Transcript for:
Dio Brando in Dungeons & Dragons

welcome back to building character where we figure out how to play as your favorite fictional characters in Dungeons and Dragons remember to Like and subscribe for a better time next time you play maybe today we're building Dio Brando from JoJo's Bizarre Adventure a real jerk a bad stepbrother and a complete monster if you remember my patreon you know I post monthly schedule updates letting you know what builds are coming the video scheduled for today was Geralt from The Witcher but I haven't had time to play it before the holiday break so it's getting pushed back a bit what I'm saying is you may have been expecting Geralt but it was deal I can show you the world edgy but still so splendid tell me Jojo now when did you last get punched in the face let's start off with our goals for this build first we need to effectively be immortal vampirism has its perks next we need some to chronic damage something to really cut into the health of our annoying good boy stepbrother finally we need a stand that will stand the test of time and test the standing of time by stopping it for stats we're using these standard point array from The Player's Handbook role for stance if you want just make sure your dexterity and wisdom are high before we dive in let's remember that there are limitations as to what you can have for stats on a tabletop game that aren't there for creators of anime an average anime character has 20s in every staff as a minimum capping somewhere around the 82 range depending on your series of choice so remember the rule of relativity and this should go fine dexterity will be number one do punches real fast and doesn't wear heavy armor the way this build goes dexterity will also affect the power of the punch so that's nice and will let us get away with a lower strength score wisdom after that your senses are incredibly sharp and you're really good at reading people even though you use that skill for evil you still have a constitution next vampires are pretty hard to kill follow that up with charisma you're a liar and intimidating liar that's two skills scary strength is a little low we just need other things more and we'll drop intelligence deal is very smart but we don't really need it for anything in this build let's talk vampire race isn't 5e you can't really switch races mid game without your DM setting something up narrative Lee so we'll start off as a vampire there's a Magic the Gathering expansion for D&D called plane shift to Zendikar with a vampire race officially from Wizards of the coast which meets my require for authenticity if you're playing in an adventure league legal setting this bill just straight-up won't work anyway but an elf would work fine probably a drow vampires get +1 intelligence and +2 charisma 60 feet of dark vision vampiric resistance for resistance to necrotic damage and can use blood thirst this lets you make a special melee attack against a creature that is either willing incapacitated restrained or grappled by you deals one piercing damage plus 1 d6 necrotic damage producing the targets total HP and restoring your H be equal to the necrotic damage build your own background for intimidation and deception proficiency to con your way into a rich dudes house you can consider this a variation of the Charlotte and background if you wanted kick things off as a monk first level monks can learn two skills from the monk list athletics and the insight will help you read people to figure out how to better manipulate them you get unarmored defense making your AC 10 plus your dexterity and wisdom modifier when you're not wearing armor that's just 14 at the moment nothing to write home about but it lets you use martial arts which bumps your unarmed attacks up 2d force and you can use your dexterity modifier for the attack and damage rolls while making an unarmed attack is a bonus action after you take the attack action for a faster punches maybe even jab your thumb in the eye you're a rat bastard after all to do this build in narrative order we need some vampiric powers before we get a stand so let's get these out of the way first level clerics can choose a domain and that might seem like a weird pick unless you consider the deaf domain for a god pick yourself you really are that vain after all this gives you the Reaper ability which lets you learn a necromancy can't rip from any list chill touch lets you make a range spell attack dealing 1d8 and chronic damage and preventing the target from healing it's a ghostly hand with a range of 120 feet so it's not super in character at the moment but maybe once you've activated your stand it'll make more sense when you use this or any other necromancy can't rip you can target two creatures instead of one you do have two hands after all toll the dead is another necromancy can't rip that's actually from the cleric list it forces a wisdom saving throw on a creature dealing 1d8 necrotic damage if they fail and have full health and one d12 if they don't have full health spread the love with the Reaper ability and by love I mean life draining energy for your other two can trips guidance and resistance give a creature you touch an extra D for Dan to ability checks and saving throws respectively you can cast these on yourself to get a little stronger speaking of getting a little let's grab some first level spells the death domain list gives you the false life spell giving you one d4 plus for temporary HP for an hour no concentration required from that same bonus list array of sickness is arranged spell attack the deals to d8 poison damage enforces a