dm-zorc
DM Zorc
11 posts
Yu-Gi-Oh! Themed Monsters and Items for 5e 5th Edition
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dm-zorc · 2 years ago
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I might be weird for saying this, but I love the look and style of the Bandai card frames. While not pictured here, the monsters cards of the Bandai game have a black name plate that looks like a flag, and the flavour/effect text box has these little flares to them. I love the large art box as well. The Bandai card frames feel ancient yet swaggy. unrelated / rant: The rush duel (RD) card frames also look amazing and looks like a "modern" game. There is little reason for a yugioh card's level from taking up so much real estate, and sometimes telling the difference between a level 8/9 can be difficult at a glance, but in RD, they have the level next to the atk and def of the card. Lastly this is just me nitpicking, but the life points, and atk/def values of the cards don't need to be 8000 3000/2500; a 80 life points, 30atk / 25atk could be just fine. Though this game was originally intended for japanese children, and bigger numbers are more fun, and I was told that the numbers were because of Japanese yen as well (?)
DO NOT QOUTE ME ON THIS. The bandai game was based off of a game of War (card game) and was about who could craft the best deck and the game was basically about who had the fewest levels in the graveyard at end of the game, and that was the winner. It however wasn't very fun. Blue-Eyes White Dragon (Bandai) ~Rule 9~ Each player counts the total Level Stars of all monsters that they destroyed. The player with the highest amount is declared the winner. This video History of Japanese TCGs #10: Yu-Gi-Oh!'s Creation (1996-1999) by Maniax Channel (May 31st 2021) explains the early days of yugioh, the bandai game, and the konami video game which led to Konami taking over the card game from Bandai. https://youtu.be/xhmYf26FmO4
I'm not exactly here to critique the game of Yu-Gi-Oh! My goal is to learn the lore of Yu-Gi-Oh! Not of the characters Yugi, Kaiba, Jonouchi, and the cast of human characters. I want to know about the monsters, the spells, and the traps. Eventually translate those terms into 5e language.
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dm-zorc · 2 years ago
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How to Play as Kisara, Soul of the Blue-Eyes White Dragon in 5e
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Image of Maiden with Eyes of Blue (Kisara) by @icedchaiarts
Who is Kisara, Blue-Eyes White Dragon?
Kisara is a human from ancient Egypt who has pale skin, and long flowing white hair with bright blue eyes. The people of her time believed she was a witch and a bad omen. She was timid, passive, and lonely at first. Despite her reserved and passive nature, she has a quiet confidence about herself. She became more assertive after making friends with Priest Seto. At first she was unable to control her spirit, nor did she know how powerful her spirit was. She was forced to call upon her spirit and to manifest it against her will by Seto’s father who wished to use her as a weapon.  The friendship between Kisara and Seto would bloom, and Seto fought for her freedom.
Her spirit, the Blue-Eyes White Dragon earned the reputation of a legendary ferocious dragon prone to destruction. Just the sight of the dragon was enough to throw people into a frenzied panic with its breath weapon laying waste to those who provoked her wrath.
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The Church of the White Dragon
The Legend of the Blue-Eyes White Dragon spread far and wide. In modern day a group of worshippers came together to give praise to the dragon. They view the dragon as a protector, and not a force of destruction. The Blue-Eyes keep order.  Followers of the White Dragon call themselves the Eyes of Blue.  They see dragons as mightier than gods. They may dye their hair white, or pale blue, carve draconic effigies, and worship in a mausoleum.  Eyes of Blue followers tend to have some capacity of magical powers such as Zealot Barbarians, Tempest Clerics, Cavalier Fighters, Ascendant Dragon Monks, Watchers Paladin, Drakewarden Rangers, Draconic Sorcerers, and Evocation Wizards. The power of the blue-eyes is destructive, and it must be protected.
How to Play as a Dragon in 5e?
If you wanted to play as Dragon in 5e you could play as a Dragonborn from either EGW or FTD and take levels in the following classes: Light Domain Cleric or Fiend Warlock for a Fire Dragon, Tempest Domain Cleric for a Lightning Dragon, Ascendant Dragon Monk, Storm Heard Barbarian, or Draconic Bloodline Sorcerer for more broader draconic / elemental options.  My first thought was to build a sorcerer; however, they are missing one key spell that Kisara needs to become a true dragon, true polymorph. Thankfully Fizban's Treasury of Dragons has introduced draconic options for players. In 5e you cannot have all of the powers of a dragon at 1st level. The draconic power needs time to grow, your character needs time to adapt to the immense power of the dragon, tapping into too much of the dragon’s power too quickly could cause them to disintegrate from the inside out.
