Thursday, April 18, 2024

MadCap's D&D Builds - The Ghoul (Fallout) (5e)


...what's that? I binged the entirety of Amazon Prime's Fallout series and am now rushing this out in order to capitalize on the pop culture zeitgeist? Well, that's just silly!

...I also happened to really, really enjoy the first season.

We'll be building The Ghoul, a character brought to life in both the Pre and Post-War world of Fallout by actor Walton Goggins. A soldier turned actor turned ghoul turned bounty hunter, the Ghoul has a reputation that runs a mile wide through the Wasteland. He's survived the Great War, the collapse of at least two civilizations, and God knows how many shoot outs just for the sake of hunting down his lost family.

I'll be avoiding spoilers where I can, but I make no promises going forward into the build. Without further adieu, let's look at the Standard Point Array from the Player's Handbook. As I always say, roll your own stats and use this as a guide.

Constitution: 15
The Ghoul is, well, a Ghoul. Basically, the only two things that are gonna kill this guy are extreme aging and a bullet to the head... and they're gonna have to work hard to get that bullet in his head.

Dexterity: 14
Dexterity comes next, The Ghoul is a gunslinger par excellence and a quick hand at rough housing to boot.

Wisdom: 13
He's an observant bugger and is pretty good at outfoxing his opponents.

Charisma: 12
Despite how screwed up his face is, The Ghoul was an actor during the Pre-War era. He's also, Post-War, intimidating as hell.

Intelligence: 10
He's not dumb by any means, we just need other things more.

Strength: 8
His primary combat ability is with guns and, while he does use his fisticuffs, they aren't what we'll be focusing on for this build.

Race & Background
 -
For race, a Human would be good for a Pre-War version of the character. However, as he looks rather corpse-y and his very first scene in the Pre-War is him being dug out of a grave, that to me makes it obvious to me that he's a Reborn.

Or, I guess a Revenant would work as well. By the time I realized this, however, I'd already made the build. Deal with it.

Reborn get an Ability Score Improvement of +2 to one ability and a +1 to another. Bump up Dexterity (16) and Constitution (16). If you replace a race with the Reborn lineage, you keep any skill proficiencies or natural abilities like climbing, flying, or swimming speed. However, since we're starting it at character creation, we can gain proficiency in two skills of our choice. 

We'll go with Intimidation and Perception.

Reborn also receive the benefit of a Deathless Nature. This gives him the following benefits:
  • advantage on saving throws against disease and being poisoned, as well as resistance to poison damage.
  • Advantage on death saving throws.
  • Not needing to eat, drink, or breathe.
  • Not needing to sleep, not being able to be magically put the sleep, and he can finish a long rest in just 4 hours.
Reborn also receive Knowledge from a Past Life. When making an ability check that uses a skill, immediately after seeing the number, the Ghoul can roll a d6 and add the result to the d20 roll. He can do this a number of hours equal to his proficiency bonus before needing to take a long rest.

For the background, we'll be taking Haunted One. I'm pretty sure being on the surface during the Great War and seeing the devastation that he did definitely qualifies. As a Haunted One, the Ghoul picks up two skills proficiencies, go for Investigation and Survival. This also gives the Ghoul the Heart of Darkness feature. This will see that the common folk will extend him every courtesy even if they are terrified of him and will do their utmost to help him out. They'll even fight alongside him when things get hairy. Nice!

1st Level: Ranger (1)
We're gonna start the show as a Ranger, but not the Ranger that can be found in the Player's Handbook. Instead, for the Ranger, Revised as was put out in Unearthed Arcana. You can check your details here as well.

First, we'll pick three skills from the list of Ranger, Revised: Animal Handling, Athletics, and Stealth.

At first level, the Revised Ranger picks a Favored Enemy that they get a +2 to damage rolls against, advantage on Wisdom rolls to track them, and advantage on Intelligence rolls to recall information about them. We'll be choosing humanoid, as it's honestly the most fitting of the lot.

