doubling your attacks per turn would be really broken. still, you have three smite chances per turn, which can still be a lot of damage, especially with your second level spell slots.
oh yeah, speaking of- none of your extended options are more useful than divine smites. you can use Find Steed now though! still not sure why Huyan Zhuo isnât a rider, to be honest. her story seems to be way more horse-centric than assassination-centric. yeah, for once weâre not picking up magic weapon here- by the time youâre regularly encountering enemies that resist or block nonmagical damage your clubsâ d4s will practically be a rounding error in terms of damage anyway.
6. Fighter 1: moving over to fighter, we can get Two Weapon Fighting as our Fighting Style, which actually is helpful! now you can add your strength to your offhand club damage. thatâs a whopping three extra damage per turn, which doesnât sound like a lot but thatâs practically another extra attack on its own.
you could also use that bonus action for a Second Wind, giving you yet another way to heal yourself in a pinch. if I did the math right, you could practically bring yourself up from 1 hp to full health in one turn now!
7. Fighter 2: there is a bigger reason to pop into fighter though- second level fighters can use an Action Surge once per short rest. that is a no-strings-attached extra action: you can cast a second levelled spell in a turn with it, or just pump out more attacks for a grand total of five in one turn. you may not hit for much, but you do hit a lot.
8. Paladin 6: at sixth level, you gain the thing that messed with Astolfoâs build as well, the Aura of Protection, adding your charisma modifier to every save you or a friend within ten feet of you makes for as long as youâre conscious. this is the exact opposite of lowering your wisdom save, but itâs simply unavoidable.
9. Paladin 7: at seventh level, oathbreakers get an Aura of Hate, giving yourself, fiends, and undead near you a +3 bonus to all melee weapon damage. uniquely, you donât actually have to be conscious for this one. okay, now your clubs are starting to do decent damage again! maybe invest in those magic weapons after all.
you can also use Harness Divine Power twice a day now.
10. Paladin 8: at eighth level, you get another ASI, so bump up that Strength for more accurate and damaging club swings. if weâre gonna pour good money after bad into this, we might as well do it right.
11. Paladin 9: ninth level paladins get third level spells. if you really want to maximize your damage capabilities, the oathbreaker exclusive Animate Dead can help, or you can use the gruul anarchâs Conjure Animals for a more traditional looking herd of horses. if your dm does sign off on letting you make a bunch of undead horses, it would be really funny to have them all under the effect of Crusaderâs Mantle. itâs like divine favor- a slow-burn smite- but it affects every friendly creature within 30â of you. if you can keep that spell up for even a round or two itâll more than pay for itself.
12. Paladin 10: tenth level paladins get an Aura of Courage, preventing friendly creatures within it from being frightened. fortunately, âdemoralizedâ isnât âfrightenedâ, so it doesnât actually mess with Huyan Zhuoâs whole schtick too much.
13. Paladin 11: eleventh level paladins get an Improved Divine Smite, adding a d8 of radiant damage to every melee weapon attack you do.
14. Paladin 12: at twelfth level, use your next ASI to grab the Crusher feat, rounding out your Constitution for an extra HP each time you level up, including retroactively. it also lets you push people around when you hit them with a bludgeoning attack each turn, and crits cause everyone attacking that creature to get advantage to hit them until your next turn. yes, like a surprisingly large number of quick servant builds, this oneâs also a crit-fishing bonanza! why did you think we wanted so many attacks?
15. Paladin 13: thirteenth level paladins get fourth level spells, so we can finally get some of Empusaâs mind-controlling effects. from your extended spell lists, Confusion and Dominate Beast work best for this. you can also use Stoneskin thanks to being an anarch, which.. kinda? works. I mean your legâs metal, not stone, but close enough.
you can also pick up Banishment for your invuln pierce this level- it doesnât matter how much damage youâre doing if you can just. undo someone in one hit.
16. Paladin 14: ironically, at this level paladins gain a Cleansing Touch- you can use your action to end one spell on yourself or a willing creature three times a day. I mean it makes some kind of sense- you can just hypnotize people to⌠not be hypnotized? I guess? this is confusing.
17. Paladin 15: whatâs less confusing is your last goodie from being an oathbreaker, your Supernatural Resistance, halving the damage you take from non-magical weapons. obviously empusa arenât in D&D but they feel like the kind of monster to have damage resistances.
