Thursday, October 31, 2024

MadCap's D&D Builds - Sam (Trick 'r Treat) (5e)


Happy Halloween, everybody! Let's finish off Horror Month 2024 with an old new Halloween classic! Sam!

I mean, c'mon. We've had Lord Zedd, Slender Man, Pyramid Head, and Aku... why not the spirit of Halloween itself?

...you guys remember Trick 'r Treat, right? The one that still has a hilarious hyperlink because I was going to review a completely different movie at the time and never changed it?

In the film Trick 'r Treat (2007), Sam is a sort of strange entity that exists to enforce the "rules" of Halloween, which were showcased in that film. Resembling a small child in a potato sack Halloween costume, Sam actually has a tasty grab bag of magical powers that we'll be getting into as we begin to try and build him in D&D.

Let's begin with the Standard Point Array from the Player's Handbook. As I always say, roll for your stats and just use this as a guide for an even more fun spooky time.

Dexterity: 15
Sam is small, Sam is fast. Sam is stealthy.

Wisdom: 14
Sam has a deep perceptiveness and insight into others, able to determine if someone is worth his wrath for breaking the rules of Halloween. Well that and it's our primary spellcasting modifier.

Charisma: 13
Sam looks like an adorable little trick or treater running around in his cloth sack outfit... and then he looks terrifying when the mask comes off.

Constitution: 12
Constitution isn't as high as I would like, we just need other things a bit more.

Intelligence: 10
Sam definitely isn't dumb, but a lot of his power and his skills seem to come from observation and instinct.

Strength: 8
He actually showcases some feats of Strength in the film, but we just need other things much, much more for this build.

Race & Background -
For race, Sam is a short fella, so we'll go with Halfling. Specifically, we'll be making a Ghostwise Halfling from the Sword Coast Adventurer's Guide. As a Halfling, Sam gets a plus +2 to his Dexterity (giving us a lovely 17 to start), gets the Lucky ability (which lets him reroll a 1 on an attack roll, saving throw, or ability check), Brave (advantage on saving throws against being frightened), and Nimble (Sam can move through the space of any creature that is larger than he is).

As a Ghostwise Halfling, Sam's Wisdom goes up by +1 (giving us a 15 to start with) and he receives Silent Speech, which gives him telepathy with a creature within 30 feet so long as they share the same language. He can only do so to one target at a time.

While it doesn't fit him necessarily in aesthetic, Folk Hero is going to be our background of choice for Sam. Pick up proficiency in Animal Handling and Survival.

1st Level: Cleric (1)
We'll kick things off as Cleric. Specifically, we'll choose our Divine Domain and start things off as a Trickery Cleric.  

For skills, we'll take Insight and Religion.

Also, along with the regular Spellcasting that clerics receive, Trickery Clerics also get a nice little table to spells to draw spells from, which we'll showcase here.

Cantrips (3):
  • minor illusion
  • thaumaturgy
  • guidance
1st Level (2):
  • charm person
  • command
2nd Level: Cleric (2)
A Trickery Cleric receives Blessing of the Trickster, which let's Sam touch a creature other than himself and give them advantage on Stealth checks for up to an hour or until Sam touches another creature to imbue them with the same effect, no concentration required.

Along with the usual Turn Undead ability that clerics have, Trickery Clerics can Channel Divinity in order to Invoke Duplicity. This creates an illusory duplicate of Sam in a space up to 30 feet away from him and lasts for up to a minute depending on his concentration. It can be moved as far as 120 feet away from Sam at any given time. Having it within five feet of him during an attack gives him advantage on that attack as his opponent is distracted.

Also, a new spell slot.

1st Level (1):
  • detect evil and good
3rd Level: Cleric (3)
Third level clerics gain access to 2nd level spells.

1st Level (1):
  • sanctuary
2nd Level (1):
  • silence
4th Level: Cleric (4)
At fourth level, Clerics get an Ability Score Improvement or Feat. The Observant feat will increase either your Intelligence or Wisdom by 1 to a maximum of 20. In Sam's case, go for Wisdom (16). Sam can also now read the lips of any creature that he can see and understands the language of, and gets a +5 to Passive Perception and Investigation checks.

Sam also picks up a new cantrip and gets a new 2nd level spell slot!

Cantrip (1):
  • toll the dead
2nd Level (1):
  • borrowed knowledge

5th Level: Cleric (5)
At fifth level, a Cleric has their Destroy Undead begin at CR 1/2. They also get access to third level Cleric spells with two whole slots!

3rd Level (2):
  • animate dead
  • pass without trace
6th Level: Cleric (6)
Reaching the sixth level, Sam can now Channel Divinity twice per long rest, and gains the Trickery Domain ability of Cloak of Shadows. By using Channel Divinity, Sam can now completely vanish from view until the beginning of his next turn or until he attacks or casts a spell.

Also, a new spell slot for 3rd level.

3rd Level (1):
  • glyph of warding
7th Level: Cleric (7)
Seventh level Clerics get 4th level spells!

