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#dash disengage hide uncanny dodge etc etc
eff-plays · 1 year
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Astarion is not a front line fighter even if he's equipped with melee weapons! He's a rogue, and the reason he keeps dying on y'all isn't because he's made of tissue paper (he is, but that's the point), it's because you keep putting him in the line of fire.
5e rogue tip: Disengage is a bonus action for rogues, and it lets you escape enemies in melee without provoking attacks of opportunity. Use this to get him away from things that would hit him. Also, use Hide, which is also a bonus action, to gain advantage aka sneak attacks for rogues. Equip him with stuff that gives bonuses to stealth or movement, some powerful daggers/other finesse weapon or ranged weapon (ranged sneak attack is also very good), and try not to have him engage enemies one-on-one, but have him attack those that a) can't see him or b) are already threatened by another ally.
He's genuinely very useful in the party because he can do a lot of damage very cheaply (sneak attack is an infinite resource) if you play him right.
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rebelcourtesan · 2 years
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My D&D Build for Chucky
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I got a jump on Halloween by binging the Child's Play and Chucky movies, then tv series, and being a DnD player, I decided to try my hand at building his character.
This build is going to be for a character who's small, fast, resourceful, and deals attacks with devastating damage.
***Stats***
Dexterity: Top stat! Chucky is fast, he has to be to scurry out of sight of his victims and hides until he's ready to make that fatal strike.
Wisdom: 2nd stat. Chucky is very observant and can read people well.
Charisma: 3rd stat. There's a reason why we love this slasher doll. He has personality and can manipulate people such as impressionable children such as Andy, Alice, and Jake.
Intelligence: 4th stat. Chucky is resourceful and intelligent when it comes to killing people in creative ways whether its using compressed air tank to smash through a glass ceiling or figuring out how to get across the city to chase down victims, this stat shouldn't be less than a ten.
Constitution: 5th stat. He always comes back! Yep, while Chucky keeps coming back for more blood, he does get killed via gunshots, severe temps, etc. However, I wouldn't make this his dump stat as he can take a damage and keep trying to kill.
Strength: Dump stat. Chucky isn't very strong and relies on speed and surprise in killing his victims.
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I originally considered Gnome for Chucky's race as they seemed suited for his height and intelligence, but I went with. . .
Halfling
+2 to Dexterity. We want to max this stat out as soon as possible.
Chucky is small and his base speed is 25 feet, due to his little legs, but don't worry, this build is meant for stealth than speed.
Chucky is also Lucky, meaning anytime a D20 rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and keep the second result.
Brave. Nothing much phases Chucky, so he has advantage on saving throws against being frightened.
Being Nimble, Chucky can easily move through a square or space occupied by another larger creature.
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We're starting Chucky off in Rogue.
Rogue Level 1
Chucky is proficient in Simple weapons, hand crossbows, longswords, rapiers, shortswords, but he'll mostly be using knives/daggers. These weapons should be finesse, which uses the dex modifier (which should be high for Chucky) instead of strength. Though, he has more than once used handguns, knives are more his flavor.
His proficiency to Saving Throws would be Dexterity and Intelligence. Chucky is fast, and is rarely tricked.
Rogue can choose four skills to be proficient in. Choose Stealth (of course!), Sleight of Hand, Deception, Perception.
At level 1, Rogues get Expertise which doubles the proficiency in two proficient skills. Pick Stealth and Sleight of Hand.
Sneak Attack: This is going to be Chucky's bread and butter. When scoring a hit on any attack with advantage, or when engaged with a hostile creature, Chucky can roll 2d6 bonus damage.
Thieves Cant: Chucky isn't really part of any organized crime as fast as I can see, but doesn't hurt to have.
Rogue Level 2
Chucky gets Cunning Action, something the killer doll has used many times throughout the series. As a bonus action, he can disengage, dash, or hide on his turn.
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Rogue Level 3
At this level, Chucky can go into a Rogue Archetype. We're going into Assassin.
Assassinate: Chucky gets advantage on any creature who hasn't had a turn in combat. Also, anytime Chucky scores a hit against any surprised creature, he automatically crits!
Rogue Level 4
Ability Score Improvement - Put both points into Dex. We want Chucky to hit more often, deal more damage, and sneak and hide to do so again.