18. Paladin 16: use your last ASI to max out your Strength. I mean we might as well. gotta get those damage numbers up for farming.
19. Paladin 17: at long last, we finally get our fifth level spells, including Huyan Zhuoâs noble phantasm, Destructive Wave. for extra authenticity, be sure to conjure up a bunch of horses before using this! your empusa side also lets you use Geas and Dominate Person, and you can invuln pierce without having to save if you use a Banishing Smite- using your strength is also much more accurate than a spell at this point.
20. Paladin 18: our final level of the build causes all your auras to reach out 30â around you instead of a measly 10 feet. itâs not flashy, but it is pretty dang useful, especially if youâre zipping around the battlefield on a horse.
Pros & Cons:
Pros:
like all paladins, Huyan Zhuo is particularly powerful when it comes to burst damage, though her extra dip into fighter makes her even moreso. with action surge and all your most powerful spell slots, you could deal an average of 173 damage in a single turn, up to a maximum of over 280!
your abilities also make you surprisingly good at leading an army, which fits your noble phantasm being a ton of horses trampling people. admittedly it does work better with undead subordinates, but still.
you are incredibly sturdy when it comes to physical attacks, though youâre no slouch against magic either. your strength and classes let you don the sturdiest of armor, giving you an ac of 20 while your weapons are drawn, plus your resistance to nonmagical attacks making your solid health even tougher to break through.
Cons:
much like Huyan Zhuo herself, this build doesnât last long in a fight. you can only action surge once in a fight, and if you run at full power youâll completely exhaust your spell slots in four turns.
this build also lacks a specific focus, just kind of doing a couple things well, but they donât quite work together. you can raise an undead army and buff them with magic, but thatâll eat into your high level spells for however long you try to keep them for- and as a paladin your spells are already at a premium. your direct damage dealing is also drawing from the same well, and of course, using clubs instead of any other weapon doesnât help. of course you could use your defense to play the tank, drawing in problem enemies with compelled duels and such, but your constitution isnât that good, and without something like warcaster, drawing too much attention will likely cause more problems than it sovles.
speaking of clubs, thereâs literally no reason to use them in dnd aside from being extremely strapped for cash. like, a quarterstaff costs one silver piece more, and that still gives you a d6 in each hand. and if youâre willing to shell out gold, a flail or warhammer doubles your potential damage in the early game without greatly affecting the build.
Now that the first season of the anime came to an end, I thought I'd post the twst dnd builds I made. First up is Riddle. I made him an order cleric based on his English VA's suggestion.
I've never made an existing character before or like a gimmicky build so this may not be the most optimized :P
Edit: this is made for 2014 DND because I still refuse to learn 2024 rules
today on Grailfinders weâre building the oracle of darkness, the second queen of yamatai-koku, Iyo! ...yep, just Iyo. kinda weird for her name to be so much shorter than her titles, but that just makes it easier to type. anyways, Iyo is a Gloom Stalker Ranger to walk through the void, empowering beasts to strike back against the gods, as well as a Twilight Cleric to say fuck all that previous stuff letâs help people instead.
check out her build breakdown below the cut, or her character sheet over here!
next up: she was a one-legged, one-minded, sighing chinese greek deleter!
Ancestry & Background
Iyo is, of course, a Human-ish. at the very least sheâs a variant of one, so that means she gets +1 Strength & Wisdom, as well as proficiency in Nature, and the feat Scion of the Outer Planes (Evil). thankfully thereâs no alignment requirements for this, so you donât actually have to play an evil character to get your resistance to necrotic damage and a free Chill Touch cantrip. Weâre not getting the follow-up feat this time, but it felt like a nice nod to Iyoâs backstory.
Speaking of backstories, Iyo is an Acolyte, which gives her proficiency in the skills Insight and Religion. Your skill with the former probably explains why you cut ties with your previous religion, come to think of it.
Ability Scores
Iyoâs highest ability score is Wisdom, as both of your classes use it extensively. After that is Dexterity, as Iyo doesnât wear armor and manages to survive doing so, as well as needs it for multiclassing. Third is Strength. Youâre nowhere near as powerful as Himiko, but you do get some solid kicks in from time to time. weâre of course giving you a positive Constitution because we donât hate ourselves, so that means your Intelligence is nothing to write home about, and your Charisma is abysmal. you were almost literally raised by wolves, I think. itâs been a while since her event.
