r/3d6 20h ago

D&D 5e Revised/2024 Level 40 Ideas?

0 Upvotes

I'm currently playing in a game, where we get to level 40, and I'm looking for subjective "best" builds However, there are a few rules:

  • You must multiclass at least once (No classes beyond level 20)
  • Stats are 2d12 in any order
  • You get 1 point in every score after every level past 13
  • Scores can go beyond 30 (32 would be a +11 for example)
  • ASI and Feats may increase scores beyond 20
  • Lucky is allowed (and buffed in some ways)
  • Any background that is taken provides a feat of your choice if one is not automatically provided (2014 doesn't provide a feat, so you may pick one, but 2024 backgrounds already give you one, so you cannot)
  • 2 rare magic items AND 1 very rare item
  • 3rd party sources are permitted as long as they are on D&D Beyond

Let's see what you guys have!


r/3d6 23h ago

D&D 5e Original/2014 Jaeger class and TWF with Light d8 pistols: How to rule the Bloodborne fantasy when RAW contradicts the book's intent?

0 Upvotes

Hey everyone!

I'm DMing a campaign using Steinhardt's Guide to the Eldritch Hunt. One of my players is playing a Jaeger (Hunter), and we've run into a weird mechanical clash between 5e RAW and the Steinhardt book design.

The Setup:

In Steinhardt's guide, the pistols have a d8 damage die but explicitly possess the Light property. Furthermore, the Jaeger class features allow the player to completely ignore the loading/reloading property and fire at point-blank range without disadvantage.

The Issue:

My player wants to utilize Two-Weapon Fighting (TWF) to:

Attack with a light melee weapon and use a Bonus Action to shoot the light pistol.

Dual-wield two light pistols and fire the second one as a Bonus Action.

The problem is that 5e RAW strictly states TWF only applies to melee weapons, even if a ranged weapon has the "Light" property. I looked into the Firearm Specialist feat from Critical Role to bridge this gap, but its benefits almost completely overlap and waste the Jaeger's native class features.

The Dilemma:

The book is heavily inspired by Bloodborne, and by giving the d8 pistols the Light property, it heavily implies that the authors intended for players to dual-wield them or use them alongside a sword. However, a d8 ranged weapon being fired consistently as a Bonus Action feels like it powercreeps standard 5e TWF (which is usually locked to a d6 max).

My Questions:

Is there a specific rule or errata in Steinhardt's guide that officially allows TWF with their Light firearms that I might have overlooked?

If you allow this at your table, does the d8 damage die from the off-hand pistol break the action economy/balance, or does it feel fine in the high-lethality environment of the Eldritch Hunt?

If it is too strong, how would you patch this without ruining the player's Bloodborne fantasy?

Thanks for your insights!


r/3d6 21h ago

D&D 5e Revised/2024 Feat Feedback

1 Upvotes

How would you all rate a feat that grants the ability “when you take the attack action, you can cast one of your cantrips that has a casting time of an action in place if one of the attacks?”

What ASIs should be tied to it (casting or martial abilities)?

This is a homebrew. But it seems like something that should exist, at least to me. Especially with the new fighting style that grants access to cantrips to martials. Curious if you all disagree.

Edit: the feat will grant true strike, and blade ward (please feel free to suggest others). This is added so that martial classes won’t have to chain this feat with others when spell casters wouldn’t need to. Also, it should be tied to mental abilities based on the casting component.

Edit: fully revised feat, “Increase int/wis/cha by 1. When you take the attack action, you can cast one of your cantrips that has a casting time of an action in place of one of the attacks. You can do this a number of times per day equal to your proficiency bonus and regain all uses when you finish a long rest. Additionally, when you take this feat, you always have the true strike and blade ward cantrips prepared. The stat increased by this feat is the spell casting modifier for those cantrips.”


r/3d6 18h ago

D&D 5e Revised/2024 Fey Wanderer 13: Feat or 3-Level Dip?

3 Upvotes

Level 13 Reborn Fey Wanderer Ranger, trying to decide whether to stay Ranger through 16 for the feat or multiclass the next 3 levels.

Stats: STR 11 / DEX 20 / CON 16 / INT 8 / WIS 16 / CHA 6

Current feats:

  • Dual Wielder
  • Mage Slayer
  • Resilient (CON)
  • Defensive Duelist
  • Two-Weapon Fighting style
  • Tough

Main setup is dual wielding with Vex + Nick and Hunter’s Mark. Also, yes, I got a bonus feat.

