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#Sentinel of Light Olaf by Marie Magny
manfrommars2049 · 10 months
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Sentinel of Light Olaf by Marie Magny via ImaginaryMen
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ravenkult · 3 years
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Sentinel of Light Olaf by Marie Magny https://www.artstation.com/artwork/bKw6Nr
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tigerkirby215 · 3 years
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5e Olaf, the Beserker build (League of Legends)
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(Artwork by Phroilan Gardner. Made for Riot Games.)
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Olaf sounds like ProZD’s Archibald voice. Especially Olaf’s voice lines for using his Q it sounds exactly like ProZD’s “Huah! I think that enemy got the point!” Like I’m not crazy right? Please tell me I’m not the only one who hears this.
Anyways Olaf has been on my To Do List ever since I realized that I haven’t made a single champion whose name starts with the letter O. My desire to make Olaf was only further accentuated by the Sentinels of Light event, even if his inclusion in that event could best be summed up with...
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But I won’t ignore Olaf just because the Sentinels of Light event was a flop. He’s still a compelling character that I have actually gotten some requests to make. After all: the dual-axe wielding Barbarian is an iconic image!
I mean, Olaf is probably just going to be 20 levels in Beserker Barbarian so I don’t know why you need me to make a build for that.
GOALS
C'mon, I won't hurt you - We’ll need ways to heal when we harm in the middle of combat.
Death by steel! - Swing axe, throw axe; unga bunga me play Olaf.
The might of Lokfar approaches - I didn’t manage to do so with Mundo but Olaf is going to need to have CC immunity.
RACE
Olaf is a human; feel free to pick a different race like Goliath or even Custom Lineage to justify him being Iceborn but Variant Human is still the best option. Increase your Strength by 1 as well as your Constitution, grab any skill proficiency of your choice as it honestly doesn’t matter much for Olaf (maybe you should’ve been Custom Lineage for Darkvision after all?), and the Primordial language because I’m sure you picked up on the language of the wild.
For your feat you have a choice: Dual Wielder will let you wield two d8 Battleaxes (instead of d6 Handaxes) and also increase your AC by 1 while dual-wielding, but the Fighting Initiate feat will let you grab Two-Weapon Fighting which will let you add your Strength modifier to your second axe’s swing. I persually opted for Dual Wielder as it gives you more benefits overall, and we’ll be getting ways to throw axes without having to hold onto them first.
ABILITY SCORES
15; STRENGTH - I mean, you’re a shirtless Barbarian running around with two axes. You thought this would be a DEX build?
14; CONSTITUTION - The reason you can’t die is because you’re so hardy. Sucks!
13; CHARISMA - Despite Riot’s great attempts at writing you as poorly as possible you do still have some sort of Charisma. Remember that Charisma is force of personality, not necessarily good looks or personal hygiene. Charisma is needed for Intimidation as well as multiclassing.
12; DEXTERITY - You need to be quick on your feet to run at your enemies with reckless abandon.
10; WISDOM - If you were wise you wouldn’t be trying to kill yourself.
8; INTELLIGENCE - You stopped caring about education the moment you were born. Battle is the only thing in your blood!
This build is also quite viable with Point Buy, going for a stat array like 15 / 12 / 14 / 8 / 8 / 14 if you want lower mental stats but higher combat stats.
BACKGROUND
The Uthgardt Tribe Member background from the Sword Coast Adventurer’s Guide is basically the Outlander background but you actually belonged to Freljordian society once. Regardless you do get proficiency in Athletics as well as Survival (”Survival” as in finding food to eat, not as in keeping safe on the battlefield!), a musical instrument or artisan’s tool of your choice (choose whatever you fancy and make your own Olaf, as long as it’s something a warrior would do! I personally opted for Smith’s Tools to sharpen your axes), and a language of your choice (pick whatever language they spoke back in the villages.)
Your background Uthgardt Heritage is the Outlander’s Wanderer feature with extra steps: along with being able to find food and water you are also treated well by nomads and wanderers who have heard of your glorious battles!
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(Artwork by Marie Magny and West Studios. Made for Riot Games.)
THE BUILD
LEVEL 1 - BARBARIAN 1
Starting off as a Barbarian because what else would we be? You get proficiency in two skills from the Barbarian list: Intimidation is an obvious must and Perception will help you find good fights to take!
As a Barbarian you get Unarmored Defense equal to your Dexterity plus your Constitution, which is currently a 13... Well Medium Armor is an option if you want to finally put on a shirt. And of course as a Barbarian you can Rage to deal more damage and resist incoming damage! You can’t cast spells while Raging, but that won’t matter, right? It’s not like I’m about to give you caster levels.
