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#How fitting for a druid to be immune to disease & poison
mudd-art · 8 months
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Orrin got the anti-romance bug, Halsin is immune. (ref)
They went on a wildshape date to the lake.
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Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have “suped-up” versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight! 
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didn’t have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7) Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a class’s unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicity’s sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunter’s Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar.  Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8)   Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creature’s abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Don’t use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually don’t want a cannon in your players’ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature has...
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature is...
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, can't stand getting dirty
Irrationally terrified of something in the players' arsenal (magic, animals, fire, etc)
Biased against one of the players' species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition
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grailfinders · 3 years
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Fate and Phantasms #80: Charles Babbage
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Hey, remember how the Lalter build wasn’t strong? Let’s do that again. Today on Fate and Phantasms, we’re making the King of Steam, Charles Babbage! You should probably check with your DM before bringing a giant transforming mecha to your next D&D game, it might mess with the game feel.
If that’s not an issue for you, you can check out Babbage’s build breakdown below the cut, or his character sheet over here!
Next up: Hyde your kids, hyde your wife, and hyde your husband, ‘cuz he’s stabbing everybody out here.
Race and Background 
Babbage is (probably?) a human, but his armor is part of him, so this is a great opportunity to make a Warforged. This gives him +2 Constitution and +1 Intelligence, as well as some other racial bonuses. Constructed Resilience grants advantage and resistance to poisons, immunity to eating, drinking, breathing, disease, and sleep, and you can’t be put to sleep through magic. You also take Sentry’s Rests- Your long rests are only six hours long, and you aren’t unconscious during them. Your Integrated Protection gives you +1 to AC, and you integrate into your armor instead of donning it normally. This takes an hour (which can be done while resting), and the armor can’t be removed against your will. Finally, your Specialized Design gives you proficiency in Athletics and one tool. You’re a robot, you don’t really get tired.
You are the foremost expert in steam-powered technologies (although that’s probably not a huge achievement in many D&D campaigns), so you’re a good fit for a Sage. This background gives you proficiency in Arcana and History checks.
Stats
Your highest stat is Intelligence- you’re literally a robot that you made, you’d have to be very smart or very stupid to try that. Second highest will be Charisma; You’re all about the steam-powered dream, and you’ll have to convince the others to help you out. Your Strength will also have to be rather high- you’re swinging a giant club/sword around, and you can’t do that without some muscles. Unless you multiclass into Warlock, but honestly a fourth class would be too much. Speaking of multiclassing, your Wisdom also needs to be passible- don’t worry about getting this to 13 immediately, you’ll have plenty of time. Your Constitution isn’t great- your armor takes most of the damage for you. Finally, dump Dexterity. Being a massive lump of metal will severely impact any potential ninja career.
Class Levels
1. Artificer 1: If you really want to be Babbage, we’ve got to get you into a decent suit of armor ASAP, and that starts with Artificer levels. First level artificers have proficiency in Constitution and Intelligence saves, as well as Perception and Investigation. You can also use Magical Tinkering to add minor magical effects to tiny objects, as well as cast and prepare Spells using your Intelligence. 
Mending will help you repair your armor and self for the time being, and Poison Spray lets you hand out samples of your Demonic Fog. For first level spells to check out, Alarm is a reasonable gadget for you to have, Identify will let you google whatever you come across, and Grease is a holdover from your racing days.
2. Artificer 2: Second level artificers can Infuse Items with magical effects. You can know four right now, but you can only use two at a time, switching them around on long rests. Enhanced Weapon, Enhanced Defense, and Enhanced Arcane Focus will help make up for your low ability scores later on, and Sending Stones are just useful to have.
3. Artificer 3: You can now make The Right Tool for the Job at the end of an hour while resting, as long as that tool is an artisan’s tool. You also become an Armorer, learning how to turn regular heavy armor into Power Armor. You can ignore the strength requirement for that armor, use it as a spellcasting focus, and it also can’t be removed against your will again. So now it’s really on there. Your armor is the Guardian Model, which comes complete with Thunder Gauntlets and a Defensive Field. The former is a melee weapon that uses intelligence and keeps the enemy’s focus on you, while the latter gives you the ability to gain temporary HP equal to your artificer level each turn as a bonus action.