4th Level (1):
  • freedom of movement
8th Level: Cleric (8)
At eighth level, Clerics get an Ability Score Improvement or a Feat. Let's beef up Sam's Wisdom (17) and Dexterity (18). Destroy Undead now affects undead creatures of CR 1 or lower.

Also, a new spell slot for 4th level, but we're actually going to pop back to 3rd level with a recommendation.

3rd Level (1):
  • major image
Trickery Clerics also receive the power of Divine Strike, but specifically one that causes an extra 1d8 of poison damage once per turn. This is raised to 2d8 poison damage at 14th level.

9th Level: Cleric (9)
Ninth level Clerics get access to 5th level spells.

5th Level (1):
  • blink
10th Level: Cleric (10)
At tenth level, Clerics receive the power of Divine Intervention. Sam can now call out to his deity of choice for aid and roll a percentile die. If he rolls at or below his cleric level, his deity will intervene on his behalf in a way that the Dungeon Master finds fitting.

In addition to that, Sam also gets his fifth and final Cleric cantrip and a new 5th level spell slot.

Cantrip (1):
  • sacred flame
5th Level (1):
  • dispel magic
11th Level: Cleric (11)
At eleventh level, Clerics receive a boost to Destroy Undead, which now works on undead of CR 2 or lower.

We also get 6th level spells at that time.

6th Level (1):
  • Otherworldly form
Yeah, Otherworldly form is from Unearthed Arcana and never actually got implemented for Adventure Legacy play... but I couldn't care less about that. Now Sam has his creepy unmasked form when you call upon the lower planes. You're welcome.

12th Level: Cleric (12)
Twelfth level Clerics get an Ability Score Improvement or a Feat. Once more, beefing up Wisdom (18) and Dexterity (19).

13th Level: Cleric (13)
At 13th level, Clerics unlock 7th level spells.

7th Level (1):
  • regenerate

14th Level: Cleric (14)
At 14th level, Clerics bump their Destroy Undead to encompass said undead now of CR 3 or lower.

15th Level: Cleric (15)
Reaching 15th level, Clerics receive 8th level spells.

8th Level (1):
  • control weather
16th Level: Cleric (16)
At 16th level, Clerics get another Ability Score Improvement or a Feat. Keep up with the Wisdom (19) and the Dexterity (20).

17th Level: Cleric (17)
As a cleric, Destroy Undead caps off by now affecting all undead of CR 4 or lower.

Trickery Clerics get their capstone ability of Improved Duplicity. Now, Sam can create four duplicates of himself instead of one and can move any of them up to 120 feet away from him.

Clerics also receive 9th level spells.

9th Level (1):
  • dominate person
18th Level: Cleric (18)
Channel Divinity can now be used by Sam three times per long rest.

19th Level: Cleric (19)
Clerics get one last Ability Score Improvement or a Feat. Cap off your Wisdom (20) and roll up Charisma (14) to get rid of that uneven modifier.

20th Level: Cleric (20)
Our capstone is the 20th level of Cleric, where we get a much needed Divine Intervention Improvement. Now, instead of having to roll lower than your level on percentile dice, Divine Intervention will see your deity of choice intervening on your behalf every time. If they do so, though, remember that you can't invoke them for another seven days after.

Now that we've hit 20th level, let's look at our pros and cons.

Pros:
  • You have a capped Dexterity along with plenty of magical trips to keep you out of the grips of anyone who'd like to squish you like a bug. You can also disappear in the blink of an eye.
  • Your Trickery Cleric abilities will help you likewise stay out of trouble, being able to generate four clones of yourself to confuse and confound your opponents.
  • When you do need to, you can pull a few tricks out such as animate dead or your Otherworldly form to either make a distraction or put the fear of the Celtic Gods into your enemies.
  • You have a capped off Wisdom score which, in addition to giving your cleric spells some extra weight (which is good) means you have not only a high Wisdom score, but also proficiency (thanks to being a cleric) in what is probably the most called for saving throw in the entire game.
Cons:
  • Your Strength is pitiful, simply because we just needed other things more. If someone gets through your tricks, you're going to be treated to a foot up your ass. More so because of your Constitution score, which isn't great. Regenerate can help mitigate the latter a bit, but sadly not the former.
  • When you run out of spell slots, you're basically tapped until you finish your next long rest. You just have to survive until they.
  • You don't actually have Stealth as a skill despite being built around being stealthy, but that's why we have borrowed knowledge. Still a point against it.
  • Enemies with a high Wisdom score are gonna be a massive pain in your ass, seeing through your illusions and leaving you with not too much of anything to fall back on.

You're Sam, the Spirit of Halloween! Slip on your cloth sack mask, grab your bag of candy, and go out to make sure that everyone's following the rules on that very special night. If they're not, you have a wonderful collection of powers to terrify and punish them. Just make sure to keep your eyes peeled when dishing out the tricks, otherwise someone might treat themselves to your untimely demise...

...and with that, we come to the end of Horror Month 2024.

Remember, the dark side is always there. Waiting to enter, waiting to enter us. Until next time, try to enjoy the daylight...

Happy Halloween!

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