Class Levels
1. Ranger 1: starting off as a ranger gets you plenty of goodies- youâre proficient in Strength & Dexterity saves, as well as Animal Handling, Perception, & Stealth. you also get your first Favored Enemy, which gives you bonuses to track and recall information about Celestials. you were raised to fight them and work for them, so it works out no matter how you slice it. thatâs also why youâre Canny when it comes to Religion since youâre a Deft Explorer. itâs just doubled proficiency.
2. Ranger 2: at second level, rangers can finally use Spells, like Beast Bond and Hunterâs Mark. the latter adds extra damage to your attacks against a single target and you can track them more easily, which is nice since we still only have your kicks to deal damage with, and Sanji you certainly are not. meanwhile, the former lets you form a psychic link with a friendly beast for up to ten minutes. as long as you two are in line of sight, you can share telepathic messages, and the beast gets advantage on attack rolls against enemies you both can see.
you also get the Blind Fighting fighting style, letting you instantly know the exact location of any creature within ten feet of you. turns out being the oracle of darkness means youâll be in the dark a lot, and your puny human eyes canât really see in that.
letâs fix that.
3. Ranger 3: third level rangers gain a Primal Awareness of the world around them, letting you cast a whole bunch of cool spells. right now you learn Speak with Animals for free, but more will come with time.
speaking of spells, you can cast Detect Poison and Disease now, which is just kind of a neat thing for a ruler to be able to do. sure wish our rulers could do that, theyâd probably have way less issue with vaccines if they could.
but youâre also a Gloom Stalker, which gets you yet another freebie spell- Disguise Self. this 100% doesnât fit the build itâs just a bonus for joining up with the subclass.
the stuff we do want are the gloomstalker abilities like Dread Ambusher, which adds your wisdom to your initiative and speeds up your first turn in terms of literal speed and extra damage, and Umbral Sight, which gives you 60 of Darkvision plus invisibility against other darkvision-using creatures. which is⌠everyone but humans and dragonborn, basically.
4. Ranger 4: use your first Ability Score Improvement to bump up your Strength a little. you mostly use magic, but we donât really have a good spammable magic option yet, so your feet will have to pick up the slack for now.
5. Ranger 5: in that same vein, your Extra Attack this level lets you attack twice per action. Iyo does have two feet, after all.
your oracle abilities now expand to let you Locate Objects, and you also get Rope Trick and Beast Sense for free from your subclass and class, respectively.
6. Ranger 6: at sixth level you can pick another Favored Enemy, and weâre grabbing Fiend this time. thatâs probably the closest description to your old boss, and you definitely end up fighting him plenty too.
youâre also a Roving Deft Explorer now, granting you a slight boost in movement speed, as well as a significantly faster climbing and swimming speed. Just âcause weâre not going with monk levels doesnât mean we canât get some mobility options.
7. Ranger 7: seventh level gloom stalkers gain an Iron Mind, giving you proficiency on Wisdom saves. you canât be fooled by illusions if itâs too dark to see them, duhhh.
also you can cast Aid now, giving up to three creatures an extra 5 HP for the day.
8. Ranger 8: at level eight you get another ASI, so bump up that Constitution for more not-dying. you can also use your Landâs Stride now, letting you move through nonmagical difficult terrain like it wasnât there, and you have advantage on saves against, specifically, magical plants. Iâm sure thereâs plenty of those in the void.
9. Ranger 9: with our last level of ranger, we finally get third level spells! your freebies are Fear & Speak with Plants, but weâre here for the one we can choose- Conjure Animals. now you can use wild beasts to fight divinities, just like your weirdly specific toolkit was meant to do! for some reason. to be fair thanks to the action economy 24 squirrels can take on just about anything.