Finally, you gain Magic Missile and Shield as specialty spells, which don’t count against the number you have prepared.
4. Artificer 4: Use your first Ability Score Improvement to enhance your Charisma- you’ll be needing it soon enough.
5. Sorcerer 1: Like right now! When you become a sorcerer, you have to pick your Sorcerous Origin, and the Clockwork Soul feels like it was made for you. You get another list of Spells that use your Charisma and aren’t prepared, so you pick them every time you level up. You can also Restore Balance, using your reaction to negate advantage or disadvantage on a roll made within 60′ of you a number of times per long rest equal to your Charisma modifier per long rest. Now the roll’s perfectly balanced, as all things should be.
Unlike most sorcerers, Clockwork souls also get specialty spells, which don’t count against the number you know. Your specialties are Alarm and Protection from Good and Evil for added magical defenses. You also learn Booming Blade to enhance your weapon attacks, Create Bonfire and Shape Water to make steam, and Minor Illusion to make fake steam while waiting for the water to boil. Burning Hands will let you shoot superheated blasts of steam from your hands, and Fog Cloud just makes a lot of the regular variety.
6. Sorcerer 2: Second level sorcerers are a Font of Magic, giving you a number of Sorcerer Points equal to your sorcerer level. Right now you can use them to make new spell slots, or you can turn existing slots into points. You can also blast off on jets of steam thanks to Jump, which triples your jump distance.
7. Sorcerer 3: At third level you get the real reason for last level’s point system, metamagic! When you cast a spell, you can spend sorcerer points to make it a Heightened Spell to induce disadvantage against it on a single target, or a Subtle Spell so you can cast it without verbal or somatic components. That second one is pretty important, since you’re probably running around with a club in your hands anyway.
You also get second level spells this level. Your specialty spells are Find Traps and Heat Metal, but you also get Enlarge/Reduce. Would you really be Babbage if you weren’t a giant robot? The real Babbage would probably say yes, but let’s ignore that for now.
8. Sorcerer 4: Use this ASI to round out your Strength and increase your Wisdom to the multiclassing minimum. Your final sorcerer spells for a while are Control Flames and Enhance Ability. The former is really just more hot steam, and the latter is your awesome robot body making up for your low ability scores.
9. Artificer 5: Fifth level armorers get second level spells again, as well as an Extra Attack when you make the attack action. Your specialty spells are Mirror Image and Shatter. Sometimes all that steam makes people see things.
For prepared spells, Darkvision and See Invisibility uses your robot eyes to see things normal people can’t.
10. Artificer 6: Sixth level artificers get Tool Expertise, doubling their proficiency bonus when used in tool-based checks. They also get two new infusion ideas, and one more that can be used concurrently. The Wand Sheath is very useful for you, as it lets you cast sorcerer spells while your hands are full with fighting. You could also use Radiant Weapon as an upgrade to your Enhanced Weapon if you don’t want to use Darkvision.
11. Artificer 7: At seventh level, you experience Flashes of Genius. When a check or save is made within 30′ of you, you can react to add your intelligence modifier to the roll. You can do this a number of times per long rest equal to your Intelligence modifier.
12. Artificer 8: Use this ASI to become a War Caster, allowing you to cast somatic spells while holding weapons, cast spells as attacks of opportunity, and have advantage on concentration saving throws.
13. Artificer 9: Your final level of artificer lets you make Armor Modifications. Your power armor now counts as four items for the purposes of infusions, and you can use two extra infusions as long as they’re a part of your armor.
You also learn third level spells, including your specialty spells Hypnotic Pattern and Lightning Bolt. Fly further empowers your steam jets to really lift you off the ground, and Protection from Energy gives you defenses against spells and other armor-avoiding types of damage.