Rogue Level 5
Sneak Attack increase to 3d6!
Whether its losing a limb, having his face burned off, or being shot, Chucky can take the damage and keep on going. Uncanny Dodge lets him use a reaction to halve the damage from a hit.
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Rogue Level 6
Expertise - Choose the other two skills to double proficiency. Perception and Deception.
Rogue Level 7
Evasion - If Chucky passes a dex save against an area effect, he takes no damage. On failed save, it's only half damage. He's a tough little bastard.
Also, Sneak Attack goes up to 4d6!
Rogue Level 8
Ability Score Improvement: Put points into Dex if it hasn't been maxed out. If there is a spare point, round out any odd number stats.
Also, there is a second option if Dex is already maxed out.
Get the Grappler feat! Chucky will get advantage on attacks while grappling a creature. Also while grappling, Chucky can make another opposed grapple to restrained the creature.
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Okay, we are switching over to Ranger for more damage dealing and sneaking around.
Ranger Level 1
Chucky gets a Favored Enemy, and we don't have to guess what that would be. Choose Humans.
Chucky will get an advantage on Wisdom (Survival) checks to track down his victims as well as intelligence checks to recall information about them.
Natural Explorer - Okay, Chucky isn't much are a nature traveler so I would talk with GM and see they'd be willing let you take Urban.
Ranger Level 2
Fighting Style - Choose Dueling! As long as Chucky fights with a one handed weapon with no other weapon, (like he fights with a knife) he gets +2 to damage rolls!
Spells: Chucky has access to Ranger spells. I know the other magic he uses is voodoo to transfer his soul, but lets focus on spells that'll help him in combat instead. He starts off with two first level spells.
Hunters Mark - Chucky can mark a creature and can deal an extra 1d6 of damage when a weapon attack. This is great when coupled with sneak attack damage, especially if he auto-crits with Assassinate. He also has advantage on Wisdom (Perception) or Wisdom (Survival) check to find his victims. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Snare- Chucky can use this spell to set traps for victims. A magic trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
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Ranger Level 3
Primeval Awareness - Chucky can use an action and spend a spell slot to become aware of certain types of creatures within one mile around him.
Ranger Conclave - The one to choose would be the Gloom Stalker.
Chucky gets an extra spell, Disguise Self, pretty useful when he wants to fool victims into believe he's a normal doll.
Also, he can learn another spell. Pick Longstrider that gets him another 10 feet of speed when cast.
Dread Ambusher - This lets Chucky get the jump on enemies in combat. Adding his Wisdom modifier bonus to his imitative rolls. At the beginning of his first turn in combat, Chucky can move an additional 10 feet and if he takes the attack action on that turn, he can attack an additional time! And if that attack hits, he deals an extra 1d8 damage!
Think about! With his Assassinate ability lets him auto-crit if scores against a surprised victim, dealing sneak attack damage, plus 1d8, and another 1d6 if he uses Hunter's Mark! That's a lot of damage!
He also gains Darkvision of 60 feet.
But we're not done yet.
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Ranger Level 4
Ability Score Improvement - By now Dex should be maxed out. You can round out the odd scores, or you can get a feat instead!
Choose Blade Mastery - Chucky gets +1 to attack rolls whenever he uses shortsword, longsword, scimitar, rapier, and greatsword.
On his turn, he can use his reaction to take up a parrying position which gives him a +1 to AC until his next turn, also he gets advantage of opportunity attacks. Works excellent with Sneak Attack.
Ranger Level 5
Extra Attack! Chucky can now attack twice whenever he takes the attack action and paired with Dreaded Ambusher, that's three possible attacks in the first round of combat!
Chucky also learns Rope Trick, a handy spell whenever he needs to hide. He can also learn second level spells. Take Pass without a Trace for extra stealth!
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Okay, now that we have Chucky being really stealthy and dealing plenty of damage, let's make him a bit more durable and, hell, dealing even MORE damage!
We're going into Barbarian! Yep, Barbarian!
Barbarian Level 1
Hear me out. Barbarian would suit Chucky's temperament.
He gets Rage. Usually it's useful for strength base weaponry, but we'll want it to halve the damage from piercing, slashing, and bludgeoning. Chucky has proven time and time again he's hard to kill and never stays dead for long.