Kisara, Blue-Eyes White Dragon
Summary
Ancestry — Variant Human. Kisara is a variant human. She’s not physically strong, nor very charismatic, though she has a strong heart, and spirit that manifests itself as a dragon in times of trouble. She needs to keep her concentration up so she’s taking the Resilient (Constitution) feat to gain proficiency in Constitution Saving Throws. You can say she has the resilience and vigor of a dragon, and picking up the Investigation skill. Background — Urchin. Because of her living in poverty she is receiving the Urchin Background. Class — Evocation Wizard. This class has all of the spells we need to roleplay a person who has the destructive spirit of a dragon. One could roleplay this in such a way as a warlock patron, using their highest level spell slots first for the most destruction until their power source is drained and she needs to rest. During combat she might even remember any of the damage she causes, and has frequent black outs until higher levels when she and her draconic spirit learn to work together. You could multiclass for two levels of Tempest Cleric for “Destructive Wrath”and medium or heavy armor, and shield proficiency. Three reasons why I didn’t go down this path. (a) I imagine most tables only play levels 1 - 10, and (b) I did not want to delay the “draconic spell progression” for two levels, and (c) Kisara never wore armor. 
Level By Level
Level 1
Variant Human, Feat: Resilient (Constitution)
Ability Scores
STR 8 / DEX 16 / CON 16 / INT 16 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 3 / CON +5 / INT +5 / WIS +1 / CHA -1 
Skills
Sleight of Hand +5, Stealth +5, Arcana +5, Investigation +5, Religion +5 
Hit Points 9 & AC 13 (16 w/ Mage Armor) (18 w/ Shield) (21 w/ Mage Armor and Shield) 
Her spellbook could be a Draconic Totem that she holds as an arcane focus which contains spell cards inside of it for her spells. Or just ignore the spellbook, and pretend that it doesn’t exist.
Spells DC 13 & +5 to hit.
C: Ray of Frost, Mage Hand, Minor Illusion 1: Chromatic Orb, Thunder Wave, Mage Armor, Shield, Comprehend Languages, Find Familiar
There aren’t many *good* Lightning Cantrips so we have to make do with Ray of Frost, describe the cold damage as a “shock” to their nervous system that stuns them a little.  (take any damaging cantrip you want, preferably one that you get to roll the d20.)
Chromatic Orb and Thunder Wave are for tiny motes of destruction. Find Familiar gives you a Draconic Owl, a spirit ryu. That can use the help action, and eventually get a breath weapon.
Arcane Recovery
Once per day: Recover Spell Slots on a short rest.
Level 2
Evocation Wizard
Sculpt Spells. The power of mass destruction will soon be in your hands, with Sculpt Spells, you can keep your allies safe while the rampaging dragon punishes your enemies.
+Absorb Elements, +Feather Fall With absorb elements you have the resistances of a dragon (providing you have the spell slot).
Feather Fall might save your life one day and will let you glide gently to the ground if you get knocked out of the air.
Level 3
Cantrip Formulas. You can swap your cantrips daily so you can try out other cantrips.
+Dragon's Breath, +Shatter
Your “draconic familiar (Owl)” now has a lightning breath weapon (and you could too).  Your little dragon spirit flies around the battlefield forcing lighting onto your enemies.
Shatter is your draconic roar, a thunderous cry.
Level 4
Feat: War Caster. Now hopefully you’ll never drop concentration on a spell ever again, very important to save your spell slots.  Also if a creature provokes an opportunity attack against you, you can cast a spell as long as that creature would be affected by that spell, which might become important next level when you get your first big “breath weapon”
+Toll the Dead, +Gentle Repose, +Augury
I wanted to get some “cleric” spells on this build, these are mostly for flavor, but Gentle Repose could keep someone important alive to give them a chance at resurrection.
