We are going to contruct a slightly different team for the DLC campaign. First, we need someone with a good sleight of hand skill. While that skill was unused in the main campaign, it’s required to pickpocket in this campaign. We’ll also want someone with Good Charisma who speaks Giant. Thus, we are going to reuse our first part, but with some slight changes.
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Let’s start with “Beefl,” Belf’s sibling. He has an ascetic background, and therefore, slightly different skills.
Standard point buy: Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 8
My Array: Str 10, Dex 18, Con 14, Int 12, Wis 19, Cha 8
Max Abilities: Str 18, Dex 20, Con 18, Int 18, Wis 19, Cha 18
1st level: Wood elf. Cleric class. Gear: Spear, Light crossbow and 20 bolts, priest’s pack. Deity: Einar, Domain Battle, Ascetic background.
Skills: You’ll be given Perception, Survival, and insight. Pick Religion and medicine.
Cantrips: Light, Scared Flame, Spare the dying.
Make sure to carve your deity’s symbol on your shield once the game starts. Buy a rapier for your main hand and look to get a magic one as a main priority.
3rd level: pick the spiritual weapon spell and use it often.
4th level: Feat: Effortless concentration
5th level: Pick up the spiritual guardians spell and use it often.
8th level: Feat: Enduring Body
12th level: Ability Score Increase: +1 Con, +1 Wis.
Here’s a new Paladin, “Pally.”
Standard point buy: Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 16
My Array: Str 19, Dex 12, Con 17, Int 8, Wis 10, Cha 16
Max abilities: Str 19, Dex 18, Con 19, Int 18, Wis 18, Cha 20
1st level: Half-elf, Paladin class, Gear: Greatsword and rapier (give to Beelf), 5 javelins, Priest’s pack, Deity: Any, artist background,
Skills: Artist give Persuasion and deception, Use Half-elf to get intimidation and perception, and use Paladin to get athletics and insight
Languages: It is important that this character know giant.
Once the game begins, make sure to mark any shield you use with your deity’s symbol.
2nd level: Fighting style: Great Weapon fighting is best, but Defense is worthwhile.
3rd: Sacred oath: Oath of devotion
4th level: Feat: Follow-up strike
8th level: Ability Score Increase: If my array or MAX, +1 STR and +1 Con, If using Standard, +2 Str
12th level: feat: Armor Master
Another character we will want to reuse with a slight change is our ranger. Here, he will be “Maark Quatro.” He is our pickpocket, so be sure to select him before picking any pockets. Rangers are a complicated class. They are great switch-hitters between ranged and light weapon and shield, but don’t bother with two-weapon fighting. To get this achievement, you just need to create one, but I recommend using one often. For spells, Hunter’s Mark, Goodberry, Cure Wounds, then Protection from Poison and Pass without Trace, and then Conjure Animals (Two Wolves, always) and Daylight are the best.
Race: Wood Elf
Standard array: STR 8, DEX 17, CON 14, INT 8, Wis 16, Cha 8
My array: STR 12, DEX 20, CON 16, INT 8, Wis 15, Cha 10
Max array: STR 18, DEX 20, CON 18, INT 18, Wis 19, Cha 18
Gear: Leather, Double Shortsword, Longbow, Dungeoneer’s pack, Buy a druidic focus to cast spells.
Background: Lowlife,
Skills: Athlectics, Insight, Survival
1st level: Favored enemy: undead Natural explorer: doesn’t matter, choose forest.
2nd level: fighting style: Choose Defense, although archery could be good, too.
3rd level: Archetype: Shadow tamer
4th level: Feat: Uncanny accuracy. (yes, you don’t get the +1 Dex with My array or Max, it’s still very good)
6th level: Favored enemy: Aberration in Lost Valley,
8th level: If My array or Max, Feat: Creed of Maraike. If Standard: Ability Score increase: +2 Dex,
12th level: Feat: cloak and dagger
Our last returning class is a new wizard. “Elminster”
Standard point buy: Str 8, Dex 17, Con 14, Int 16, Wis 10, Cha 8
My Array: Str 10, Dex 18, Con 14, Int 19, Wis 12, Cha 8
Max abilities: Str 18, Dex 20, Con 18, Int 19, Wis 18, Cha 18
1st level: High elf. Wizard class. Gear: dagger, component pouch (upgrade to belt, crown, or necklace), scholar’s pack, Acolyte background.