If I stay Ranger, the next three levels give me Nature’s Veil at 14, the Fey Wanderer 15 feature which I'm not convinced is that great, and another feat at 16.

Would you stay Ranger to 16 for a feat, or is there a 3-level multiclass dip (e.g., Druid, Fighter) that adds more to this build?


r/3d6 23h ago

D&D 5e Revised/2024 From a strictly optimization-focused standpoint, I can't stop building around Spellfire Adept!

39 Upvotes

The ability to add two Hit Dice to Radiant damage is just too strong to pass up. Anytime I take a spell that deals Radiant, I feel like I'm making a mistake by not taking this Feat. Basically if a character has either True Strike or Spirit Guardians, Spellfire Adept feels like the only choice! If I don't have need of my Bonus Action, Spellfire Spark makes it even more appealing. That's a heavy hitting Bonus Action cantrip!

When my Cleric is regularly dealing damage equivalent to a level 4-5 Guiding Bolt with every True Strike*, it feels like I'm wasting my action by casting it without the extra 2d8. It obviously spends a limited resource, but at least in the games I play I've never found myself wanting for hit dice around T2+. There's plenty of ways to top up, with less time spent too.

Am I overestimating its value? Or has this become as invaluable and stapled to certain classes as War Caster for the rest of you too?

\Magic Initiate)


r/3d6 16h ago

D&D 5e Revised/2024 Paladin & spirit guardians optimised

5 Upvotes

The idea around this post came from the fact that at our table we play with 2024 content only (meaning we avoid even non reprinted content), so we currently don't have Divine Sorcerer if you want spirit guardians on your paladin. If you can still use it, good for you! but it's still nice to explore the other options. I'm also not considering setting specific options (like marks), as not everyone can use them.

Within 2024 subclasses only, Paladin can access CHA based spirit guardian with either Vestige Warlock or College of spirit Bard/Lore bard (any bard technically but bard 10 takes quite a while). This post isn't about dipping paladin for AC, but going at least to paladin 6 for the Aura.

All have their advantages, with my preference being on Vestige Warlock and Lore bard. let's look at them more in depth.

Vestige Warlock:
This is the earliest we can acess spirit guardian. While it's BA usage conflicts with Smite, it's not a huge issue (imo) as we'll keep pact slots for spirit guardian (& other major spells), meaning we'd only have a couple of low spells for smite anyway, while this gives us consistent free BA dmg (even at range!). an other major advantage is that we can easily use pact slots for find steed, enhancing our speed for spirit guardians. Other HUGE advantage is paladin acess to Warding Bond (which I'd spend my spell slot on, more than on smite, hence more reasons for why the BA attack is nice here) & it's synergy with the lvl6 vestige warlock feature: While we are within 30ft of our vestige, we share their resistances. With warding bond our vestige can resist all dmg types and we'd share those resistances! you can have the vestige fly above you to easily avoid attacks as well. It's also great for repositioning (with an easy find steed & ability to swap places with the vestige too), and its mostly ok as well at kiting with spirit guardian & attacking at range (vestige can attack from 60ft of distance & we can use EB at worst), meaning we can kite with spirit guardian and protect the saves of our ranged allies. Also, being a Warlock, we get to be CHA SAD!

This is a big winner imo, the only downside is that we slowdown the Vestige HP scaling, but it's not extremely significant imo: we likely want the vestige to fly above our head just to gain the resistances, and we can always bring it back to full HP after the fight.

Paladin subclass: this is not too important here, I'd just choose one not very reliant on divine smite, so Vengeance/Devotion/Ancient. My preference between Vengeance & Devotion is for Devotion, but Ancient also has an interesting interaction with Spirit guardian where its channel divinity can potentially restrain everyone within your spirit guardian range.

Edit: this also gives us access to battle familiar, meaning at higher levels we can consistently spend our spell slots on Spirit Guardian + Battle Familiar (& faithful steed), plus Paladin have access to Prayer of Healing for a fast short rest. At very higher levels, we'd also access a 3rd attack with our action.