Barbarian Level 2
Next he gets Danger Sense - Chucky now has advantage on Dex Saving Throws against traps and spells. Useful when paired with Evasion.
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Barbarian Level 3
Chucky can gain a Primal Path. Since he draws his power from Umballa, the most fitting Primal Path is Path of the Zealot.
Chucky now has Divine Fury. While raging, the first attack on each of his turns adds 1d6 + half his Barbarian level.
Also, due to his connection to Umballa, if Chucky dies, someone can bring him back to life without spell components. Unless your GM decides they require a certain amulet.
Barbarian Level 4
Ability Score Improvement - Either round out odd scores or take a feat.
Take the Savage Attacker - Once per turn when Chucky can choose to reroll damage for a melee attack and use either total.
Barbarian Level 5
Chucky gains +10 to his base speed. He's a quick little bastard.
Barbarian Level 6
Fanatical Focus lets Chucky reroll a failed save once per Rage.
Barbarian Level 7
The cherry on top is Feral Instinct. Chucky can roll initiative rolls with advantage. He cannot be surprised, and can act normally on a surprised round as long as he enters into Rage.
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And there you have it. Chucky the killer doll Dungeons and Dragons style.
He's very stealthy and surprise his victims, dealing massive damage, while able to get some hits and keep on killing. I thought about sticking with Rogue all the way through, but Chucky isn't just sneaky, but can murder with one or two hits when he's not being creative. Also, he's a tough bastard that just won't die.
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nerdythebard · 3 years
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#11: Gilan [Ranger's Apprentice]
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Hello there!
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NO! ...Not yet. One day, maybe.
Anyway, today we're building Gilan, a Rangers from the fantastic Ranger's Apprentice series by John Flanagan. This request was made by my best friend, @iximaz. They sure know I love challenges. Now, let's see if I can surprise them with this build.
Next Time: The Question... the First Question, the oldest question in the universe, that must never be answered, hidden in plain sight!
Now, what do we need to make Gilan work?
Silent & Deadly: Every Ranger's ultimate party trick. They are able to move in complete silence and blend into the environment so well, people tell stories about their supernatural powers... Rangers are basically Medieval ninjas, and Gilan was stated to be the best of them all at Unseen Movement.
Look at my Horse: All Rangers have a special, almost familiar-like bond with their mounts. We shall give Gilan a horse, or at the very least skills to obtain and maintain a horse.
Brains & Brawn: Rangers are trained in a large variety of topics, ranging (heh) from survival and archery to cooking and sewing. We need to be a little skill monkey.
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Gilan is a Human (although a Tabaxi would also work if you're feeling adventurous). As always, pick a Variant option, it's just better. We get a +1 to two abilities of our choice, go for Dexterity and Wisdom. We also learn Common and one language of our choice, one skill of our choice (Investigation), and we can take a feat. Skulker works fantastically for sneaky Rangers; we can hide in lightly obscured places, missing an attack doesn't reveal our hiding spot, and we don't get a disadvantage on Perception checks in dim light.
Gilan is the son of one of Araluen's most respected knights, but he himself doesn't seem to use his position and family privilege enough to give him the Noble background. Instead, let's focus on his Ranger career and make him the Folk Hero. This background gives us proficiency in Animal Handling and Survival, proficiency with land vehicles (carriages, wagons, etc.) and one set of artisan's tools (woodcarver's tools let us create our own arrows), and we get the Rustic Hospitality feature; if we're good to common folk, we can find a place to sleep or hide in their settlements.
ABILITY SCORES
Dexterity is our highest score, we're sneaky and we're accurate with a bow. Follow that up with Constitution, we need endurance for long travels. Wisdom is next, almost all of our knowledge is practical street-smarts and survival techniques.
Next is Charisma, we've managed to charm at least one lucky lady, who knows who else fell for Gilan (fan-fiction writers do!). Strength is a little lower than I want it to be, especially since we are trained in swordsmanship. Finally, we're dumping Intelligence - we're not stupid, we just need other abilities more.