Level 5
Ability Scores
STR 8 / DEX 16 / CON 16 / INT 16 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 3 / CON +6 / INT +6 / WIS +2 / CHA -1 
Skills
Sleight of Hand +6, Stealth +6, Arcana +6, Investigation +6, Religion +6 
Hit Points 37 & AC 13 (16 w/ Mage Armor) (18 w/ Shield) (21 w/ Mage Armor and Shield)
+Lightning Bolt, +Thunder Step
We did not grab misty step so Thunder Step has to make due, and Lightning Bolt is our “White Lightning” (at least for right now)
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Level 6
Potent Cantrip
Damaging Saving Throw cantrips become a little more valuable because of this feature, at least you know you’ll be doing at least 1 damage to a creature.
+Counter Spell, +Dispel Magic
Level 7
+Sickening Radiance (“Holy Burst Stream”), +Banishment
Sickening Radiance unleashes a radiant light that, if your allies could force enemies into your light, could kill your enemies within 6 turns due to exhaustion. 
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Level 8
ASI: +2 INT
+Arcane Eye, +Divination
Level 9
Ability Scores
STR 8 / DEX 16 / CON 16 / INT 18 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 3 / CON +7 / INT +8 / WIS +3 / CHA -1 
Skills
Sleight of Hand +7, Stealth +7, Arcana +8, Investigation +8, Religion +8 
Hit Points 65 & AC 13 (16 w/ Mage Armor) (18 w/ Shield) (21 w/ Mage Armor and Shield)
+Summon Draconic Spirit, +Rary's Telepathic Bond
At 9th level you can summon your BLUE EYES WHITE DRAGON, and RIDE ON IT
Spells DC 16 & +8 to hit.
BEWD - 5th level Spell Slot AC 19, 60 HP, you can make them either radiant or lightning, and share their residences. Two attacks: 1d6 +9, 1d6+9, then a 2d6 breath attack (and it won’t even hurt your allies because of Sculpt Spells. At least, I hope it works that way.  It is attacking using your spell save DC)  You manifested your draconic spirit at 9th level.
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Level 10
Empowered Evocation. +4 damage on evocation spells.
+Prestidigitation, +Wall of Force, +Wall of Light
Level 11
+Globe of Invulnerability, +Chain Lightning
Level 12
ASI +2 INT
+Sunbeam, +True Seeing
Level 13
Ability Scores
STR 8 / DEX 16 / CON 16 / INT 20 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 3 / CON +8 / INT +10 / WIS +4 / CHA -1 
Skills
Sleight of Hand +8, Stealth +8, Arcana +10, Investigation +10, Religion +10 
Hit Points 93 & AC 13 (16 w/ Mage Armor) (18 w/ Shield) (21 w/ Mage Armor and Shield)
Spells DC 18 & +10 to hit.
+Draconic Transformation, +Forcecage
You can now become the dragon with Draconic Transformation, furthermore Forcecage combos nicely with Sickening Radiance. 
Level 14
Overchannel. You can do maximum damage with one 5th level or lower spell slot, but the second time you use this feature, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it.
+Plane Shift, +Reverse Gravity
Level 15
+Illusory Dragon, +Maze
Level 16
ASI: +2 Dex
+Antipathy/Sympathy, +Sunburst
Sunburst is a stronger “Burst Stream of Destruction” that blinds her enemies.
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Level 17
Ability Scores
STR 8 / DEX 18 / CON 16 / INT 20 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 4 / CON +8 / INT +10 / WIS +4 / CHA -1 
Skills
Sleight of Hand +10, Stealth +10, Arcana +11, Investigation +11, Religion +11 
Hit Points 121 & AC 14 (17 w/ Mage Armor) (19 w/ Shield) (22 w/ Mage Armor and Shield)
Spells DC 19 & +11 to hit.
+True Polymorph, +Prismatic Wall
17th LEVEL!!! You are now the Blue-Eyes White Dragon, not only in spirit, but also in flesh.  Transform into the Adult Blue Dragon, (or Ancient Crystal Dragon at 19th level)
Level 18
Spell Mastery: Shield or Mage Armor, and Shatter or Gentle Repose
+Wish, +Simulacrum
Level 19
ASI +2 DEX
+Leomund’s Tiny Hut, +Detect Magic
Level 20
Ability Scores
STR 8 / DEX 20 / CON 16 / INT 20 / WIS 8 / CHA 8
Saving Throws
STR -1 / DEX + 5 / CON +8 / INT +10 / WIS +4 / CHA -1 
Skills
Sleight of Hand +11, Stealth +11, Arcana +11, Investigation +11, Religion +11 
Hit Points 142 & AC 15 (18 w/ Mage Armor) (20 w/ Shield) (25 w/ Mage Armor and Shield)
Spells DC 19 & +11 to hit.