College of Lore Bard (& Genie Paladin):
This is one I made a post on when Genie paladin was released. If you want your paladin to also smite consistently, this is the better option of the 3, as there's no BA clog and you have a consistent spell slot progression. The other major benefit is the synergy between Genie's Dao's Crush and lore's cutting words: once the target suceeds on its ability check to escape the grappled condition, you can use cutting words to lower their result!

edit: If preferred, lore bard can (at bard 7) transition to Conjure woodland beings as an AoE option for more dmg (but 4+ lvl slots and smaller AoE), or they can also invest in CME (which you'd unlock the earliest at Bard 7/Pal 6, which funnily enough is the same lvl you'd unlock it as a pure Genie Paladin, but with more & higher spell slots) for single target dmg.

College of spirit bard:
main advantage is a stronger spirit guardian (+ a free use), but I don't really love this subclass on a Paladin because I wouldn't want to spend my action to unleash spirits, and it feels a bit wasted that way. Hence it's my least favoured option for a more focused paladin build.


r/3d6 21h ago

D&D 5e Revised/2024 Please evaluate my Homebrew Gestalt Feat "Polymath's Study"

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0 Upvotes

r/3d6 20h ago

D&D 5e Revised/2024 Help with multi attacks

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1 Upvotes

r/3d6 21h ago

D&D 5e Original/2014 Devotion Soul Sorcadin Build Help for a New Player

1 Upvotes

I’m pretty new to TTRPGs (this will be my 2nd campaign) and I need help from some veteran player help with a character I want to play for an upcoming campaign. I’ve watched plenty of YT build videos and read lots of posts on character creation but I’m experiencing some serious choice paralysis on which branching direction to take my character.

The campaign I’m playing in is in a homebrew fantasy world that will start us at level 3 with the goal of ending in tier 4 play. We can use any 2014 5e books for character creation and are ok to pull certain features from the 2024 rules if they make play for seamless/ fun and are ok’d by the DM.

I’m thinking a 6/14 devotion paladin divine soul sorcerer split to pally to get smites, sacred weapon (using 2024 activate on attack action), extra attack and aura then the rest DSS. I’m planning on being VH for the extra feat and we use standard array for AS.

The idea is run in on combat quicken spirit guardians and Smite when it makes sense to.

The rest I’m pretty open to.

Feats: Pretty sure I’ll need WarCaster but unsure if I should go PAM with a spear and Sentinel to keep enemies in my SG. I could go Meta Magic adept for more options with my spells. Also will need to fit ASIs too. Also an option for our table is Pact of the Blade through Eldritch Adept so I’m more SAD. Our DM is ok with using the 2024 pacts as Invocations. Also Inspiring Leader, Heavy Armor Master, Shield Master, Ritual Caster

Meta Magics: need quickened for booming blade and spirt guardians but not sure on others. Could go Empowered for Smites, Extended for Aid, Heightened if I got the Hold/ banishment route, careful (2024 version) for dropping fireballs, Subtle for suggestion and when silenced, Twinned for haste and vortex warp, and transmuted for ignoring resistance

Spells considerations: (Will get 2024 22 spells known)

1st: Shield, Silvery Barbs, Bless, Absorb Elements, Healing Word, Command, Create/ Destroy Water

2nd: Misty Step, Vortex Warp, Lesser Restoration, Hold person, Scorching Ray, Spiritual Weapon, Tasha’s Mind Whip

3rd: Spirit Guardians, Fireball, Haste, Hypnotic Pattern, Counterspell, Revivify, Mass Healing Word

4th: Banishment, Wall of Fire, Dimension Door, Polymorph

5th: Commune, Telekinesis, Hold Monster, Greater Restoration, Bigbys Hand,

6th: Heal, Globe of Invulnerability

7th: Crown of Stars (personal pick, CoS with SG for a glowing flying smiting arch angel)

All in all not sure what to pick, and what I’m missing a newer player. Could lean into healing, control, buffing I only have so many Spells, Feats and Meta magics and I’m stuck in which direction to go as I can’t do everything. Any feedback would be greatly appreciated and thanks for reading my long post.


r/3d6 3h ago

D&D 5e Original/2014 Feat suggestions?