CLASS
Level 1 - Ranger: Unsurprisingly, we start with Ranger (Revised). Our Hit Die is a d10, we get [10 + Constitution modifier] initial Hit Points, proficiency with light armour, medium armour, shields, simple weapons, and martial weapons. Standard leather armour sounds like the right choice for a Ranger, and we can't forget about a bow, daggers, throwing knives (here: darts) and - in Gilan's case - a sword. Our saving throws are Strength and Dexterity, and we get to choose three class skills: let's go for Insight, Perception, and Stealth.
We start off this class by choosing our Favoured Enemy: beasts, fey, humanoids, monstrosities, or undead. We get +2 to damage rolls against our chosen type, as well as an advantage on Survival check when tracking them and Intelligence check when recalling information about them. We also learn one language of our choice.
The Natural Explorer feature grants us several benefits when exploring the wilderness:
We no longer suffer from difficult terrain;
We have an advantage on initiative rolls;
On our first combat turn, we have an advantage against a creature that hadn't made its move yet.
Additionally, if we're travelling for longer than 1 hour:
Difficult terrain doesn't slow the group's travel time;
The group cannot become lost, unless via magical means;
The group cannot be surprised, even if engaged in an activity (foraging, tracking, etc.);
If we move by ourselves, we can move stealthily at a normal pace;
When we forage, we find twice as much food;
While tracking other creatures, we also learn their exact number, size, and how long ago they passed through the area we're currently at.
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Level 2 - Ranger: At this level, we get to choose our Fighting Style, and Archery is a no-brainer, it's the preferred combat option of all RA Rangers. We get a +2 bonus to all attack rolls we make with our ranged weapons.
Although RA Rangers don't use magic, D&D Rangers get access to Spellcasting. Wisdom is our spellcasting ability, we get no cantrips, and we begin with two 1st-level spell slots:
Beast Bond is a divination spell that creates an empathic bond between us and a beast of our choice, like a horse. For 10 minutes (concentration), we can communicate telepathically with our beast, and it is able to reply with simple emotions and concepts that we understand. The beast also gets an advantage on attack rolls against any creature within 5 feet of us. Just remember the password.
Hunter's Mark makes us focus our attention on a particular target. For 1 hour (concentration), you deal extra 1d6 damage to the marked creature, and we have an advantage on Perception and Survival checks related to tracking and finding it. If the marked target dies before the spell ends, we can use a bonus action to mark a new creature.
Level 3 - Ranger: We gain the Primeval Awareness feature, which lets us communicate simple concepts and ideas with beasts around us. We learn of the beast's emotional state, mood, and intent, which might save us from a fight.
Additionally, we can spend 1 minute concentrating, and detect if our Favoured Enemy type is somewhere within 5 miles of us. We learn the enemy numbers, presence, and the general direction from us.
This is also where we pick our subclass, our Ranger Conclave. For quiet and stealthy Rangers, who keep mostly to the shadows and avoid open conflicts, the Gloom Stalker Conclave works best. First, we learn the Disguise Self spell, which lets us change our appearance for 1 hour. We also gain the Dread Ambusher feature, we can get our Wisdom modifier added to our Initiative roll. At the start of our first turn, our ground speed increases by 10 feet and lasts so until the end of that turn. If we make an Attack during that turn, we can make one additional Attack. If that attack hits, the target takes extra 1d8 damage. Finally, we get Umbral Sight, which grants us 60 feet of darkvision. We are also invisible to creatures with darkvision if we're moving in the darkness.
We gain one more 1st-level spell: Snare utilizes 25 feet of rope to create a concealed trap that lasts for 8 hours. A creature that walks into the radius of the trap must succeed on a Dexterity saving throw, or be hoisted 3 feet in the air and restrained until the spell ends.
Level 4 - Ranger: Time for our first Ability Score Improvement! Let's put two points into Dexterity, to get it maxed out ASAP.
Level 5 - Ranger: From our subclass, we get the Extra Attack. This lets us attack twice during one Attack action.
We get another spell from our Gloom Stalker Magic table: Rope Trick uses at least 60 feet of rope to create an extradimensional space that fits up to eight Medium-sized creatures for 1 hour. Attacks and spells cannot reach the space, but anyone inside it can observe the surrounding area.
We also unlock 2nd-level spells: Pass Without Trace enhances our stealth skills for 1 hour (concentration). For the duration, each creature within 30 feet from us that we choose gets a +10 to their Stealth checks and cannot be traced via magical means.