LEVEL 2 - FIGHTER 1
Quickly hopping over to Fighter to further your martial skills. You can grab a Fighting Style like Thrown Weapon Fighting to draw weapons in the same action you make to throw them, and also do +2 damage with thrown weapon attacks. See? Told you we’d be able to throw axes easily!
You also get Second Wind for some not-quite-Lifesteal to keep you in the fight to claim even more glory! Certainly not to stay alive.
LEVEL 3 - FIGHTER 2
Well another Fighter level for Action Surge is certainly worth it, as you can push yourself to destroy your foes!
LEVEL 4 - FIGHTER 3
But we need one more Fighter level to be able to get our axes back after we throw them. Eldritch Knights get Weapon Bond, allowing them to always keep two weapons on hand and never lose them. While bonded with a weapon you can’t be disarmed of them, and you can use a Bonus Action to recall a weapon if it’s not in your hands. My suggestion would be to bond to a Battleaxe and a Handaxe, so you can’t be disarmed of at least one of your main weapons and can also call your thrown axe back to throw it again!
You also get Spellcasting as an Eldritch Knight: You learn two cantrips from the Wizard list, and three spells as well. You may be thinking “wait; didn’t you dump Intelligence?” That is correct, but you don’t need Intelligence to cast Light to see with your dumb human eyes (I mean technically you need Intelligence if you want to cast Light on someone else but it’s probably easier just to light up your axe and throw it at them) or Prestidigitation, which is a better spell for creating bonfires than the actual Create Bonfire spell.
Your leveled spells have to be from either the Evocation or Abjuration schools, but thankfully Absorb Elements and Shield are both from the Abjuration school and also don’t need Intelligence. Protect yourself from damage to have a truly glorious death! Because it’s not like blocking attacks will keep you alive.
You can also learn one spell from any school and uhhhh... Pick your poison between Jump and Longstrider, to make it easier to chase your foes. Are there probably better spells? Yeah, but do they fit Olaf?
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(Artwork by Xiao Guang Sun and West Studios. Made for Riot Games.)
LEVEL 5 - PALADIN 1
Jumping over to Paladin for a few abilities, such as Divine Sense to find some things that will put up a good fight like Fiends, Undead, or... Celestials? I’m sure they hit hard! You can also find a good desecrated (or consecrated) battleground with this ability, as I’m sure there will be good enemies there! You only know of an enemy’s type however, not their name. And if they’re hiding from you this ability won’t make it any easier to find them.
You also get Lay on Hands, which is like lifesteal you can give to allies! You have a pool of hit points equal to your Paladin level times 5, and you can use it to either heal (at a rate of 1 point per hitpoint) or neutralize a poison or disease affecting a target. (5 Lay on Hands health to neutralize one poison or disease.) Dying to natural causes isn’t a glorious death, brother!
LEVEL 6 - PALADIN 2
We’ll also need second level in Paladin to get a Fighting Style, but since Wizards of the Coast hates fun you can’t can’t take Two-Weapon Fighting, and since we’re running around in our birthday suit Defense also isn’t an option. The best official Fighting Style you can take is Blind Fighting (Blessed Warrior is okay too if you want Guidance I guess) but talk to your DM about potentially letting you take Two-Weapon Fighting? It’s not like it’s OP or anything (in all honesty it’s kinda shit.)
Paladins also get... more Spellcasting?! Disgusting! Well this spellcasting is based on your Charisma modifier instead of your Intelligence, which might be why we have it at a 14. But even so you can’t prepare that many spells: Divine Favor will let you empower all your attacks with more damage for some Vicious Strikes, Cure Wounds will again be acting as life-not-quite-steal, and Shield of Faith will let you or an ally absorb more blows, not that you want to live or anything. Also remember to check the Player’s Handbook to see how many spell slots you’d have after mixing two casters together.
But I still think the best course of action for your spell slots is to use them for Divine Smite! Throw caution and magic to the wind to make a Reckless Swing that does extra Radiant damage (depending on the level of the spell slot used.) The Smite deals 2d8 of damage for a first level slot, and an additional d8 of damage for every slot above first. (The simple way to remember this is that you roll a number of d8s equal to the spell slot used plus one.) If the enemy is a Fiend or Undead the damage increases by a d8! The maximum level spell slot you can use for this is a 4th level slot (for 5d8 damage, or 6d8 against a Fiend or Undead), but I doubt we’ll get spell slots that big.
LEVEL 7 - PALADIN 3
We may as well take a third level in Paladin for a Sacred Oath, and you swore an Oath of Glory in battle! Along with Guiding Bolt and Heroism being added to your spell list (as if you can cast spells lmao) you get two Channel Divinity options: Peerless Athlete turns you into... well, a Peerless Athlete with advantage on Athletics and Acrobatics checks. You can also carry, push, drag, and lift twice as much weight as normal, and to top it off the distance of your long and high jumps increases by 10 feet. This boost lasts for 10 minutes which should be more than enough to give it your all in battle!