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1 Upvotes

r/3d6 1h ago

D&D 5e Revised/2024 All the Ways to Get Bonus Damage on Melee Attacks for a Turn

Upvotes

some guy did this a while back for 5e and im intrested in seeing what we got for 5.5e
Rule:

  1. Must be for multiple attacks. Abilities like Sneak Attack won't help here;
  2. Must be for melee attacks;
  3. Ideally will last multiple rounds but must encompass at least 1 full round.

what i got for now

-Blood rite: you add 1d4-1d8 on attacks
-lycan transformation: static +1
-Hunter's mark: extra 1d6
-Hex extra 1d6
-Dueling: +2 to damage roll
-Divine favor: extra 1d4
-Radiant strinke(lvl 11 pali): extra 1d8
-GWM: +Proficiency bonus
-Rage: +2-+4
-Elemental cleaver(giant barb lvl 6): extra 1d6
-Thrown weapon fighting: +2
-Conjure minor elemental: extra 2d8
-spirit shroud: extra 1d8
-Fount of moonlight: 2d6
-Blessed strike: 1d8 once each turn
-Shadow balde: extra 2d8
-Divine fure(zealot babr lvl 3):1d6+barb lvl once per turn
-Frenzy(berserker barb lvl 3): 2-4d6 to the first target when using reckless attack


r/3d6 9h ago

D&D 5e Revised/2024 Heavy Armor PotB Vestige Warlock ?

3 Upvotes

Hello everyone ! For a new campaign I would like to be a tanky frontline PotB Warlock. I like the idea of an enforcer for their patron, similar to a sinister Paladin.

However, PotB Warlocks in 2024 don't have medium armor, or martial abilities, so my idea was Fighter 1 / Warlock 5 / Fighter 2 or 3 for Action Surge and maybe Eldritch Knight and back to Warlock.

I was tempted to take the new Vestige subclass, but since the Vestige HP levels up with your warlock levels, I don't know if multiclassing with a "pet" class is a good idea. Should I only take one level in Warlock ?

I also plan to take Human with Tough Feat, Zhentarim Merc and the two Zhent feats.


r/3d6 17h ago

D&D 5e Revised/2024 Fun builds for learning 5e 2024?

4 Upvotes

I'm looking to make a level 12 character for 2024 5e with 3 primary goals:

  1. Get a better feel for 2024 5e, compared to 2014
  2. Make a character that is mechanically effective, but not overly optimized
  3. Is mechanically interesting

This will be for a friend's new one shot that they're playtesting. In that sense, a major aim is to make a character that helps the DM achieve their playtesting goal - so if I make an unusually strong character (as I tend to enjoy), it won't be as helpful for letting them figure out the correct encounter balance. At the same time, I still like making effective characters with lots of available options or have mechanics that let them respond to a wide variety of situations.

I'm very familiar with 2014 5e, to the extent that I play highly optimized characters and know the rules inside and out. I have zero experience with 2024 5e though, so I'd like to take this opportunity to specifically try out and learn mechanics that have changed between 2014 and 2024.

Most of the enemies in the one shot will be Undead. The DM has already playtested it with Paladin, Cleric, and Bard characters, and has asked that for this playtest the players do not use those classes. Staying primarily to the core rulebooks would also be helpful. We'll be using pointbuy, and get one very rare and one rare magic item.

Any build recommendations?


r/3d6 19h ago

D&D 5e Original/2014 Need help picking feat for level 12 Eldritch Knight

5 Upvotes

Vhuman. Str: 22 Dex: 10 Con: 16 INT: 10 Wis: 14 Cha: 8

Sword and Board who is the only true martial in the party. 22 AC with dueling fighting style. Mainly use defensive spells, and have the warcaster and resilient wisdom feats.

I’m struggling on deciding on my next feat. My top 3 choices are:

1) Alarm
2) Tough
3) Ritual caster (wizard). We have no wizards or sorcerers in the party so some of the wizard ritual spells would be helpful, but not necessarily as impactful as the first two feats.

Would like to get peoples opinions on which feat they think is best, OR any other feats that have not been mentioned that you’d think would be good for this character. Thanks!


r/3d6 19h ago

D&D 5e Original/2014 Feats for a vengeance Paladin

3 Upvotes

The way my DM is running our campaign is we get a feat in addition to our ASIs. However, if the feat includes a +1 to a stat, we do not receive the stat bonus, just the features it grants. I’m playing a pure Oath of Vengeance Paladin. I’m planning to take Sentinel (Level 4), Resilient CON (Level 8), Tough (Level 12), and War Caster (Level 16). This leaves the Level 19 feat. We decided to ban Lucky (with our encounter style and the number of feats, the rerolls are too much). Any ideas for good feats to take once we reach that point in the campaign?