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Level 6 - Rogue: Jumping ships for the rest of the build. When multiclassing into Rogue, we gain proficiencies with light armour (got it already), thieves' tools, and we get to choose one class skill; let's get Acrobatics.
1st-level Rogues begin with Expertise. We select two skills and double our proficiency bonus (NOT modifier) for checks involving those. Stealth and Perception are the skills every RA Ranger must hone. We also learn Thieves' Cant, a system of phrases/gestures/sounds used by Rogues in their line of work. Additionally, the Sneak Attack feature gives us extra 1d6 damage to any creature we have an advantage against. We don't have to get an advantage to roll Sneak Attack if another enemy of our target is within 5 feet of it, or the target is incapacitated.
Level 7 - Rogue: At this level, we gain Cunning Action, which is a series of actions we can use as a bonus action on our turn. These include Dash, Disengage, Hide, and Aim (if you include Unearthed Arcana: Class Feature Variants).
Level 8 - Rogue: Our Sneak Attack die increases to 2d6. We also get to choose our second subclass, our Roguish Archetype. Now, there is no Ranger-like subclass for a Rogue, but I did mention that RA Rogues were basically ninjas, right? The Scout Archetype got us covered! This stealth-and-survival subclass gives us two features at the start: Skirmisher makes us very difficult to pin down, letting us move up to half of our ground speed when the enemy ends its turn within 5 feet of us, and not provoke an opportunity attack. Survivalist gives us proficiency in Nature and Survival skills. Since we already have the latter, our proficiency bonus is doubled for Survival checks.
Level 9 - Rogue: Time for another ASI. Once again, let's increase our Dexterity to get it to 20.
Level 10 - Rogue: Our Sneak Attack die once again increases, this time to 3d6. At this level, we gain Uncanny Dodge. When an attacker that we can see hits us with an attack, we can use our reaction to halve the damage.
Level 11 - Rogue: We get another Expertise option. Once again, we have a choice between two skills, or one skill and our thieves' tools. Let's go for Insight and Acrobatics.
Level 12 - Rogue: At this level, we get Evasion. This incredibly useful feature allows us to nimble our way out of some AoE effects, such as the Fireball spell. When we are forced to make a Dexterity saving throw that would result in taking half damage on a successful one, we take no damage is we pass and half damage if we fail.
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Our Sneak Attack die also improves to 4d6.
Level 13 - Rogue: Another level, another ASI. This time, let's raise our Intelligence by two points, to get rid of the negative modifier.
Level 14 - Rogue: We get another subclass upgrade. Superior Mobility increases our ground speed by 10 feet.
Our Sneak Attack die becomes 5d6.
Level 15 - Rogue: Once again, we get an ASI. Let's put one point into Strength and one into Intelligence.
Level 16 - Rogue: Our skill increase with Reliable Talent. From this point onwards, we cannot roll lower than 10 when making checks for skills we are proficient in.
Our Sneak Attack die becomes 6d6.
Level 17 - Rogue: Time for the final ASI of the build, to round up the odd numbers, raise up Strength and Intelligence once again.
Level 18 - Rogue: This time, we get the final subclass upgrade of the build. Ambush Master grants us an advantage on our Initiative rolls. Additionally, the first creature we hit during our first combat round becomes easier to hit; all attacks against it are made with an advantage until the end of our next round.
Our Sneak Attack die becomes 7d6.
Level 19 - Rogue: Our senses are so sharp at this point, we don't even need sight. With Blindsense, we can detect creatures within 10 feet of us, even if they are hiding or invisible.
Level 20 - Rogue: Our capstone is Rogue 15 and the Slippery Mind feature, which grants us proficiency in Wisdom saving throws.
Finally, our Sneak Attack die becomes 8d6.
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And that's Gilan the Ranger. Let's see what we created:
First of all, we're an absolute legend when it comes to unseen movement and sneaking around. With the Skulker feat, Expertise in Stealth, Pass Without Trace spell, and Reliable Talent we cannot roll lower than 27! We have darkvision and blindsense, which is rare for a human, and we can hide from other creatures with darkvision. We have a large repertoire of skills we're proficient with, and with a +7 to initiative, we're definitely be somewhere in the front of turn order.