10. Cleric 1: now for a change of pace: time to rule! as acleric you can cast and prepare spells using your wisdom, including your freebies Faerie Fire and Sleep. for cantrips, grab Guidance and Resistance to make yourself a bit better (or to⌠ugh, help people, I guess.), plus Toll the Dead to finally have a spammable magic option! bells, rocks, same difference really.
since you can prepare your cleric spells each day, you donât need to worry too much about specifics, but make sure to keep an eye out for any spells that start with Detect, as well as Protection from Evil and Good for more magical defense, and Purify Food and Drink to, yâknow, actually help your country. also for your poison resistance.
but! youâre not just a cleric, but a Twilight cleric! that gives you some extra armor proficiencies, as well as granting you the Eyes of Night. now you can use darkvision up to 300 feet away, and you can share that boon with nearby creatures for up to an hour each day. you can also grant yourself or others a Vigilant Blessing for advantage on their next initiative roll. this can be used as often as you like, but only one person can use it at a time.
11. Cleric 2: second level clerics can Channel Divinity once per short rest, and once per long rest they can use one of their channel divinity uses to recharge their spell slots. on top of that, you can use channel divinity in one of two ways- Turn Undead forces nearby undead to flee from you if they fail a wisdom save. alternatively, you can create a Twilight Sanctuary as an action, making a 30â radius bubble thatâs always centered on you for up to a minute. every creature that ends its turn in the bubble can be granted either temporary HP, or removal of one charming/frightening effect.
12. Cleric 3: third level clerics get second level spells. your freebies are Moonbeam and See Invisibility, but Iâd also look into Prayer of Healing, Spiritual Weapon, and Augury. the first for more support, the last for your oracle-ness, and the middle one to better serve as those prayer beads or w/e youâre always throwing around.
13. Cleric 4: use this ASI to bump up your Wisdom for stronger spells and more options to prepare. you also get another cantrip, and since youâre definitely working for gods now, pick up Thaumaturgy.
14. Cleric 5: fifth level clerics can Destroy Undead instead of turning them if their CR is ½ or less. you also get third level spells, like Aura of Vitality and Leomundâs Tiny Hut, though weâre more interested in the ones you can choose like Bestow Curse, Magic Circle, Mass Healing Word, Spirit Guardians, and Clairvoyance. yeah, you have a lot of options this level. almost like Iyoâs some kind of powerful spellcaster or something.
15. Cleric 6: sixth level clerics can channel divinity twice per short rest, or recharge using it twice per day. you also learn how to take Steps of Night, letting you fly as a bonus action as long as youâre in dim light or darkness. each use lasts a minute, and you can use this proficiency times per day. interestingly, this feature only checks the light level when you use it, so you can fly through a brightly lit area as much as you wish. I wouldnât say Iyo really has flight, but pretty much every NP involves its user floating into the air by this point so I wonât lose sleep over it.
16. Cleric 7: you know the deal, itâs an odd level so we get more magic. your freebies are Aura of Life and Greater Invisibility. youâre already in darkness so much you might as well be invisible, but weâre here more for the choice spells, like Doomtide and Divination. obviously the latter is just more oracle stuff, but the former is a new spell from⌠*shudder* the new ruleset. translated to 5e, it makes a 20â radius sphere of fog-induced darkness, which is basically regular darkness but strong winds can dispel it. each creature that enters the sphere or starts their turn in it makes a wisdom save. on a failure, they take 5d6 psychic damage and have their saves reduced by 1d6 until the end of their next turn, with half damage and no extra effects on a success. each turn, the sphere drifts ten feet away from you.
itâs a shame that it canât stick in one spot, but the flavor of it was too good to pass up on.
17. Cleric 8: at eighth level you can max out your Wisdom, and Destroy Undead hits CR 1 creatures now. you also gain Divine Strikes- once per turn, you can add radiant damage to one weapon attack. with this and hunterâs mark, your kicks are a weapon worth fearing, if an impractical one to actually use.
18. Cleric 9: time for fifth level spells! Circle of Power and Mislead are your freebies, but weâre here for Commune to get answers straight from the source, and Hollow to make a little slice of the void here on earth. or heaven. guess it depends on how far along your character arc is at this point.
19. Cleric 10: tenth level clerics get Divine Intervention, where you beg god to help your specific problem and thereâs a 1/10 chance theyâll actually help. if you fail, you can try again tomorrow; but if you succeed, you have to wait a whole week. itâs potentially super powerful. but only potentially. a 1/10 shot shouldnât be counted on, but it might just save you as a literal hail mary shot.