Signature Spells Lightning Bolt, Counterspell
+Phantom Steed, +Plane Shift
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Kisara’s Spellbook 
(in alphabetical wizard) @ 20th level the most important spells are bolded.
C: Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost, Toll the Dead
1st: Absorb Elements, Chromatic Orb, Feather Fall, Mage Armor, Shield, Thunderwave
1st (Rit.): Comprehend Languages, Detect Magic, Find Familiar
2nd: Dragon's Breath, Shatter
2nd (Rit.): Augury, Gentle Repose
3rd: Counterspell, Dispel Magic, Lightning Bolt, Thunder Step
3rd (Rit.): Leomund's Tiny Hut, Gentle Repose, Phantom Steed
4th: Arcane Eye, Banishment, Sickening Radiance
4th (Rit.): Divination
5th: Summon Draconic Spirit, Wall of Force, Wall of Light
5th (Rit.): Rary's Telepathic Bond
6th: Chain Lightning, Globe of Invulnerability, Sunbeam, True Seeing
7th: Draconic Transformation, Forcecage, Plane Shift, Reverse Gravity, Simulacrum
8th: Antipathy/Sympathy, Illusory Dragon, Maze, Sunburst
9th: Prismatic Wall, True Polymorph, Wish
Note
There was a reddit thread titled “Yu-Gi-Oh D&D characters” and well Clericofsune and Fate & Phantasms heavily inspired me to create 5e content.  This is my first ever public player build.
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dm-zorc · 2 years ago
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Dark Magician for 5e
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LOB-005
Dark Magician (LOB-005)
Medium Humanoid (any, usually Human or Elf; Wizard) or Undead, Usually Non-Evil and Non-Chaotic 
Armor Class 21 (Robe of the Archmagi and Ring of Protection), 23 (when concentrating on a spell) Hit Points 250 (100d6-100) Speed 30 ft, 30ft fly.
STR 19 (+4) / DEX 20 (+5) / CON 8 (-1) / INT 21 (+5) / WIS 18 (+4) / CHA 10 (+0)
Saving Throws Int +13, Wis +12 Skills Arcana +13, History +13, Perception +12, Religion +13 Senses darkvision 120 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 25 (75,000 XP) / Proficiency Bonus +8
Special Equipment. The Dark Magician has a Robe of the Archmagi, Staff of the Magi, and a Ring of Protection. These items are attuned to them, and are already in the stat block. Improved Initiate. The Dark Magician has a +10 to their initiative rolls (Dex is already included into this)
Durable Magic. While Dark Magician maintains concentration on a spell, they have a +2 bonus to AC and all saving throws.
Magical Resistance. You have advantage on saving throws against spells and other magical effects. Rejuvenation. If the Dark Magician dies, he revives the next day, with all his hit points and any missing body parts restored. Their new body appears next to the stone tablet that contains their soul.  If the Dark magician dies, their magic items also disappear with their body until they respawn again.
Arcane Recovery (1/Day). When the Dark Magician finishes a short rest, they recover all of their spell slots of 5th level and lower.
Spellcasting. Dark Magician is a 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). They can cast Silent Image and mirror image at will. They can cast Dispel Magic and Counter Spell once each without expending a spell slot, but can't do so again until he finishes a short or long rest. The Dark Magician has the following wizard spells prepared:
Cantrips (at will): Create Bonfire, Eldritch Blast, Firebolt, Mage Hand, Mind Sliver, Minor Illusion
1st level (4 slots): Detect Magic, Hex, Mage Armor, Magic Missile, Shield, Witch Bolt
2nd level (3 slots): Arcane Lock, Crown of Madness, Flock of Familiars, Knock, Locate Object, Magic Weapon, Mirror Image, Misty Step, Shadow Blade
3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic, Fireball, Magic Circle, Summon Lesser Demons
4th level (3 slots): Arcane Eye, Banishment , Conjure Minor Elementals, Conjure Shadow Demon, Dimension Door, Leo’s Secret Chest, Locate Creature, Phantasmal Killer, Summon Greater Demon
5th level (3 slots): Bigby's Hand, Conjure Elemental, Dominate Person, Infernal Calling, Legend Lore, Planar Binding, Summon Draconic Spirit, Synaptic Static, Teleportation Circle, Wall of Force
6th level (2 slots): Arcane Gate, Chain Lightning, Globe of Invulnerability, Summon Fiend
7th level (2 slots): Mordenkainen's Sword, Summon Celestial, Symbol, Reverse Gravity, Teleport
8th level (1 slot): Antimagic Field, Dominate Monster, Mind Blank
9th level (1 slot): Prismatic Wall, Wish
Attack
Staff of the Magi. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 10 force damage.