A starting Ranger is already a Natural Explorer, which gives a variety of fun benefits including
  • ignoring difficult terrain.
  • advantage on Initiative rolls.
  • and, on your first turn, having advantage on attack rolls against other creatures who haven't acted yet.
After traveling for an hour, the Ghoul also gets some benefits such as:
  • difficult terrain doesn't slow his group's travel.
  • your group can't become lost except by magical means.
  • Even when engaged in another activity while traveling, he remains alert to danger.
  • when traveling alone, he can move stealthily at a normal pace.
  • when he forages, he can find twice as much food as he normally would.
  • when tracking creatures, he can determine their exact number, size, and how long ago they came by.
2nd Level: Ranger (2)
At second level, Rangers pick up a Fighting Style. This may shock you, but we'll be going with Archery. Archery adds +2 to his attack rolls when he's using a ranged weapon.

Rangers also pick up Spellcasting and can choose two spells from the Ranger spell list.

1st Level Spells (2):
  • goodberry
  • hunter's mark
Hunter's Mark is to Rangers what eldritch blast is to Warlocks. Goodberry can serve as your version of Jet.


3rd Level: Ranger (3)
At third level, Rangers develop Primeval Awareness, allowing you to communicate basic ideas to creatures and be understood by them as well as being able to translate back. You can also check out other things about the creature, check out the link above to the DND 5e wiki to find out more.

They also pick a Ranger Conclave to model themselves after. While I wanted to pick Drakewarden and give the player what is essentially a flying Deathclaw, that hasn't actually happened in the show... at least not yet. So we'll go with Hunter.

Hunter Rangers get the Hunter's Prey ability and must choose between three different options. Check them out in the Player's Handbook, but we'll be going with Horde Breaker. With Horde Breaker, the Ghoul can now make an additional weapon attack after making a weapon attack against a different target.

You can also pick up a new spell.

1st Level Spells (1):
  • snare
4th Level: Ranger (4)
Fourth level is where the Ranger picks up their first Ability Score Improvement or Feat. Now, firearms are an option rule in the Dungeon Master's Guide, so your DM may not have those handy. If not, then either focus on your ranged attacks with bows/crossbows or take the Gunner feat if it's an option. The Gunner feat gives you a +1 to your Dexterity and has you ignore the reloading property of firearms and shooting a creature within 5 feet of you doesn't impose disadvantage.

For the purposes of this build, however, we'll be going as though firearms are actually accepted in your Dungeon Master's world and thus you'd have proficiency in them. Therefore, the Ghoul should take the points to boost his Dexterity (17) and his Constitution (17) and keep the numbers going up.

5th Level: Ranger (5)
At fifth level, a Ranger in the Hunter conclave gets an Extra Attack, meaning that he can attack twice instead of just once in a round. With your Horde Breaker ability, that means four attacks per round. Not bad!

You also get access to second level Ranger spells.

2nd Level Spells (1):
  • magic weapon
Now, the Ghoul can add a little more zip in his shots. Nice!

6th Level: Ranger (6)
At sixth level, the Ranger gets a Greater Favored Enemy. In the case of the Ghoul, Aberrations make for a great choice given the Wasteland he lives in. Now, instead of the previous +2, the Ghoul gets a +4 to damage on both humanoids and aberrations, so he's got that pretty much covered.

7th Level: Ranger (7)
At seventh level, a Hunter Ranger learns some Defensive Tactics. In his case, he'll take Escape the Horde. Now, all opportunity attacks against the Ghoul will be made at a disadvantage. Maybe his Luck stat is just really, really high, but he always manages to find a way out.

Another spell is picked up by our intrepid Ranger.

2nd Level Spells (1):
  • locate object
Does his target have something on them? Or in their head? He can pinpoint it now... mostly, anyway.

8th Level: Ranger (8)
At eighth level, the Ghoul receives an Ability Score Improvement or a Feat. We'll keep the Constitution (18) and Dexterity (18) rolling on up.

He also picks up Fleet of Foot, which lets him use the Dash action as a bonus action on his turn. Get someone up on you when you're shooting? Get out of there!

9th Level: Ranger (9)
At ninth level, Rangers pick up access to third level spells.

3rd Level Spells (1):
  • revivify
With revivify, you can patch up that dog and send him on his way.


10th Level: Ranger (10)
Rangers at 10th level pick up Hide in Plain Sight, which... well, does just that. The Ghoul can now Hide and avoid moving. If they do, anyone who attempts to find them gets a -10 to their Perception checks to do so.