20. Cleric 11: eleventh level clerics can destroy CR 2 undead, but youâre here for the final level of spells! unfortunately there arenât many I actually like for Iyo at sixth level. the only one that sticks out to me is Dirge, also from the new ruleset. when cast, you make a 60â bubble around yourself for up to a minute, choosing any creatures you like to be unaffected by the spell. while active, creatures within canât regain HP, and whenever the spell and a creature overlap (or the creature starts its turn inside), theyâre forced to make a constitution save. on a failure, they take 3d10 necrotic damage and fall prone. on a successful save, the damage is halved, as is the creatureâs speed. of course, this only happens once per turn, so you canât just walk back and forth hitting one guy over and over again.
Pros & Cons:
Pros:
just like her fgo form, this Iyo has plenty of Magic Resistance, with proficiency in the two most common magic saves in the game, plus further resistances to the most common status effects.
unsurprisingly, picking two different subclasses that specialize in hanging out in the darkness makes you pretty dang good at stealth, no matter what your actual abilities are. slip into darkness and become literally invisible to just about everything in the game, and if thereâs no darkness, you can easily make some for yourself.
we didnât go too much into detail about the cleric spell list, but it gives you some of the best support spells in the game for your party, and this build is largely about helping everyone out, whether through buffs or overwhelming numbers via summoned animals.
Cons:
rushing to get conjure animals left us without a good combat spell for almost ten levels, with nothing else to work with except monkless unarmed strikes. if you actually plan on playing this character I highly recommend either swallowing your pride and using actual weapons, or add a cleric level or two earlier in the build.
on a related note, you wonât actually get much of a chance to kick people what with your squishiness making melee combat a rough sell for you. you have a decent amount of HP, but if weâre playing to character you wouldnât be wearing armor, which means you have a grand total of 12 AC. again, this is only playing to character- obviously you could just wear armor if you want.
having party buffs is great, but first you need an actual party to buff. you have literally negative charisma, so that might be difficult. make sure to shadow your predecessor well, who knows how long youâll be able to last on your own.
I will be making a level 20 build of Hornet using the 5e system of dnd, I will be using my standard stat spread of 10 in every stat with 20 points to buy stats, stats 15 or higher costs 2 points and the max starting is 16
Start as a Thri-Kreen Rogue with the Noble Background
Stat Spread
12 str
14 dex +1
10 con
16 int
14 wis
12 cha +2
Put 7 levels into Rogue Taking the Swashbuckler Subclass so that you can Git Gud in melee combat, take a starting weapon as a rapier
Next up grab 9 levels into Artificer taking the Battle Smith to get your Bell Beast and to get some extra damage in melee combat alongside the ability to craft your tools and especially tons of SHAW
After that dip into ranger for your remaining four levels, picking up the Hunter Subclass and Dualist fighting style, grab Colossus slayer, grabbing Deft explorer, Favored Foe, and primal awareness.
Take the feats Alert, Keen Mind, Martial Adept Taking the Parry and Riposte Maneuvers and Mobile
This build is very hit and run focused, meant to get in deal some damage then run away using Cunning action as an emergency get out button or using your bonus actions to deal extra damage. As well as trap set up with Artificer and building.
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I cannot remember the specifics but i had a ranger multiclass artificer build that i came up with that had the ability to hypothetically fire off an insane amount of bullets per action. I may have to look into what it was that made it that way but it was fun to toy with.
today on Grailfinders weâre building the second weariest wolf of lostbelt 6, Woodwose! olâ woody is fast and nigh-on impossible to hit thanks to being the duke of waste heat, whatever that means, so heâs a Drunken Master Monk almost exclusively. I say almost, since the good dukeâs also able to throw out lasers as a mix-up, and thereâs no kind of monk that can do that.
...no good kind of monk that can shoot lasers, anyway. so heâs a Storm Sorcerer to get a bit of that wild hunt in him.
check out his build breakdown below the cut, or his character sheet over here!
next up: hopefully I donât forget to put the poll up for a week this time!