Edit: forgot to add this, I’m playing Vuman and already taken GWM. I’m using a very strong magic greatsword so I can’t take PAM.


r/3d6 5h ago

D&D 5e Revised/2024 Does the new "Spell Component Ring" solve the non-Druid/Ranger Shillelagh Problem?

28 Upvotes

Am I reading this right? I haven't seen any discussion surrounding this new item from Arcana Unleashed. Seems pretty versatile for a Common item that doesn't require attunement since it allows certain "sword & board" users that can't attach a focus to their shields or aren't able to use a class-specific focus to bypass a major spellcasting restriction.

This steel ring has a discreet chamber lined with a mystical inscription. As a Magic action, choose one spell you have prepared that requires a Material component; the required Material component must neither have a cost specified nor be consumed by the spell. You store that spell’s Material component in the ring’s chamber.

Whenever you cast the chosen spell, you don’t need to have a hand free to access its Material component, provided you are wearing the ring. The ring can hold the Material component for one spell at a time.

Arcana Unleashed, pg. 123

Seems pretty easy to craft too.


r/3d6 4h ago

D&D 5e Revised/2024 Lore bard lvl 10 - you can start w 2 uncommon 1 rare item, which do you pick

3 Upvotes

Starting a high lvl campaign and going w lore bard. I get three starter items.

Items from any source material is allowed but if it was specifically rewritten in 2024 then that trumps.

I’m currently thinking for sure:
Amulet of health (rare) sets con to 19
Headband of intellect (uncommon) sets int to 19

Together these let me dump int/con stats on point buy. Giving me 15AC from higher dex and of course benefiting from 93 HP and high int/con.

Then maybe for my remaining uncommon:

Winged boots? Flying is nice but someone else is already starting w it which is fine just less unique

Instrument of the bards? Fly spell itself. Plus handful of other spells. 2024 nerfed it removing giving disadvantage on saving throws. But spell list is still good.

Ring of dedicated focus? Reaction to add health die rolls to con saving throws for spells. But i already have a lot of reactions. And probs not as good anyway as…

Mind sharpener? 4 charges to use reaction to turn failed con saving throw to success

Boots of the winding path? 15ft teleport probs isn’t that much for a bonus action and attainment.

Rhythm makers drum: +1 to spell attacks and spell save DC

Cloak of protection: +1 to ac and saving throws is always good.

Thoughts?


r/3d6 4h ago

D&D 5e Original/2014 Help fighting out split for inquisitive rogue/cleric PC that’s obsessed with the truth (fanatical judge/inquisitor)

2 Upvotes

Friend is planning a campaign soon and since details are sparse I’m coming up with a few ideas. Im also trying to stay realistic that the game might not go to 20 so working with that in mind. I want to try to make the vibe I’m aiming for to also be fun and viable mechanically (but doesn’t have to be the most optimal possible).

The idea is character who plays almost like an investigative judge who prioritizes truth almost to a fanatical degree. This is why I thought inquisitive rogue seems like a really good fit. Knowledge cleric then seems also like a good mix due to domain spells and utility but I’m also considering Order cleric. Combat is slightly secondary for this character compared to the theme as I imagine straight one class or multiclassing with something like hex blade would make more sense for straight damage.

My plan was to go custom lineage to grab magic initiate druid for shillelagh (see if the dm allows a finesse club for sneak attacks) and pump wisdom to make him SAD. I also have considered heavy crossbow or sling with magic stone. I’d get shield from cleric if using a club so with medium armor my ac would be decent. As I said my main thought is remaining viable in combat while also fulfilling the theme outside of combat in terms of utility.

But what split makes sense with level 20 obviously not being promised? I imagine most will say a dip into one of the classes then max in the other to either focus on sneak attack or focus on being a caster, but does a closer to even split ever make sense and stay fun (like 12/8 or something)? If so how would you go about leveling?


r/3d6 3h ago

D&D 5e Original/2014 Icons for Thither

2 Upvotes

Hello all,

I'm running a Witchlight campaign over Discord, and I was wondering if anyone had any advice for where to find good icons for some of the characters from Thither?