Skills: Arcana and History.
Cantrips: High elf: Chill Touch, Wizard: firebolt, ray of frost, Shocking grasp (or focus on elements you are missing)
Spells: In order of importance: Detect magic, Identify, Magic missile, mage armor, Jump, Shield,
2nd level: Tradition: Court Mage if DLC, Greenmage otherwise. Court mage’s Spell Shield ability is amazing, as is counterspell mastery. If you take Greenmage, consider replacing the Ranger with a Dwarf Battle Cleric. If you want to get the damage achievements out of the way as fast as possible, try a shock arcanist.
3rd level: Important spells: Knock, Misty step, Acid Arrow, Shatter, See invisibility, magic weapon,
4th level: feat: Powerful cantrip
5th level: Important spells: Fireball, counterspell, fly.
7th level: Important spells: Phantasmal killer, ice storm, blight, greater invisibility
8th level: Feat: Effortless concentration
9th level: Important spells: Mind twist, Cloudkill, cone of cold, conjure elemental
11th level: Important spells: true seeing, Chain lightning, Freezing sphere,
12th level: Feat: Creed of Pakri
You could swap the paladin and the wizard for a Bard and Warlock. That party would be worse until level 6, and then better for the second half. It’s a trade off.
I name my bards “Burps.” If you don’t MAX your abilities, he needs to get into medium armor quickly.
Standard point buy: Str 16, Dex 14, Con 12, Int 8, Wis 8, Cha 16
My Array: Str 19, Dex 14, Con 13, Int 8, Wis 10, Cha 18
MAX abilities: Str 19, Dex 18, Con 19, Int 18, Wis 18, Cha 20
1st level: Half-elf, Bard class, Gear: longsword, lute, Entertainer’s pack, lawkeeper background,
Skills: Lawkeeper gives Perception and intimidation. Take Athletics, Deception, Persuasion, Performance, and Arcana.
Languages: It is important that this character knows the Giant language.
Cantrips: Take Vicious mockery (fantastic at reducing a monster’s DPS), Shadow dagger, and Light
Spells: You’ll need detect magic, identify, and cure wounds.
3rd: Take College of lore.
4th level: If MAX, Enduring Body, otherwise, Sturdiness of the Tundra
6th level: Lore spells: Take spirit guardians and counterspell or shield.
8th level: effortless concentration
10th level: Lore spells: Whichever you didn’t pick of counterspell or shield, and fireball.
12th level: If standard point buy, +2 Str. Otherwise, Creed of Einar,
And then reuse, “Nameless One.”
Standard point buy: Str 12, Dex 16, Con 14, Int 8, Wis 8, Cha 17
My Array: Str 12, Dex 17, Con 15, Int 8, Wis 10, Cha 20
MAX abilities: Str 18, Dex 19, Con 19, Int 18, Wis 18, Cha 20
1st level: Half-elf. Warlock class. Gear: Light crossbow(sell) and 20 bolts, 2 daggers, Component pouch, (upgrade to belt, necklace, or crown), scholar’s pack, academic background. Patron: The Tree
Skills: Half-elf: persuasion and athletics, Warlock: Intimidation and deception.
Cantrips: Eldritch Blast, Shadow Dagger, chill touch.
Spells: Malediction
2nd level: Invocations: Agonizing blast, Eldritch Spear
3rd level: Boon: Pact of the Blade (Use any weapon), Spell: Misty step, shatter
4th level: Feat: Powerful cantrip
5th level: Invocation: Thirsting blade, Spell: Counterspell, Conjure animal (two dire wolves),
7th level: Invocation: Devil’s Sight, Spell: Phantasmal Killer, confusion.
8th level: If standard Array: +1 Con, +1 Dex. Otherwise, Effortless concentration
9th level: Invocation: Fiendish Vigor, Spell: Mind twist
11th level: Mystic Arcanum: True Seeing (cast on another party member)
12th: level: invocation: Lifedrinker, If Standard array, Sturdiness of the Tundra, otherwise, +1 Dex, +1 Con.
13. DLC Campaign - Lost Valley11. Custom and multiplayer
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