Ancestry & Background
thereâs a couple ways to make a wolfman in D&D 5e, but we want some claws, and that complicates things. the only wolfish option with natural weaponry belongs to the Longtooth Shifter, but as the name implies youâre not a wolf the whole time in that one. one minute of wolfdom per day does not a werewolf make! so if we want claws for applause all the time, we need to go with⌠Tabaxi. yes, weâre making a dog out of a cat, donât worry, flavor can fix anything. besides, thereâs some overlap between the two, just look at hyenas and foxes.
as a lilâ catdog, you get +2 Charisma and +1 Dexterity, as well as some Wolfâs Claws so your unarmed strikes deal slashing damage and start at a d6 from the get-go. youâre also proficient in Perception and Stealth for free, and your Lupine Agility lets you double your movement for one turn, but you have to stand still to recharge it. woodwose is definitely some kind of greyhound, so that checks out, honestly.
and of course, the duke is a Noble. thatâs proficiency in History and Persuasion in the bag! shame itâs not insightâŚ
Ability Scores
Dexterity has to be your highest skill. you donât fight in armor, and you donât need to. after that is Constitution. invincible skin is kind of both of those abilities rolled into one if you think about it- stupid high AC and never getting KOâd. the only armor thicker than your own hide is Gudaâs plot armor! third is Wisdom- Iâd love this one to be lower, but we need it for multiclassing. shame. after that is Charisma. Woodwose is treated pretty badly by the other fae, but theyâre also just kind of Like That to everyone, so ~\_o_/~ This means our Strength is pretty low given how much brute force woodwose can dish out, but youâre a monk so it doesnât matter for you. finally, that means weâre dumping Intelligence. usually I have to come up with an excuse for this since anime characters tend to be good at everything, but woody really got read to shit during the fall of faerie britain, so itâs more justified than usual.
Class Levels
1. Monk 1: starting as a monk gets you proficiency in Athletics and Acrobatics, because like. I know heâs a faerie, but most of the magic he knows is how to cast These Hands. he also get proficiency in Strength and Dexterity saves.
you also get your monk keystones, Unarmored Defense and Martial Arts. the former lets you add your wisdom modifier to your AC while not wearing armor (so. +1) while the latter gives you several bonuses to your attacks while not using armor. you can use dexterity instead of strength for your attack and damage rolls with unarmed attacks, and you deal a minimum of a d4 of damage with them- obviously thatâs not a big deal right now since youâre starting ahead of the pack, but it grows as you level up. you can also spend your bonus action attacking if you spent your action attacking.
I mean, obviously. you have two hands.
2. Monk 2: speaking of having two things, when you have two levels you can regain an amount of Ki equal to your monk level on a short rest and then spend it as a bonus action to attack twice after attacking as your action, dodge, disengage, or dash. those last two also double your jump distance, in case you ever fight somewhere that isnât a flat plain six people can fit on.
on a related note, your Unarmored Movement also kicks in this level, adding ten feet to your speed while unarmored and also growing as you level up.
3. Monk 3: at third level you become a Drunken Master, which despite the name has very little do to with actually getting drunk. I say very little and not nothing bc you do get proficiency with brewersâ tools as well as Performance. you also get a Drunken Technique, so when you use your flurry of blows to attack as a bonus action you also disengage for free, and get a boost to your speed at the same time. your AC should be high enough to avoid getting hit anyway, but making you invincible to blowback works even better.
speaking of becoming invincible, you can also Deflect Missiles now as a reaction. you can reduce incoming ranged weapon attack damage for free, and if you block the damage completely you can even throw the thing back by spending one ki point. I donât think we actually fight woodwose with an archer, so you canât say he canât do this!
4. Monk 4: use your first Ability Score Improvement to bump up your Dexterity for better⌠everything, basically. also, you can Slow Fall now. if youâre going to be invincible, you have to be able to block falling damage, for plot reasons if nothing else. on the off chance you do get hurt, you can also use Quickened Healing as an action to spend a ki point and regain that much health. if a hit point is restored an nobodyâs around to see it, did it ever get hurt?
5. Monk 5: fifth levelâs always a great level, if only because most martial classes get their Extra Attack this turn to hit two people per action. but thatâs not the only thing monks get, because Stunning Strike can turn a boss fight into a joke. when you hit any creature with any melee attack, you can spend a ki point to force a constitution save, stunning them for a round if they fail. stunning a creature gives you advantage to hit them next turn, and makes it even easier for you to keep them stunned again!
and if you need help getting that wombo combo started, you can take Focused Aim, spending up to three ki points to add a +2 per ki point to a missed attack roll.