Unfortunately, our sword skills are pretty neglected, even with a +7 to attack and damage rolls. Extra Attack helps out slightly, though. Our AC is 16, and we have 149 Hit Points on average. Our Intelligence and Charisma are also pretty low, so saving throws on those abilities might be tricky.
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Anyway, that's it for Gilan. I hope you enjoyed it, and I'll see you next time... for a very... difficult build.
- Nerdy out!
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hanbeihood · 5 years
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A fun little Halloween 5e build
With Halloween right around the corner, I figured I’d post a 5e character build that I made a little bit ago. Some might call them creepy or unsettling, but they won’t say anything in response, if they’re a pro. Get your Player’s Handbooks ready, and let’s build a fucking mime.
Okay, first things first. We need the physical ability to hold positions like sitting in a chair for at least a brief period of time. Secondly, we need to be able to make those invisible walls, effects, etc. Finally, we need to be silent.
Let’s use the standard point array for our base stats (15, 14,  13, 12, 10, 8). You don’t have to use this method if you prefer others, but be mindful of multiclassing prerequisites (DEX & WIS). At the end of the day, stat distributions are just another type of flavor that add to the role-playing aspect of D&D.
15 is going into Dexterity. You’re a physical actor, so you need to be limber. Next is 14 for Charisma; you don’t have to be liked to have your smile leave an impact. 13 is for Constitution. Sometimes you’ll decide to sit in an invisible chair and have to stick it out for a little bit. Also, you’re HP will thank you. 12 is going into our Wisdom. One of the perks of staying quiet is the opportunity to notice things every now and again. We’re also going to get our zen on a little bit; you kind of need to when you can’t always communicate effectively with your party members. Strength is going to be our 10. I’d dump it if it wasn’t for how physically taxing some miming can be. That just leaves the 8 for Intelligence. Yeah, it sucks, but it’s the least important stat for this build. Like I said, you only need to /really/ pay attention to the multiclass prereqs. A higher INT won’t break the character.
For the race, our mime will be a Gith, specifically a Githzerai, from Mordenkainen’s Tome of Foes. That’s a +1INT & +2WIS, bumping them up to 9 & 14 respectively. Githzerai also get a 30ft speed, speak Common & Gith, and have Mental Discipline which grants advantage on saving throws against the Charmed & Frightened conditions. But the real reason we’re choosing this race is for their Githzerai Psionics. This’ll give us Mage Hand, Shield at 3rd lvl once per long rest, and Detect Magic at 5th lvl once per long rest. These spells use your Wisdom score. The best part is that they don’t require any components at all, and Mage Hand cast this way is invisible. So that last feature gives a way to manipulate the environment with reasonable deniability, a once-a-day invisible wall to defend yourself, and Detect Magic because I guess mimes can sense when you’re bs-ing them. Don’t try to cheat a mime.
We’re going to take the Charlatan background gaining proficiencies in Deception, Sleight of Hand, Disguise kits, & Forgery kits. What’s more unsettling than a mime? A mime you know you can’t trust. We also get the False Identity feature to have a secondary persona to slip into when need be; you could flavor this to be the difference between makeup on and off.
For our 1st level, we’re taking Rogue. Gotta love the image of a mime with a dagger or shortsword, huh? Now, most of the Rogues proficiency options are good, and we get 4. Performance is a must, and I strongly recommend Acrobatics. The other 2 are up to you. I’m going to choose Stealth & Perception. As a Rogue, we get Sneak Attack (duh), Thieves’ Cant (a way to communicate via miming?), and Expertise (x2 proficiency bonus for Performance & Stealth? yes please).
Time to immediately multiclass into Monk for our 2nd lvl. Unarmored Defense & Martial Arts are great features which can be flavored easily. The WIS bonus to your AC can be interpreted as quickly summoned invisible walls to protect you from attacks. It may seem low for the moment, but a 14 AC is better than the 13 you’d have from Leather Armor. The 1d4 unarmed strikes from your Martial Arts can be flavored to be invisible bludgeoning weapons. (I’m partial to baseball bats) I’d recommend talking with your DM about enchanting your blades to be inivisible since you can’t use Sneak Attack with your unarmed strikes despite using your DEX. (Finesse or ranged weapons /means/ finesse or ranged weapons.) You could then eventually have the party Wizard imbue those blades via Nystul’s Magic Aura to essentially make them undetectable. Just don’t lose them.