14. Druid 1: I know that technically druids don’t like using metal armor, but I have a very good reason for breaking the rules a bit here. Okay, it’s not good, but it is very funny. If your DM (or you) doesn’t like this rule break, feel free to swap this out for more artificer levels.
Anyway, first level druids learn the language of the druids, Druidic, as well as yet another list of Spells that use Wisdom for casting and preparation. You also get Resistance and Guidance for a small boost to your saving throws and ability checks.
15. Druid 2: Second level druids get the reason we’re here, Wild Shape! Twice per long rest, you can turn into a beast of CR 1/4 with no flying or swimming speed, gaining that creature’s physical stats. You also use their HP instead of your own, with their entire health bar acting like temporary HP. You can’t cast spells, but you can concentrate on them. You can also use any class and race features while in this new form. I’m not entirely sure how integrated armor works with druids-that’ll have to be a DM decision.
You also pick your Druid circle at this level, and Moon Druids are experts at transformation. Your Combat Wild Shape lets you transform as a bonus action, and you can spend spell slots to regain HP while transformed. You can also transform into beasts of CR 1 or lower. Now when you need to make a quick getaway, you can Wild Shape into a warhorse and let another party member ride you to freedom! That’s right, I managed to sneak the Babbage Locomotive Form in here!
16. Sorcerer 5: Fifth level sorcerers get third level spells. Counterspell and Glyph of Warding further enhance your magical defenses, and Haste will let you overclock your armor for extra speed, actions, and AC!
17. Sorcerer 6: Sixth level clockwork souls can make Bulwarks of Law. By spending 1-5 Sorcery Points as an action, you can give a creature an equal number of d8s they can roll to reduce incoming damage as a reaction. The bulwark lasts until the end of a long rest, or until another bulwark is made.
You can also cast Stinking Cloud for a slightly more demonic fog.
18. Sorcerer 7: Seventh level sorcerers get fourth level spells, including the specialties Arcane Eye and Otiluke’s Resilient Sphere. The former creates a mobile camera you can see through, and the latter gives you a super armor mode where you’re immune to any damage or effects from outside the sphere. You also learn Wall of Fire to create a wall of steam that can burn those who get too close.
19. Sorcerer 8: Use your last ASI to enhance your Strength to make it more passible. You also learn Major Image for larger wind-proof fog clouds.
20. Sorcerer 9: Our capstone level grants you the spell Cloudkill for a truly demonic fog. You can also Animate Objects to create clockwork minions, or make a Wall of Force.
Pros:
You have a high AC, especially for a caster. Without any outside help, you can reach 20 AC normally, or 25 AC with the shield spell.
This also makes you a very durable gish, with advantage and proficiency with concentration saves helping you keep your spells going on the off chance you get hit. You also have multiple forms of damage reduction and healing to keep you in the fight for way longer than you’d think.
You also fit into several niche use cases. You can use Enlarge and your armor to body block enemies from entering locations, or use clouds of steam and wild shapes for quick getaways.
Cons:
This build is very Multi Ability Dependent. You’re three classes, and each one uses a different casting modifier. On top of that, you’re also trying to be good with regular weapons! You should save this one for when you roll really well, I don’t think the standard array is enough for it.
Also, multiclassing into multiple casters means you don’t have the highest level spells you could, limiting your options at higher levels.
If being weak at high levels wasn’t bad enough, you also have to deal with your low scores at low levels too. Levels 1-2 are going to be very rough for you before you get your power armor.
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raeynbowboi · 4 years
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How to Play as Rayla in DnD 5e
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This is one of the builds I was requested to make, so let’s dissect her powers, skills, and abilities and figure out how someone would go about playing as Rayla. I will be taking into account Unearthed Arcana. They may not technically be official yet, but it’s DnD stuff, and if it exists, I’ll use it.