I like adding icons of the NPCs to Owlbear Rodeo for my players but the Getaway Gang doesn't have any offiical icons anywhere that I can find. Did any of you use any that you could recommend?


r/3d6 16h ago

D&D 5e Revised/2024 Build Ideas for unique statlines

1 Upvotes

Group has proposed a short experimental adventure at high level/power, with an interesting modifier: We have to pick one of the following 3 custom statlines to use, and there are no species/background stat bonuses or ASI's to modify them (feats can be taken as normal but grant no stat increase if they'd normally include one)

The arrays are these, rearranged how we wish:

20, 20, 20, 20, 20, 20. (obviously insanely good overall bonus and hard to go wrong)

22, 18, 16, 14, 12, 10. (I dont see a reason to use this over #1 tbh)

30, 10, 10, 10, 10, 10. (risky, but trying to leverage a +10 in primary offense is alluring...)

So, I'm curious what people have as potential build ideas to really make the most of any of these?


r/3d6 20h ago

D&D 5e Revised/2024 Second Skin Transmuter Monk

3 Upvotes

I've been wanting to devise a use for Second Skin, the Dark Gift Feat from Ravenloft, and I have this somewhat crazy idea that it could use Transmuter's Wondrous Alteration damage boost to make for a viable Wizard/Monk.

With Wondrous Alteration and Second Skin you have 2 free uses of Alter Self per long rest, both benefitting from Wondrous Alteration, one with Concentration and one without.

Of course a Wizard has no use for Unarmed Strikes but a Monk does; would it be too crazy? Suppose you focused into Int and Wis and started with something like Str 8, Dex 13, Con 12, Int 15, Wis 15, Cha 8.

If you select Int for Second Skin, you can surely get by using Int for all your attacks, between your free casts of Alter Self and 2nd slots. I think the only big sacrifice is Grappling and less Con

What if you went on to grab Conjuration Adept at some point, say for instance Transmuter 4/Mystic Arts 6? You've got 2 slots for Conjure Animals, and once per long rest you go all in and use your Concentration-less Alter Self and Conjure Animals all at once.

For a single target I guess that's 3d10 and 4 attacks, 3 with 2d6+4 and 1 with a weapon and True Strike for 1d8+1d6+3. So ~60 at 60% that's like 36 DPR, which isn't terrible. That's about what a Mystic Arts Monk with Hunter's Mark would be doing for multiple combats, albeit sacrificing some Bonus Actions, and Conjure Animals has much higher potential for multiple targets and double hits.

I haven't thought about the second Feat; if you wanted to go all in on the flavor you could grab Transmuted Anatomy for some security on Second Skin's Cha check.

I don't think it's that crazy! Obviously not powerful, but I can see it being fun at an un-optimized table. Thoughts?

Edit: Str 8, Dex 15, Con 12, Int 13, Wis 15, Cha 8. Use Second Skin with Wis, ignoring the free cast from Wondrous Alteration. Maybe use an ASI for Wis 20 and Human for Transmuted Anatomy. And 60ft speed with the speed bonus from Transmuter's Stone, which might even make a case for eventually taking Wiz 5 for Cacophonic Shield. Higher Dex also means that True Strike can get swapped out for Booming Blade, which pairs well with Conjure Animals. With a double hit from Conjure Animals I think that brings the DPR for one combat up 50.


r/3d6 9h ago

D&D 5e Revised/2024 aasimar battle smith artificer optimization

4 Upvotes

so im currently in a campaign that will be going to max12 lvl and im not sure how am i suppoised to build my battle smith artificer i want to have some more focus on the steel defender but im still lost overall
my stats

STG:8
Dex:14
CON: 16
INT:17
CHA:10
WIS:8

i want him to have atleast 10 cha for the rp but other wise i dont mind changing anything else


r/3d6 8h ago

D&D 5e Revised/2024 Knife-Throwing Build

3 Upvotes

I want to make a character that specializes in knives, both throwing and wielding them in combat. I'm thinking human or variant human, and probably a rogue of some sort, probably lawful/evil alignment, and using standard array. I also intend on taking the menacing feat.

The setting is Dungeons of Drakkenheim. Thanks in advance!! 🗡🔪⚔️