Constitution saving throw on the target failing it they're poisoned until the end of your next turn these spells are free from your domain though it still cost spell slots to use them you can prepare an amount of spells equal to your cleric level plus your wisdom modifier per long rest but we don't need them anymore from the regular cleric list to fit the build inflict wounds as a melee spell attack that deals 3d10 necrotic damage no muss no fuss it's pretty simple life destruction bane forces a charisma saving throw on up to 3 creatures of your choice forcing them to subtract a d4 to any attack role or saving throw for up to a minute depending on your concentration second level clerics can channel divinity all clerics can turn on dead forcing a wisdom saving throw on an undead creatures and making them run away if they fail but come on why would you do that that's your army so instead try touch of death which lets you add necrotic damage to a melee attack equal to 5 plus twice your cleric level so 9 at this point that's basically an extra attack and necrotic is much less commonly resisted than bludgeoning third level clerics can learn 2nd level spells and now it's time to talk about the world the ice caps are melting at an exponential rate causing sea levels to rise oh sorry wait no the world is do stand with the ability to stop time there's a spell that does this in D&D but it's 9th level which means 17 levels of either wizard or sorcerer and if you're doing the math you know that's an impossibility at this point investing that heavily in a casting class basically means that a stand is virtually impossible for us to get and investing that much for the timestop spell is really really not worth it as a spell it gives you between two to five turns to take actions and bonus actions is normal while everyone else is frozen but if you move a thousand feet away or mess with any creatures the spell ends early considering there are other 9th level spells that instantly kill someone or summon a dinosaur extinction level meteor swarm 12 to 30 seconds of personal time is super weak so instead let's look at something that fills the role of time stop locking your foe in place so you can beat the living hell out of them hold person is a second level spell it forces a wisdom saving throw on a creature failing that they're penalized for up to a minute depending on your concentration they can reroll the save at the end of each of their turns but paralysis is really nasty you have advantage to head them and critically hit them every time you do considering how many attacks you're gonna have it by the end of this that's nuts now let's get back to monk second level monks get unarmored movement making you faster when you're not wearing armor your fashion sense is eccentric but not heavy nothing you'd wear I'd consider armor you also get key points that you can spend to do cool vampire stuff like step of the wind - - and disengage as a bonus action with double jump distance patient defense lets you dodge as a bounce action for advantage on dexterity saves and give your enemies disadvantage to hit you the most in character option i think is flurry of blows letting you make two unarmed attacks instead of one as a bonus action or a big string of punches third level monks can deflect missiles letting you reduce the damage of a ranged attack by one d-10 plus your dexterity modifier and monk level if you drop that to zero you can toss it back as a bonus action if anyone wants to hurt you they have to approach you speaking of part 3 let's grab a stand the way of the astral self comes from an unearthed Turkana that I will remind everyone came out after I built joder oh so I couldn't use it at that point you get arms of the astral self first letting you spend two key points as a bonus action to use your wisdom modifier instead of strength for strength checks and saves these arms our monk weapons with a 10-foot range you can use your wisdom modifier for instead of strength or dexterity for attack rolls and deal radiant or necrotic damage instead of bludgeoning you can use them to make an attack as a bonus action but can't flurry with them however you will get an automatic flurry with them later in the build some people think that this subclass gets a little broken at later levels they're right fourth level monks get slow fall letting you reduce falling damage by five times your monk level as a reaction you also get an ability score improvement and I'm gonna recommend wisdom here works with your astral arms bumps your wisdom saves and strength saving throws and your AC and whole-person spell DC as well it's really good for you fifth level monks get stunning strike letting you spend a key point to force a constitution save up eight plus your proficiency and wisdom modifier on a creature you hit with a melee attack failing that they're stunned until your next turn this will give you advantage on all follow-up attack so it's a nice alternative for when you've used your hold person slots you also get an extra attack letting you attack twice instead of once as your action so that's three attacks per round so far with more on the way your martial arts dye also bumps up to a d6 form or potential damage sixth level monks get ki empowered strikes making your unarmed strikes and magical in terms of overcoming resistances which will help you against our platinum astral self monk can also summon a visit of the astral self with a key point and a bonus action or you can do it while summoning your astral arms to save time while this is active you have advantage on insight and intimidation checks and 120 feet