Alternatively for some more not-quite-lifesteal Inspiring Smite can be activated after you Smite to give yourself or nearby allies within 30 feet temporary hitpoints. The total number of temporary hit points gained by this ability equals 2d8 + your Paladin level, and you can distribute them amongst yourself and your allies however you wish. Technically the most gameplay-accurate way to split the Temp HP would be to take it all yourself but being helpful has its benefits. A battle is truly glorious if fought alongside an army of companions!
You also get Divine Health, because Glory doesn’t die on sick days!
LEVEL 8 - PALADIN 4
It’s about time to take that 4th Paladin level to finally get an Ability Score Improvement: +2 to Strength for stronger axe swings is an obvious choice!
You can also prepare another spell like Bless, which will make it easier for you and your allies to smite your foes and survive their blows! Wait, what was that about surviving?
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(Artwork made for Riot Games.)
LEVEL 9 - PALADIN 5
Since it’s so close we may as well take the 5th level of Paladin so you can finally make an Extra Attack. That means you have two attacks normally and a third attack with your Bonus Action thanks to Two-Weapon Fighting!
You can also prepare second level Paladin spells now, and the Oath of Glory gives you Enhance Ability and Magic Weapon as spells you can cast. Believe it or not these are actually useful, even with your low spellcasting modifier!
LEVEL 10 - PALADIN 6
The 6th level of Paladin is honestly too good to pass up: even though Aura of Protection is only adding +2 to all your saving throws (since your Charisma is kinda uhhh... not good?) that’s still +2 to all your saves, as well as the saves of your allies within 10 feet. That’s like, two whole Rings of Protection!
Speaking of rings: Warding Bond was added to the Paladin spell list thanks to Tasha’s and it’ll let you take damage for your allies to die in their place! As long as you don’t mind wearing some platnium rings in your beard, at least.
LEVEL 11 - PALADIN 7
What we’re really here for is the 7th level of Glory Paladin. Aura of Alacrity will increase the speed of you and your allies within 5 feet (not 10, because Wizards of the Coast are weird) by 10 feet, so you can charge at your foes with the might of Ragnarok!
LEVEL 12 - PALADIN 8
But we may as well take the 8th level of Paladin for another Ability Score Improvement: cap off your Strength for the deadliest strikes possible.
You can also prepare another spell but it would be wise to wait for...
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(Artwork by JoJo So. Made for Riot Games.)
LEVEL 13 - PALADIN 9
9th level Paladins can prepare third level spells like Crusader’s Mantle to give all your nearby allies the Divine Favor buff to rush into battle with you! But the main reason we’re dipping this deep into Paladin is for the two spells from the Oath of Glory: Protection from Energy perhaps isn’t all that fitting, but Haste is insanely useful and powerful. More attacks, more speed, more... armor? Well, it’s no matter. More glorious battle!
LEVEL 14 - PALADIN 10
10th level Paladins won’t be swayed by magic swaying their hearts! Aura of Courage will let you (and your allies within 10 feet) laugh in the face of death as you gain immunity to the Frightened condition!
You can also prepare another spell like Aura of Vitality: you can use it to heal yourself but healing your allies will lead to a far more glorious story to tell of your death.
LEVEL 15 - PALADIN 11
I promise that we’ll go back to Barbarian levels soon but 11th level Paladins get a huge boost to their damage output thanks to Improved Divine Smite. This ability affects all your attacks (not just your Smites despite the name) to give them an extra d8 of Radiant damage. This has obvious synergy with your choice to swing two axes since your Two-Weapon Fighting attack will also get that extra d8 of damage!
LEVEL 16 - PALADIN 12
Okay but let’s quickly grab the 12th level of Paladin first. You can either increase your Constitution for more health and AC, or your Charisma for better saving throws and spellcasting. I personally opted for Charisma but if you value health and AC then Constitution is good too!
Oh and yeah you can prepare more spells, but there aren’t really that many other third level spells I want.
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(Artwork by Alvin Lee. Made for Riot Games.)
LEVEL 17 - PALADIN 13
That’s because 13th level Paladins finally get 4th spells which most importantly means Freedom of Movement! There you go you finally have Ragnarok’s CC immunity! You also get Compulsion which sure would be a good spell if you had any Charisma to actually cast it.
But you can also prepare more spells like Aura of Purity so you and your allies can shrug off whatever your foes might throw at you to stop you from reaching them, or Death Ward which you ABSOLUTELY WILL NOT USE ON YOURSELF.
