Murairth was a simple plasmoid working as a laborer on some backwater shore town until a crimson starfish corpse washed up in front of her. Seeing a chance to make a quick sale to the general store she quickly reached out her tendril and grabbed it. A strong sense of the deep flooded her mind and flooded her with a hunger to grasp for more power, power enough to reach out to the stars and beyond. She hopped onto the nearest boat and set sail to a life of power, piracy, and pillaging.

Murairth Starr (Black Hat Star)

Race: Plasmoid +2 to Cha, +1 Int, Creature Type: Ooze, Size: Medium, Amorphous, Darkvision, Hold Breath, Natural Resilience, Shape Self.

Stats (27- point buy)

Str 9 Dex 14 Con 13 Int 13 Wis 10 Cha 14 (base stats)

Str 9 Dex 14 Con 13 Int 14 Wis 10 Cha 16 (racial and feat adjustment)

The three things that I wanted to achieve with this build are:

  1. Star Pirate Extrodinaire.
  2. Ampel Firepower on Command.
  3. Powered by the Deep.

Background

For Background, I chose Pirate for Murairth but if it is a Spelljammer campaign I would go Wildspacer. This gives her the skills of Athletics, Perception, the Tool Proficiencies of Navigator’s Tools and Vehicles (Water), and the Background Feature of Bad Reputation.

Class

For the Class makeup of this build, I went with Warlock 3(The Fathomless)/Artificer 3(Artillerist). With these classes, she gains the ability to unleash a mass of damage from all ranges of combat, fortify her saves with the power of her talisman, the ability to summon assistants to help her out in combat, and the capability of maintaining a ship on her own. Combined with her racial abilities grants Murairth Starr a one-ooze battalion of destruction.

Warlock 1 is the beginning of this build with the skills of Arcana and Investigation, Pact Magic, Expanded Spell List: create or destroy water and thunderwave, Tentacle of the Deeps, and Gift of the Sea.

Warlock 2 is where Murairth gains the features of Eldritch Invocations: Agonizing Blast and Repelling Blast. Agonizing Blast will be changed in a level to Rebuke of the Talisman.

Warlock 3 grants her Pact of the Talisman. This gives her the ability to add 1d4 to a failed ability check possibly turning it into a success.

Artificer 1 continues her path to power with the proficiencies of medium armor, Thieves’ Tools, Tinker’s Tools, and the features of Magical Tinkering and Spellcasting.

Artificer 2 brings greater skills with the feature of Infuse Item and Artificer Infusions of Armor of Magical Strength, Enhanced Arcane Focus, Scimitar, Repeating Shot, and Mind Sharpener.

Artificer 3 is the final level for this build with the features granted to her with Artillerist and The Right Tool for the Job. With Artillerist she gains Tool Proficiency in Woodcarver’s Tools, Artillerist Spells: Shield and Thunderwave, and Eldritch Cannon.

Spells

Warlock

Cantrip

Eldritch Blast

True Strike

1st Level

Armor of Agathys

2nd Level

Cloud of Daggers

Mirror Image

Shadow Blade

Artificer

Cantrip

Fire Bolt

Mending

1st Level

Cure Wounds

Longstrider

Shield

Tasha’s Caustic Brew

Thunderwave

Equipment

Standard Warlock Equipment with a sickle, daggers, leather armor, arcane focus and dungeoneer’s pack, and a Firearm.

Character sheet from DND Beyond

https://ddb.ac/characters/89763876/ZC6mxC

#dndbeyond #plasmoid #warlock #artificer #dndoc


taliopharo1

Creative Writer who loves all things food, travel, anime, movie and TTRPG related