And this is power... or it will be in about twenty levels!
That's right, we'll be making Vergil, the twin brother of Dante, the main character of the Devil May Cry series of video games... of which there are only five and there are only four good ones. I'll leave you to figure out which is which.
Also, there is no remake.
As stated above, Vergil is the other son of Sparda and a demon hunter like his brother Dante. Unlike Dante, he's rather cold, calculating, and largely humorless and ruthless in his search for power. However, this is balanced by his sense of honor that puts him above the demons in Hell. He also has one hell of a swing with Yamato, no pun intended. So, what do we need for a Vergil build?
- Sword fighting. It's Vergil's main method of attack and he's damn good at it. I mean, he's able to kill demons with his weapons, he doesn't have the cheap gear.
- Devil Trigger! Like Dante, Vergil is able to go Demon Super Saiyan. His is just cooler!
- Vergil has a demonic goody bag to end all demonic goody bags. We won't be able to get to everything, but we'll have more than enough to work with.
So Ability Scores, we'll be using the standard point array from the Player's Handbook. Roll for stats if you'd like, just use this as a guide for where to put your rolls.
Dexterity: 15
Vergil moves insanely quickly and with style. Crazy, crazy, crazy style!
Intelligence: 14
Vergil is both well-read and well-spoken.
Constitution: 13
Vergil can take quite a bit of abuse and keep running. Literally the entire final boss fight in Devil May Cry 3 is just he and Dante beating the living snot out of each other.
Strength: 12
Vergil is actually insanely strong, this is just the nature of the beast when it comes to D&D conversion sometimes.
Charisma: 10
Let's be honest, Vergil is a character that has as many if not more fangirls than his brother. Y'know, the main character of the franchise he comes from. His Charisma should be higher, but we just really don't need it for this build.
Wisdom: 8
I gotta tell you, Vergil, maybe charging directly at the head honcho of the underworld with no plan really and while being heavily wounded from a battle with your brother is probably a bad idea. Just a thought. Just a passing thought...
For race, Vergil is going to be a Fallen Aasimar. What's that? Why not a Tiefling? Because the abilities of the Aasimar fit better and fallen angels are demons.
As an Aasimar, according to Mordenkainen Presents: Monsters of the Multiverse (which is the most recent version of the race), receive a +2 to one Ability Score and a +1 to another or a +1 to three separate Ability Scores. We'll be going with a +2 and a +1 and put them into Intelligence and Dexterity, respectively to start us off at 16 for both. Rock on!
Vergil starts off with a walking speed of 30 feet, Darkvision out to 60 feet, Celestial Resistance (giving Vergil resistance to both necrotic and radiant damage), Healing Hands (which allows Vergil to roll d4s equal in number to his proficiency bonus and regain the number as hit points once per long rest), and the Light cantrip for no adequately explored reason. We'll be getting into the fallen part in a few levels.
For background, go for Athlete to pick up early access to Acrobatics and Athletics. Also, a language of your choice and proficiency with land vehicles.
Now, you might be surprised to see some striking similarities with the Vergil build already done by Tulok the Barbarian (check out his YouTube, he was the inspiration behind me doing these posts!). However, I won't be rehashing his build as good as it is.
We'll be starting off at the first level with Fighter (1). Right off the bat, Vergil gains proficiency in all armor and shields, as well as simple and martial weapons, and gains Saving Throw proficiencies in Strength and Constitution.
He also gains two skills off the Fighter list. Go for History and Intimidation. As we said before, he is knowledgeable and he cuts a terrifying figure.
At first level, Vergil must choose a Fighting Style. Go for Dueling, which gives him a +2 to damage when using only a single melee weapon in one hand and no weapon in the other. What will that other hand be doing? Well, we'll be getting to that, don't worry.
Vergil also gets the power of Second Wind, allowing him to regain a number of hit points equal to 1d10 + his fighter level as a bonus action once per short or long rest.
Second level takes Vergil back into Fighter (2), where he picks up Action Surge, allowing him to take an additional action on top of his regular and possible bonus action once more short or long rest.