Reactions
Arcane Deflection. When the Dark Magician is hit by an attack roll or fails a saving throw, they can use their reaction to give themselves a +4 to AC against that attack or to that saving throw. When you use this feature, you can't cast spells other than cantrips, silent image, and mirror image until the end of their next turn.
Legendary Actions
The Dark Magician can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dark Magician’s regains spent legendary actions at the start of its turn. Attack. The Dark Magician makes one attack with their Staff of the Magi.
Cast Spell. The Dark Magician casts a spell of 3rd level or lower (including cantrips).
Use Staff of the Magi (Costs 3 Actions).  The Dark Magician may spend charges from their Staff of the Magi to cast a spell from the Staff.
Staff of the Magi
This staff can be wielded as a magic quarterstaff (1d6 bludgeoning - versatile (1d8) that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Info
The Black Magician is a title that can be passed on between creatures. Numerous Dark Magicians can exist at the same time, and on occasion they take on apprentices. The Dark Magicians travel through time, space, and dimensions to deal with threats to their universe. The first Dark Magician was a Priest from ancient times named Mahado.  He was a powerful priest with a strong spirit that refused to move on to the afterlife. His spirit tied itself to a stone tablet, so that even in death he could protect the ones closest towards him. He earned the title "Dark Magician." After the deaths of his dearest friends, his soul traveled through the astral planes and the planes of chaos until the souls of the ones he cared about were reincarnated. The only way to truly kill a Dark Magician is to first kill the ones they love most, and then destroy the object their soul is bound to.  But even that doesn’t stop one from being reborn, as the spirit lingers, the Dark Magician has 100 days to find a being to sign a soul bonding contract with.  This is all but one variation of the Dark Magician.  Some are powerful clerics, and others wield weapons into battle.
Special Thanks
Special Thanks to @raeynbowboi , @clericofsune , and @fateandphantasms .Their tumblr post inspired me to create my own dnd blog centered on yu-gi-oh content. My biggest fear doing this is either hasbro, wotc, or konami just deleting these pages but its been a lot of fun making these iconic cards into monsters, I might even make some player side builds in the near future.
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dm-zorc · 2 years ago
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The Character Forge: How to Play as Dark Magician and Dark Magician Girl in DnD 5e
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This is a rather unusual build option, as these aren’t technically characters in the Yugioh series. However, I consider it a fun and unique challenge to try and build them. Dark Magician and Dark Magician Girl are the ace cards in the deck of Yami Yugi. Though in season 5 the anime decided they were the spirits of the Pharaoh’s high priests trapped as duel monsters that still serve their king in death. So that’s a fun thing to think about the next time you play one of these cards.
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A Heroic Spirit
What race you choose is probably going to depend on which version you want to play. If you want to play who they were before they died, Mahad and Mana were ordinary humans with no superhuman abilities beyond the study of magic. So normal Humans works for who they once were. If you want to play as the duel spirits they became, you could choose Kalashtar because the Dark Magician is the bond of the high priest Mahad with the Illusion Magician spirit. Kalashtar is a race whose body is split between a host and a dream world spirit. Dream world, Duel Monster Spirit World. Close enough. They are also tasked with guarding and serving the Pharoah loyally, which has lowkey guardian angel traits, so Aasimar is a possibility. It’s a bit silly, but they are synthetic beings. Just holograms really. They could be Warforged since they aren’t actually real or alive. Just computer code and projected images of light as duel monsters. They could also be Variant Humans because they’re Shonen anime characters, and the spirits of former humans.
Honestly, they have no alignment and little personality. Make them however you want and go from there. I have never actually seen season 5, so I don’t know the personalities of Mahad and Mana.
For background, Mahad is a high priest and Mana is his pupil. Mahad and Mana are both Acolytes. Dark Magician is the ultimate wizard in terms of attack and defense, so Sage is appropriate, while the obscure (but I think it’s legit?) Student of Magic is great for Dark Magician Girl. 