6. Monk 6: at sixth level you can actually cast âthese handsâ, thanks to your Ki-Empowered Strikes making them deal magical damage as far as resistances are concerned. your movements also take on a Tipsy Sway, making you even faster in short bursts. you only spend 5 feet of movement to stand up from prone instead of half your speed- your speedâs going to be pretty high, tripping would suck otherwise. you can also spend ki when someone misses their attack on you to make them hit someone else instead! woodwose has a charm effect in his fight, so.. it kind of works, yeah?
7. Monk 7: seventh level monks get Evasion, so even when you fail your dex saves you make them, and when you make them you ignore the damage entirely. except for disintegrate, but I guess that would be your longinus in this system. you also get a Stillness of Mind. have you ever tried charming the fae? donât.
8. Monk 8: use this ASI to max out your Dexterity. monks love their dexterity.
9. Monk 9: at ninth level monks can run up walls and over water thanks to their Unarmored Movement Improvement. it improves how you move without armor! kind of ironic since the fae canât cross running water, but stick to ponds and youâll be fine. we also shouldâve been keeping up with your speed boosts but w/e. you could move an extra 15 feet since level 6 and will be adding yet another 5â next level.
10. Monk 10: at tenth level your Purity of Body makes you immune to disease and poison, in direct contradiction with the bastion of fae knowledge, the pokemon type chart. still, itâs a mandatory break of character to get more in-character stuff later.
11. Monk 11: at level eleven your drunkardâs luck lets you spend two ki points to ignore any disadvantage you might have as part of an ability check, attack, or save. I told you anime characters were good at everything.
also, congrats! for the first time this build, your martial arts die is a d8, and finally bigger than the claws you started with.
12. Monk 12: we canât get any more dexterity and we donât want more wisdom, so for this ASI we have to get creative to get more armor- with the Eldritch Adept feat, we can grab any eldritch invocation that doesnât come with a caveat, and Armor of Shadows fits our needs nicely- itâs free mage armor, whenever we want!
13. Monk 13: you can now speak and understand anyone thanks to the Tongue of the Sun and Moon. I mean Iâve never heard of anyone in fate needing a translator, so⌠eh? it fits enough.
14. Monk 14: fourteenth level monks get the second most broken shit to grace a character build, the Diamond Soul, giving you proficiency in all saves and the ability to reroll any save for one ki point. thank god youâre fighting Percival instead of working with him or youâd be unstoppable. of course you can always just stay away from the danger entirely with your total of +25 to your speed from unarmored movement.
15. Monk 15: fifteenth level monks have a Timeless Body so you donât physically age until you die, and you donât need to eat or drink. in other words, we have finally reached the baseline of being a fae.
16. Monk 16: use your last ASI to grab the Tough feat because we canât be bothered to actually grow your ability scores any more. that gives you an extra +32 to your maximum HP now, plus an extra +2 every time you level up from here on out. you get cnocked down, but you get up again. weâre never gonna keep you down.
17. Monk 17: now that weâre pretty much at the end of the lostbelt and youâve lost everything, you can enter an Intoxicated Frenzy when you use your flurry of blows, letting you attack up to five times instead of the usual two, as long as each hit is aimed at a different creature. you usually fight three on three, but who knows, maybe this will come in handy.
thatâs especially good this level, as your claws grow to deal a d10âs worth of damage this level.
18. Sorcerer 1: okay, enough of the physical stuff, there are a few bits and bobs of magic we canât just imitate with sheer physicality. thanks to getting magic from the wild hunt, you can speak primordial as a Wind Speaker, and your Tempestuous Magic lets you move ten feet upon casting any leveled spell without provoking attacks. monk already covered leaving combat pretty thoroughly, but I wonât pass up on the free mobility.
but speaking of magic, you can cast Spells now! real ones, not just punching! Blade Ward makes your skin even thicker for resistance to non-magical weapon attacks, and Message and Prestidigitation are just trying to cram as many little fae features into your last three levels as possible. finally we get Friends and Charm Person for actual charm effects , and Magic Missile for your beam attacks. actual beams wouldâve been more on-point, but at least you can expect these to hit something at level 18.
19. Sorcerer 2: at level two, sorcerers become a Font of Magic- each day you get two sorcery points, and right now those can just be spent to make another spell slot, or you can spend a first/second level spell slot to get 1 or 2 points back, respectively. right now it just means you have one more spell slot than your book says.
and thatâs great bc now you can spend those spell slots on the ultimate AC booster, Shield! when youâre hit by an attack or magic missile, you get a +5 bonus to your AC, plus immunity to magic missile for a full round.