Going back to Rogue (2) for Cunning Action to Dash, Disengage, or Hide as a bonus action. Nothing scary about a sneaky mime.
Staying in Rogue (3) to bump Sneak Attack damage to 2d6 and to take the Thief Roguish Archetype. This gives you Fast Hands to add more options to your Cunning Action. You can now use your CA to make a DEX (Sleight of Hand) check, use thieves’ tools to disarm a trap or open a lock, or take the “Use an Object” action. You also get Second-Story Work meaning you can climbing no longer costs extra movement, and when you make a running jump, the distance you cover increases by an amount of feet equal to your DEX modifier.
We’ll stay in Rogue (4) some more to take that Ability Score Increase, bumping up our DEX & COn by 1. Odd numbers on important stats are the enemy. Our stats now look like this: STR 10 || DEX 16 || CON 14 || INT 9 || WIS 14 || CHA 14
Back into Monk (2) for our 6th level in total, we get Unarmored Movement (+10ft) and Ki! Ki is powered by your WIS stat. For future features that use Ki, your Ki DC is 8+your proficiency modifier+your WIS modifier. You get 2 Ki points per long or short rest. You can currently spend 1 to activate Flurry of Blows, Patient Defense, or Step of the Wind. Patient Defense is the one we’re after the most because it let’s the mime take the Dodge action as a bonus action on your turn, i.e. another way to have mimed walls up.
Our next Monk level (3) is big. We get 1 more Ki point (and will gain 1 with each Monk level), Deflect Missiles (more walls! [if you don’t just straight up catch the projectile]), and our Monastic Tradition: Way of the Open Hand. WotOH makes the already useful Flurry of Blows even more useful. Knocking enemies prone, pushing them up to 15ft away, or keeping them from taking reactions until the end of your next turn are some great options you can impose on foes.
Let’s get another ASI, this time from Monk (4). We’ll boost our DEX by 2. STR 10 || DEX 18 || CON 14 || INT 9 || WIS 14 || CHA 14 Also, we get Slow Fall to umbrella our way down and reduce damage.
Let’s speed things along. We take 2 more levels of Rogue (5, 6). Sneak Attack is now 3d6. We gain Uncanny Dodge to halve an attack’s damage via your reaction, and we get to apply Expertise to 2 more skills or 1 skill and the thieves’ tools. I’m going to place Expertise on Sleight of Hand and Perception. (You do you, though.)
The rest of our levels will be going into Monk for this build for a total of 14 Monk levels and 6 Rogue levels. The Martial Arts die will be 1d8, and we’ll have +25ft to our movement. At the 8th and 12th level of Monk, we’ll have the option for 2 more ASI’s. If you’re happy with your current ability scores and your DM allows it, you can consider taking the Lucky and/or Observant feats. If you want an extra boost to those numbers, bump up WIS and/or CHA to 16 for more reliable skills, saving throws, and Ki DC. For my build, I’m going to take the Observant feat, adding +1 to my INT and then use the other ASI to bring my WIS to 16. STR 10 || DEX 18 || CON 14 || INT 10 || WIS 16 || CHA 14
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Let’s take a look at what we’ve got.
--Mobility (Chances are that you’re faster than people afraid of mimes) --Consistent damage (which is magical damage thanks to Monk’s 6th lvl) --Skills (6 levels of Rogue is so nice to make sure you do what you need to do) --Damage avoidance (1 Shield spell, AC 17, Evasion from Monk’s 7th lvl, and proficiency in all saving throws from Monk’s 14th lvl) --Loyal (Being a Githzerai and a Monk means it’s really hard to make you turn on your allies) --Miming (As long as you have Ki and can move around a bit, you can mess with your foes.) --Close range (If you’re using daggers, you can only throw them so far. Otherwise, you gotta get up in the enemy’s face.) --Limited damage types (You kind of only have bludgeoning and piercing damage to work with) --Mime (You aren’t proficient in Intimidation, but there are people who find you scary anyway. At 20th lvl, you’ve got a +8 without even trying. You could either be the best or worst face of the party depending on who you’re trying to work with.)
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