At third level, Vergil pops into Fighter (3) again and must choose a Martial Archetype. Because I'm a stickler for the Doppelganger combat style, we'll be going with Echo Knight. At third level, fresh Echo Knights like Vergil get the powers of Manifest Echo and Unleash Incarnation.
Manifest Echo allows Vergil to manifest an echo as a bonus action. The echo is a translucent, gray image of him that lasts until it is destroyed or Vergil dismisses it as a bonus action. It has an AC of 14 + Vergil's Proficiency Bonus, 1 hit point, and immunity to all conditions. It also uses all of Vergil's saving throws if it needs to make a saving throw. So long as it's within 30 feet of Vergil (it's automatically destroyed he ends his turn with it further away), he can command it without using an action.
With the echo, Vergil can:
- As a bonus action, Vergil can teleport, magically swapping places with his echo at a cost of 15 feet of his movement, regardless of the distance between the two.
- When Vergil takes the Attack action on your turn, any attack he makes with that action can originate from his space or the echo's space. He makes this choice for each attack.
- When a creature that Vergil can see within 5 feet of his echo moves at least 5 feet away from it, he can use his reaction to make an opportunity attack against that creature as if he were in the echo's space.
- booming blade
- green-flame blade
- true strike
- detect magic
- identify
- jump
- longstrider
- shield
- silvery barbs (yes, I allow this spell and you should, too)
- Proficiency in Performance (which he likely won't use, but will be good to have to bury the light)
- Proficiency in light armor (which he already has)
- Proficiency in one martial weapon of his choice (which he already has all of them)
- a bonus to his AC equal to his Intelligence modifier
- a walking speed increase of 10 feet
- advantage on all Acrobatics checks
- A bonus to any Constitution check to maintain concentration equal to his Intelligence modifier.
- absorb elements
- protection from evil and good
- magic weapon
- mirror image
- Sword Burst
- shadow blade
- misty step
- fly
- haste
- slow
- thunder step
- dimension door
- elemental bane
- arcane eye
- stoneskin
- legend lore
- steel wind strike
- Good mix of practical combat and spells. You can cover several damage types while still remaining well within Vergil's theme. Being able to channel your attacks through his echo also helps big time, as well as being able to spam a reaction attack. And that's not even getting into Extra Attack and Action Surge!
- You have good defensive options, in particular with your high Constitution and Dexterity, Unarmored Defense will put you ahead far and that's before using Bladesong. With the stats as we have them now, you'll be rocking an Armor Class of 19. And that's not including shield (+5, so 24). It's not as broken as some Bladesong builds, but it's pretty good! And without a scrap of armor on you to boot!
- I am a man who loves his mobility spells and you have plenty of options to help you get into and out of the fight. Coupled with your Unarmored Defense and the Mobile feat to avoid being hit, and you have a good shot at getting through many fights without a scratch.
- Multiclassing rears its head again here. You aren't as good a fighter, wizard, or (definitely) a barbarian as you could be if you just went full twenty with any. Hit points are all over the map. You also lose access to all of your spellcasting while you're raging, though given that you only have a one level dip into Barbarian for Unarmored Defense, you likely won't be using Rage at twenty levels below where a full-blown Barbarian would be very much. You also lose out on the later levels of Echo Knight, so you miss out on cool abilities like creating multiple copies.
- Concentration spells are a bugbear (no pun intended) for just about everybody. A high Constitution coupled with Bladesong giving you advantage to maintain Concentration definitely helps, but you still will be stuck using one power and not another.
- You miss out on the higher end abilities of Echo Knight and Bladesong, which are pretty cool. Echo Knight, in particular, allowing you to make up to three echoes at once is pretty rad.
- Your Wisdom saving throw is really, really bad. It's painful. Like I said, please roll for stats.
But hey, you're the other son of Sparda! Pick up the Yamato, get ready to charge out against all the denizens of the underworld, and prove to the world that you're way better than your brother. Just make sure you keep your eyes open on the battlefield, or you might be looking at things from a whole other Angelo...
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