11th Level: Ranger (11)
Rangers at 11th level get Multiattack, which is different from Extra Attack. Choosing the option of Volley, the Ghoul can use a ranged attack on any creatures within 10 feet of a point he can see within the range of his weapons. Of course, he still has to have the ammo to do that with, but it is something.

Also, picking up another third level spell!

3rd Level Spells (1):
  • elemental weapon
Now, not only can the Ghoul make his shots magical, but he can put a little extra elemental zip in them for up to 1 minute depending on his concentration.

12th Level: Ranger (12)
At twelfth level, Rangers get an Ability Score Improvement or a Feat. Push Dexterity (19) and Wisdom (14) to make your bonuses better.

13th Level: Ranger (13)
At thirteenth level, Rangers get access to 4th level spells.

4th Level Spells (1):
  • freedom of movement
14th Level: Ranger (14)
At 14th level, Rangers can Vanish. The Ghoul can now Hide as a bonus action and cannot be tracked by non-magical means unless he deliberately leaves a trail.

15th Level: Ranger (15)
At 15th Level, Hunter Rangers get their capstone ability in the Superior Hunter's Defense. In the case of the Ghoul, we'll Uncanny Dodge. Now, the Ghoul can use this ability when attacked by an attack he can see and halve the damage.

And another spell!

4th Level Spell (1):
  • locate creature

16th Level: Ranger (16)
At 16th level, Rangers get an Ability Score Improvement or a Feat. Dexterity (20) to cap it off and Wisdom (15) for better bonuses!

17th Level: Ranger (17)
Seventeenth level Rangers get access to fifth level spells.

5th Level Spells (1):
  • conjure volley
18th Level: Ranger (18)
Rangers at 18th level get Feral Senses. The Ghoul is no longer at a disadvantage to attacking a creature just because he can't see it. He is also aware of any invisible creature within 30 feet of him, provided it isn't hidden from him by a physical means or he's blinded of deafened.

19th Level: Ranger (19)
Rangers at 19th level get one final Ability Score Improvement or Feat. Beef up your Wisdom (16) to get us that nice +3 modifier and maybe Strength (9) to keep from getting pushed around in the event that avoiding trouble doesn't go your way.

Also, one last spell.

5th Level Spells (1):
  • steel wind strike
20th Level: Ranger (20)
Our capstone is the 20th level of Ranger and Foe Slayer, which is much better than the PHB Ranger gets. Once during each turn, the Ghoul can add his Wisdom modifier to the attack roll or damage roll of an attack. This feature can be added before or after the roll, but before any effects are applied.

Now that we've hit Level 20, let's look at the pros and cons.

Pros:
  • With a high Dexterity along with abilities like Uncanny Dodge, you're going to be hard to hit, and that's even if they managed to find you with your Stealth backed by that Dexterity modifier and the Vanish ability from Ranger.
  • If they do manage to hit you, you aren't going down easily. With a 1d10 and Constitution modifier at +4, coupled with your natural (or unnatural) anti-death abilities from your Reborn lineage, you are a tough nut even once cracked.
  • You are an absolute nightmare of damage with a firearm, able to not only boost your attacks with Foe Slayer, but also add magical and elemental damage to your shots through magic weapon and elemental weapon. With high end damaging abilities like steel wind strike and conjure volley, you can do a lot of damage very quickly. Then you have abilities like Volley and Horde Breaker, which means multiple opponents are going to be much less of a problem for you to deal with.
Cons:
  • Your low Strength unfortunately means that anyone who gets into melee with you is going to throw you about quite a bit. Most of your abilities in this build are centered around staying at range and taking out your enemies from there.
  • Ammunition concerns can be a thing. If you have proficiency with firearms, you're okay with reloading, but your guns will essentially be very fancy clubs without bullets. Make sure you have a steady supply.
  • Your big ticket spells are pretty intense... but you only have two of them to use before needing to rest. Steel wind strike and conjure volley are insanely good... but can also be dodged and your Wisdom modifier isn't at its max, meaning that that's pretty much it if they miss. This is part of the reason why I say to roll for stats rather than use Standard Point Array.

But hey, you're the Ghoul. You have a nasty reputation and you will tear apart this or any Wasteland to find your family... and the truth. Get your shotgun ready, go out, and apply your code of frontier justice to the Wasteland. Just make sure you keep your eyes on the prize. If your target gets too close to you, they might call Muad'dibs...

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