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Moon Prism Power
Rayla is a Moonshadow Elf. There are Moon variant High Elves that also get an innate talent for magic. Easy enough. As a high elf, Rayla gets +2 DEX and +1 INT, and a free wizard cantrip. We’ll give her minor illusion since moon magic is focused on illusions. While it’s true that Rayla does sleep, we can just say that Rayla’s clever enough to find a way to resist sleep spells like she did when Claudia tried to put her to sleep. Plus Half-elf’s added CHA stat would not help her build one bit.
Rayla does what she thinks is right, even if it breaks tradition or expectations. She’s also not selfish. She was okay with losing her hand to keep Ezran safe and alive. Rayla is True Good.
We’ll give Rayla the Adopted background since Runaan and Ethari took her in after her parents died, and will give her proficiencies with Deception, Persuasion, and Stealth. You could argue that as an assassin, she could be a criminal, but being an assassin doesn’t seem to be an illegal occupation in Xadia. She could be a Soldier, but whatever level she might have held in the moonshadow elf military is gone now, so it would only serve to make her skilled in athletics and intimidation.
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In A Class All Her Own
Monk     Shadow: As an assassin and a Moonshadow Elf, this was almost too easy of an option. Ironically, Moon Druid didn’t work so well, but Rayla would realistically have a pretty high DEX and WIS stat, so a monk class would be great at raising her AC. Rayla doesn’t need a lot of levels in Monk, just enough for her unarmored defense, and maybe Extra Attack and Evasion, but the later talents to become immune to disease and poison go a little too far for what she’s able
Ranger     Gloom Stalker: Rangers typically do well with archery, but dual-wielding two short swords is another option for Rangers. By level 5, they also get Extra Attack, though Monk gets that as well, so trying to avoid doubling up is something to keep in mind. Rangers also get to pick a favored enemy so you can channel your racism into super potent hate crimes against those dirty humans. You can pick up a dash action, Hide without needing to move, Hide as a bonus action with no way of being tracked or followed, fight invisible enemies, and add your WIS mod to your melee weapon attacks. As a Gloom Stalker, you gain magic that actually fits really really well for a Moonshadow Elf, the ability to ambush effectively, see in darkness and become invisible in darkness, even to creatures with Darkvision, become proficient in WIS, INT, or CHA saving throws, turn a missed attack into a hit, and invoke the darkness to make yourself harder to hit.
Rogue     Assassin: As a Rogue, you gain cunning actions, skill expertise, uncanny dodge to reduce the damage when someone does hit you, and evade all the damage you’d take if you make a DEX saving throw, which you have proficiency in. As an assassin, you get proficiencies with Disguise Kits so you can convince people that you’re Human!Rayla, and when you manage a surprise attack, it’s an instant critical. However, Rayla is an assassin who has never killed anyone, so it might not be a great fit.     Scout: As a scout, you gain an improvement to your mobility and can move away from enemies without provoking an opportunity attack, and you get proficiency with Nature and Survival so that you can know to use a rose to keep yourself from falling asleep and follow tracks easily.
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Stats and Proficiencies
As an elven assassin, your DEX and WIS scores are the top priority. You need to be flexible, nimble, and alert. A good CON stat will make sure you can shake off a kick square in the chest and run without getting winded.  Ordinarily, you’d want a good STR stat to do well with your melee weapon attacks, but as a Monk, you can treat your shortswords as Monk Weapons and swing with your DEX stat instead. and INT and CHA just aren’t super important to this build.