of dark vision that works with darkness and magical darkness this is very helpful considering your opinions on natural lighting it's bound 7 thermal monks get stillness of mind letting you spend an action to remove an effect of charming or frightening on yourself no I'm not sure that there's much that could scare you you also have evasion meaning that you take half damage on a failed deck safe and no damage on a successful one burning buildings are nothing to you who cares about a little fire eighth level monks get another ability score improvement more wisdom will make you an even bigger pain in the ass for the Joestar family and really isn't that the goal ninth level months get unarmored movement improvement letting you move up walls and over water while not wearing armor as long as you end your turn somewhere solid deal can fly but we can't really get that in this build with all the other goals being met this should help your mobility enough to compensate tenth although monks get purity of body making you immune to poison and disease vampires run around ingesting other people's blood for sustenance it's pretty gross but also impressive that they never get sick that's a powerful immune system eleventh level astral self months get awakened astral self meaning that while you have the astral village and astral arm summoned you get a little extra extra benefit you can deflect energy to reduce damage from acid cold fire lightning or force damage by one d-10 plus your wisdom modifier and monk level as a reaction word of the Spirit once you whisper to someone 30 feet away or make your voice booms 600 feet away and empowered arms lets you add your monk died in damage to one attack with your astral arms per round that's the same damage as a critical hit but it isn't a critical hit meaning that when it is a critical hit it's a double critical hit big damage you can also make two attacks as a bonus action with your astral arms basically giving you a free flurry of blows every round and your martial arts die increases to a d8 this is a good level for you if that wasn't very clear 12 level monks get another ability score improvement and we can finally cap our wisdom it's about damn time that means maximum damage on all four of your attacks per round with the astral arms 4 for d8 + 20 necrotic damage per round I like that 13th of a monk's get tongue of the Sun and Moon I mean you understand all spoken languages and people can understand you as well this is the first anime character we've built that come complete with an automatic dub it's pretty great 14th Alma monks get diamonds sold giving you proficiency with every saving throw and letting you reroll failed saving girls by spending a key point that means anytime you make a save your minimum modifier is plus five and you can give yourself advantage if you need to they say diamond is unbreakable after all 15 level monks get timeless body meaning you no longer feel the effects of old age and don't need to eat or drink honestly this ability is mostly for flavor but you keep getting more key points at every level as well so it's not a huge waste 16th level monks get our last ability score improvement round off your dexterity and constitution for a better AC and HP remember bumping your Constitution modifier works retro actively raising your HP by 19 at this level that's pretty nice our capstone is the 17th level of astral self monk outside of Archdruid this might be one of the most powerful abilities in the game complete astral self lets you spend 10 key points to somehow full-on stand giving you all the benefits of your astral arms astral village and awakened astral self and armor of the Spirit 4 + 2 AC astral barrage for a third attack with your attack action and key consumption letting you steal key points equals your wisdom modifier when a creature within 10 feet of you drops to 0 HP it's a nice little vampiric ability right there at the end also your astral arms can now make three attacks as a bonus action first six attacks per round and each attack now deals one d-10 with your martial arts die is that good well now that we've hit level 20 let's figure it out your damage output is 70 10 plus 30 necrotic damage per round which is more damage than the seventh level spell finger of death and you can do it every round oh and if you're holding a person that's 14 D 10 plus 30 necrotic damage thanks to those automatic critical hits yikes you also have great methods to avoid damage deflect missiles deflect energy and evasion can really help you cut down on incoming hits not to mention 20 AC with all your astral self stuff up finally you've got mobility options with 55 based speed step for the wind and free climbing speed to go wherever you need to go for weaknesses that astral stuff costs 10 key points which you can recover when you kill someone sure but if you don't then stopping you from doing all your other fun monk stuff you also got very limited spell slots to uses of whole person per day will go away really quickly finally for a frontline fighter your HP is somewhere in the 150 range which can go away pretty quickly but the HP of your enemy is to be going down much faster drain all the life from your foes and stand tall and proud just watch out for someone else with a stand that's really the one thing that could approach you in terms of power thanks for watching again Geralt is coming I just didn't have time to dive into the Witcher hopefully you all get it check out my let's play channel support the patreon and I hope you all had a wonderful holiday we'll see you on New Year's Eve with an electrifying video [Music]