Neon J In D&D
Alright so I don't know how else to title this but here we gooooo.
(Oh and for those of you following me because of the fanfiction I wrote, I'll be getting back to that soon enough. I'm just geek-ing out over this.)
So I made Neon J into a D&D character, mostly because I've been on a roll making my favorite series into playable characters. First one I'm excited to share: Neon J as a Battle Master Fighter - but also a close-quarters Dexterity Fighter.
Bit of a disclaimer here, I usually roll all my stats (unless they're garbage), but I'll be posting point-buy stats AND standard array in parenthesis next to it; just in case you also want to play but the GM won't allow rolled stats for some reason.
I also build up to 3rd level, since it's where most classes get their actual subclass, and if I need to scale it down to 1st level it's no big deal.
Overview
Background: Soldier
"Custom Background": Replace Athletics with Acrobatics; if wanted, replace gaming set with a tool proficiency
Race: Warforged
Tasha's Cauldron: +2 DEX, +1 CON
Specialized Design: One Instrument + Performace
Class Details
Class: Fighter
Sub-Class: Battle Master
Fighting Style: Two-Weapon Fighting
Maneuvers*: Parry, Riposte OR Commander's Strike, Brace (Tasha's Cauldron) OR Rally
*You learn more at specific levels, but if you're starting at 3rd, you only get 3 - outside of Parry, pick whichever is most helpful to your group.
1st Level Feat: Dual Wielder
=Bought Gear using Starting Gold=
Required Gear: (2) rapiers, (1) Studded Leather Armor,
Optional Gear: (1) shield, (1) explorer's pack, (1) Dragonset chess/tool (1) instrument [dependent on your proficencies]
-Standard Gear-
leather armor, longbow, 20 arrows; (2) rapiers; light crossbow and 20 bolts; (your pick) dungeoneer's pack OR explorer's pack + the gear granted by the background
=Ability Scores=
STR: 8 (8)
DEX: 15 (15)
CON: 15 (14)
INT: 10 (10)
WIS: 10 (12)
CHA: 13 (13)
For this build you won't NEED Strength, I put it as a dump stat since the others are kinda more important for Neon J's character. The important part is getting your Dexterity high and having good Constitution - you don't wanna get hit, but if you do, no big deal, you should have a decent enough health pool for that.
Details
The Soldier background is a no-brainer, both for Neon J and for Warforged in general. For his actual backstory, if your GM allows it, Neon J could have had Reincarnation used on him or have some sort of other soul-magic shenanigans happen to him - having initially BEEN a human, but then reborn as a Warforged.
When making the custom background using the PHB rules, I usually make minor changes to better fit the character as a whole: instead of taking Athletics since Strength is the dump stat this time, Acrobatics can mostly serve the same purposes (especially for being grappled).
Warforged makes the most sense for Neon J (as well as 1010 but this isn't about them right now), though you could ALSO use Variant Human to get an additional feat; I'd pick Fighting Initiate with the Defense Fighting Style if you choose to go that route - in the long term though, for your 4th level, you can forgo the immediate boost to your Dex with increasing your Ability Scores, and do the same. Either way, it works out. Warforged just also happens to get a +1 AC AND a +2/+1 score increase which is better in the long-run for this build (which in standard it's +2 CON/+1 Any, so you can reverse and pick Dex to increase in case your GM is strictly not using Tasha's for... some odd reason).
If your GM allows the 1st level feat (which most do), immediately go for Dual Wielder - you gain +1 AC for having melee weapons in separate hands, you don't need to be holding weapons with the light tag, and you can draw/stow two one-handed weapons when normally you can only do that with one. This is important for the class build.
Fighters tend to fall into two categories: standard melee STR fighters and ranged DEX fighters (though at that point you're usually better off playing as a rouge/ranger). However, the setup before allows for a melee Dexterity fighting style without sacrificing much of what most people think of STR-based fighters.
First, your Fighting Style needs to be Two-Weapon Fighting: this makes it so when you attack with your off-hand as stated for hitting with two weapons you CAN add your ability score. This is great - it gives you more times you can attack overall. The more the better.
Second, when you pick your Maneuvers as a Battle Master, go with Parry, Riposte, and Brace if you're intending to do more solo fighting on the get-go. If you want to instruct your teammates better or give your Barbarian more times to hit, replace the last two with Commander's Strike, and Rally (This is why we didn't dump Charisma, or any other stat for that matter.)
Finally, I HIGHLY recommend using starting gold instead of standard gear if you can: buy studded leather armor and rapiers - those are the most effective light armor and versatile melee weapons you can get at the start. (Versatile meaning you can use your DEX score instead of STR for your attacks)
End Results
AC = 12 (studded armor) + 1 (warforged) + 3 (ability score and racial bonus) + 1 (dual wielder) = 17
You are legitimately almost on par with plate armor without any of its drawbacks. If for some reason you absolutely need to with optional gear, you can add a shield to surpass it with a 19. Is it as great as just plate+sheild? No. Not at this level anyway - later levels you can add the feat I described above AND increase your Dexterity score, later on, to make it even better and definitely surpass it.
Your initiative is +3, meaning you're a speedy person comparatively, AND if you need to use stealth and/or acrobatics you're not at disadvantage with heavy armor (also your rolls, without being proficient in them are better in general for it.)
You get 3 attacks per turn - each dealing 1d8 +3, and a potential 4th attack in the round with Brace/Riposte. OR if you're going the more co-operative route, giving your teammates a chance to do more damage (which in turn could be MORE damage than what you can put out solo).
With a minimum of +2 to your Con AND a d10 hit die, you also have a better HP pool than other classes that use light armor - at minimum, you're getting 8 per level up (3 if your GM is evil and doesn't allow average on lower rolls) and at maximum 12.
Oh, and if you get hit, you can reduce the amount of incoming damage with Parry (even though it's only for melee, but that comes up more often than spells when you're getting in someone's face.)
The downsides are that you're not as strong as others that are playing melee generally, and with the average stats in INT and WIS you're basically doing flat rolls for most spell saves (at least they're not negative, and your passive perception doesn't suffer for it).
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