Acrobatics Deception Insight Intimidation Investigation Perception Persuasion Nature Stealth Survival
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Name: Rayla Race: High Moon Elf Background: Adopted Alignment: True Good Class: Scout Rogue (8)             Gloom Stalker Ranger (8)             Shadow Monk (4) Base Stats: Strength: 10 (0) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 20 (+5) Charisma: 10 (0) Saving Throws: Strength: 0 Dexterity: +11 Constitution: +2 Intelligence: +6 Wisdom: +11 Charisma: 0 Combat Stats: HP: 151 AC: 20 Speed: 40 Initiative: +10 Number of Attacks: 2 Hit Dice: 8d8, 8d10, 4d8 Proficiency Bonus: +6 Passive Perception: 27 Dark Vision: 90 feet Proficiencies and Expertise:    Acrobatics (Rogue)    Animal Handling (Ranger)    Athletics (Rogue)    Deception (Adopted)    Insight (Rogue)    Investigation    Nature (Scout)    Perception (Elf)    Persuasion (Adopted)    Stealth (Adopted)    Survival (Scout) Skills: Acrobatics: +17                  Medicine: +5 Animal Handling: +11         Nature: +6 Arcana: 0                           Perception: +17 Athletics: +6                       Performance: 0 Deception: +6                    Persuasion: +6 History: 0                           Religion: 0 Insight: +11                        Sleight of Hand: +5 Intimidation: 0                    Stealth: +17 Investigation: +6                Survival: +17
Condition Immunities    Magical Sleep
Equipment:     Shortsword x2
Monk Feature: Ki    Ki Points: 4
Ranger Feature: Fighting Style   Two- Weapon Fighting: Add your DEX mod to your off-hand weapon attack.
Ranger Feature: Favored Enemy    Elf    Dragon    Human
Ranger Feature: Favorite Terrain    Forest    Mountain
Spell Slots 1st (4) 2nd (3)
Rayla’s Spellbook
Cantrips     Minor Illusion 1st Level     Detect Magic     Disguise Self     Hunter’s Mark     Jump     Longstrider 2nd Level     Pass Without Trace     Rope Trick
Actions:
Primeval Awareness: Spend X spell slot, Sense creature types for X minutes within 1 mile, or 6 miles in favored terrain.
Bonus Actions:
Cunning Action: Aim, Dash, Disengage, or Hide once per turn. Flurry of Blows: After an Attack, spend 1 Ki to make 2 Unarmed Strikes Martial Arts: Make an extra unarmed strike after an Attack Action. Patient Defense: Spend 1 Ki to take Dodge Action Step of the Wind: Spend 1 Ki to Dash or Disengage, Jump distance doubles.
Reactions:
Deflect Missiles: Reduce ranged damage by 1d10+9. At 0, return to sender. Slow Fall: Reduce falling damage by 20. Uncanny Dodge: Take 1/2 damage from attackers you can see.
Features:
Dread Ambusher: Add your WIS to your Initiative, your speed becomes 50 during the first turn, and make an additional 1d8 weapon attack on that turn. Evasion: On a successful DEX save, take 0 damage. Extra Attack: Make a second attack action once per turn. Favored Enemy: Advantage at tracking and fighting Humans, Elves, and Dragons. +2 damage against favored enemies. Fey Ancestry: You fall into a trance instead of sleeping and remain alert. Iron Mind: You gain proficiency in Wisdom saving throws. Land’s Stride: Nonmagical difficult terrain can’t slow your movement. Natural Explorer: In favorite terrain, double bonus proficiency INT and WIS saving throws, your group isn’t slowed by difficult terrain, you can’t be surprised, you can move stealthily at normal pace, double food when foraging, and determine the number, size, and speed of creatures being tracked. Shadow Arts: Spend 2 ki to cast Darkness, Darkvision, Pass Without Trace, and Silence. Skirmisher: move up to 1/2 your speed when foes end within 5 ft of you.  Sneak Attack: Deal 4d6 extra damage when attacking with advantage. Survivalist: Gain Nature and Survival proficiencies. Thieves’ Cant: Hear and convey secret messages in casual conversation. Trance: Trance for 4 hours instead of sleeping for 8. Trust Issues: Other elves have difficulty trusting and believing you due to your family history. Umbral Sight: Increase your darkvision by 30 feet.
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How do you guys feel I did with Rayla’s build? If she learned more moon magic, a pure Gloom Stalker might have worked perfectly for them, but for Rayla who is less skilled, I had to fill out her levels with other classes and subclasses. Would you build Rayla differently? And this is the first of my many requested builds. If you have a character you’d like me to build, send me a request, and I’ll add it to the list.
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