LEVEL 18 - PALADIN 14
Okay but the 14th level of Paladin gives you Cleansing Touch, letting you cleanse spells without spell slots to cast Freedom of Movement. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses at the end of a Long Rest.
You could also perhaps prepare another spell like... Aid? I don’t know really by this point the magic is secondary. We’ll be going back to Barbarian soon anyways.
LEVEL 19 - PALADIN 15
But 15th level Glory Paladins get Glorious Defense, and we can’t pass that up! When you or another creature you can see (technically an enemy if you so desire!) within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack equal to your Charisma modifier. If the attack misses you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can do this a number of times equal to your Charisma modifier, and regain all uses at the end of a Long Rest.
LEVEL 20 - PALADIN 16
But since it’s so close one final level in Paladin would be good for one final ASI: again more Constitution means more health and AC, but more Charisma will boost all your Paladin abilities!
Speaking of Paladin abilities you can prepare one more spell before we start taking more Barbarian levels... honestly you can pick your poison as it won’t matter much when your Raging!
...Wait.
WHY NO BARBARIAN LEVELS?
There’s a lot of things that I can’t do as a Barbarian. The most notable option that would be restricted if I went pure Barbarian would be Freedom of Movement, and while crowd control is somewhat rare in D&D being able to ignore it is far more important to Olaf as a character.
There’s also no Barbarian that has lifesteal besides Path of the Beast, and the only Barbarian that can throw its axe easily is Path of Wild Magic. Obviously neither of these fit Olaf.
Ultimately Paladin gave us more of Olaf’s abilities. The only ability that Barbarians have which fit Olaf other than Unarmored Defense and I guess Unarmored Movement would be Feral Instinct. But even the Barbarian subclasses don’t fit Olaf with the only ones which make any sense being maybe Totem Warrior? (Despite Olaf’s title Berserker wouldn’t fit him well, mostly because Berserker is a bad subclass.) But we miss out on so many of Olaf’s actual abilities by making him a Barbarian.
tl;dr Barbarians can’t do magic and Olaf has a ton of abilities that can only be recreated in D&D with magic
FINAL BUILD
PROS
Urge to kill rising... - Two-Weapon Fighting really doesn’t get the respect it deserves by the D&D community. You wouldn’t be able to get three attacks as a level 11 Paladin in any other way, meaning that you can truly capitalize on Improved Divine Smite. Not to mention the general increased DPS of 3 attacks and 3 chances to Smite!
Faster to battle! - It was not my intention but Glory Paladins are surprisingly good team players with a variety of spells and abilities that can keep your team alive and increase their strength in battle.
Obliteration! - You’re fairly hard to kill... oops. But between decently high health, spells to defend yourself, and damn high saving throws no matter how you increase your Charisma you’ll be quite a challenge to eventually take down! Sure your AC might suck... we should probably talk about that.
CONS
The worth of a man can be measured by the length of his beard, and the girth of his belt buckle - Hey remember that one Barbarian level I took pretty much entirely so you could have Unarmored Defense? Yeah honestly it’s gimping you hard, to the point that even Mage Armor would give you more AC. Honestly playing this build as Fighter 4 / Paladin 16 would be far better as you’d get one more ASI at the cost of actually having to wear armor. Hell going full Paladin 20 would give you the Living Legend capstone which is crazy strong, and while the loss of Action Surge would hurt you can grab the Thrown Weapon Fighting Style with a feat. (Or just take Two-Weapon Fighting style with your Variant Human Feat and run around with Hand Axes.)
If you’re really dead-set on going unarmored beg your DM for a Barrier Tattoo: either a Rare one (you’ll still need 14 DEX for something something legally-not-Medium Armor) or a Very Rare one (so you don’t even have to worry about Dexterity.) You can even go the Tahm Kench route and grab Eldritch Adept for Disguise Self to look unarmored if it’s really that important to you.
Well that was a pretty long con to say “Barbarian Olaf bad.” What else is there?
Chop chop! - Who would’ve guessed that dumping both mental stats would make you a dummy? While Aura of Protection saves you to some extent the party won’t be turning to you for any History checks.
Finally, some fun! - You have a rather silly amount of spells relative to your spell slots, and a good number of them are Concentration as well. Throwing all your slots to the wind to Divine Smite with reckless abandon sounds fun but managing both your Concentration and your spell slots will take some effort.
But your choice to go in without armor is just a self-handicap after all: you really want to die, and prove yourself in death! Fight the toughest fights and take down the strongest foes until you finally prove your prophecy wrong and fall before the blade of the mightiest foe! But perhaps you should instead sit down and have a muffin, and think about why you truly want to die die die.
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(Artwork made for Riot Games.)
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