20. Sorcerer 3: at third level sorcerers can use Metamagic to alter their spells to their liking. weâre grabbing the Extended option for one point a pop to double the length of a spell, and the Heightened metamagic to spend all our sorcery points to force disadvantage on a spellâs saving throw, that way charm person might actually work.
finally, grab Kinetic Jaunt. itâs got everything this buildâs about- extra speed, no opportunity attacks, and you can move through enemies like theyâre just speed bumps for up to a minute.
Pros & Cons
Pros:
woodwose is probably one of the best front line fighters weâve built, with enough speed and maneuverability to get in and out of combat easily, but enough AC and HP that he doesnât need to pick his battles as precisely as other monk builds. heâs far from reaching the same speeds as Atalante or Achilles, but nine times out of ten you donât need that much speed to pick off the problem enemies or get in a good defensive position.
speaking of, woodwose has some truly ludicrous defenses to get through before anyone can even hit him. Evasion is always a godsend, and adding in his proficiency in all saves plus ways to negate disadvantage and even re-roll saves makes him nearly impossible to hit with any kind of status effect. and his AC! up to 23 AC with shield up, plus dodging for disadvantage, which is a massive difficulty spike when dealing with trying to roll that high. (for a fighter with a maxed out strength stat, that takes the odds of hitting from roughly 1 in 2 to 1 in 5.)
Cons:
all your cool stuff either runs on Ki or Sorcery Points, both of which are very limited resources. despite your title you really canât afford to waste any heat on fights you donât care about. which admittedly is kind of in character.
outside of magic missile you have almost no way of making a ranged attack unless your enemies are dumb enough to throw something your way first. it doesnât matter how tough you are, if you canât hit your enemies and they can, youâll lose.
sure your saves are good, but your soft stats are really bad! youâve got the classic fighter problem of having almost no utility outside of a fight. again, pretty in-character.
nothing will top the fact that on the off chance cast of a die my fucking players randomly predetermined to meet Soap i put in the game as a joke next session
Anyway, for anyone curious, who want's the statblock I made?
Jk, you're getting no choiche
There are no "chugging explosives recklessly around to fight" classes.
there are however artificers who make explosive shit and barbarians insane enough to consider throwing dynamite a martial art
Plus I needed something to compliment the Ghost Statblock I made
(This is basically just 7 levels as Artillerist/Artificer and 3 levels as Ancestral Guardian/Barbarian):
Doesnt matter with what Class you start, just keep multiclassing min in mind, you can either use standard point array or roll (<- I did that) and Prioritize Int->Str->Con->Cha->Dex->Wis
Int because he needs that for making explosives
Str because there are some genuine interesting feats of strenght Soap manages (and to get into Barbarian mostly)
Con because our boy can handle some amount of beating
Cha because have you seen him??!?! Became best budies with everyone he meets basically after one hour
Dex because he sucks at dodging, particullarly bullets
And Wis you dump because the man convinced me he has the Wii theme playing on repeat in his brain when questioning Graves actions instead of actively seeing the betrayal when it happened and thought one adrenaline jab is enough to help that bullet wound (it does not help Soap, you mofo, you should know your MARCH Protocol and Bullet Wound care damnit!)
Reflavoured the spells to mostly be smokebombs and grenades (as good as that works in a high-fantasy setting I am running) other than that we mostly just pick spells that deal fire or thunder damage (guns are loud) plus some utility to help identify magic bullshit and help disarm it. Just be aware we cannot cast while we smack the shit out of people
Unless you REALLY want to make Soap bullet proof and put 11 levels into Barbarian you just focus on Artificer (we're mainly grabbing barbarian for some nice health boost, Rage and Ancestral Protector to be a good battle buddy and make hitting your friends harder.
Artificer we focus for making home made explosives and shivs.
For Infusions I'd say go with Repeating shot (either for yourself or to give to the Boo Ghost), Enhanced Weapon if you really want it and otherwise Replicate Magic item (Googles of Night is nice to grab)
Shoutout to @lurrlonde from whom I yoinked the Soap artwork for my private DnD game