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Powers and Abilities
The Dark Magician’s primary spell is the Dark Magic Attack, and the Dark Magician Girl casts Dark Burning Attack.
As Mahad, he had the ability to summon duel spirits to fight on his behalf, conjuring them through large stone tablets. Mahad also possessed the Millennium Ring, which points you in the direction of whatever you’re trying to find, and lets you place and remove souls from bodies.
Support Cards:
Dark Burning Attack: Destroy all enemy facedown monsters Dark Burning Magic: Destroy all enemy cards. Dark Magical Circle: Add other Dark Magician support cards to your hand. Dark Magic Attack: Destroys all enemy Spells and Traps Dark Magic Expanded: one monster gains +1000 ATK and ignores enemy spells Dark Magic Inheritance: Banish 2 spells to draw 1 DM support card from deck. Dark Magic Twin Burst: DM gains ATK of all DMG on the field and in Graveyard. Dark Magic Veil: Pay 1000 LP to summon a dark spellcaster Dark Renewal: Sacrifice enemy monster and your caster. summon dark caster. Illusion Magic: Sacrifice your spellcaster. Add Dark Magician to your hand. Magic Formula: DM’s Spellbook. Increase DM or DMG ATK by 700 points. Magical Hats: Dark Magician becomes hidden beneath 1 of 4 magic hats. Magical Objection: Counter enemy spell, trap, or effect and destroy that card. Magician’s Circle: when foe summons, you and foe can summon a caster Magician’s Defense: Take half damage while you control a spellcaster. Magician’s Navigation: Summon DM from hand and dark caster from Deck/GY Mystical Box: Dark Magician trades places with another monster. Thousand Knives: Destroys 1 enemy monster
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Other Common Cards
Change of Heart: Take control of enemy monster for 1 turn. Dark Hole: Destroy every card on the field. Dian Keto, the Cure Master: Gain 1000 Life Points. Magic Cylinder: Bounce enemy attack at enemy’s Life Points. Magic Jammer: Counter 1 enemy spell card. Mirror Force: Bounce enemy attack, destroy all ATK position enemy monsters. Monster Reborn: Summon 1 monster from either Graveyard. Mystical Space Typhoon: Destroy 1 Spell or Trap card. Negate Attack: Portal sucks up enemy attack, opponent battle phase ends. Raigeki: Destroy all of your opponent’s monsters Reverse Trap: Buffs and Debuffs switch. Buffs weaken, Debuffs strengthen. Spellbinding Circle: Enemy monster -700 ATK. Cannot attack/change positions. Swords of Revealing Light: 3 gleaming swords, enemy can’t attack for 3 turns. Trap Hole: Create pit trap. Destroy monster with 1500 ATK or more.
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Class is in Session
Cleric     Arcana: As Mahad and Mana were priests, this is a way to incorporate that religious background with their current powers.
Sorcerer     Divine Soul: Similar to Arcana, Divine Soul blurs the line between magic and religion, and allows Dark Magician to pull power from the holy spirit of Mahad residing within him. Since both Dark Magician and Dark Magican Girl float, the wings this subclass gives at level 14 could be flavored as simply allowing these duel spirits to fly/float without the wings being visible.     Shadow: They are the DARK magicians. Their signature spells are DARK Magic Attack and DARK Burning Attack. Pretty self-evident.
Warlock     Celestial: Again like Divine Soul and Arcana, this option connects Warlock with religion, but the subclass has some Radiant flavor which is a little unusual for the DARK Magicians.
Wizard    Conjuration: When Mahad lived, he used his Millennium Ring and magic powers to conjure the spirits of Duel Monster tablets to play shadow games.     Lore Mastery: He’s “the ultimate wizard in terms of attack and defense”. It stands to reason that his understanding of magic would run so deep that he could alter and bend it to his will. Especially to turn any spell he casts into Necrotic damage for his dark magic attacks.     Theurgy: Mahad was the high priest. So, he could have been a wizard who had studied the religious magic of his day to obtain his powers and to cast both Cleric and Wizard spells with one stat.     War Magic: The ultimate wizard in terms of attack and defense is probably going to be extremely powerful in a fight, so having a build that’s made to fight is right up his alley.
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How to Play as Yugi Mutou
Before making this post, I’d tried to make Yugi as a potential build. However, an obstacle I encountered was that I had Yugi as a Conjuration Wizard, and there simply weren’t enough Wizard spells that summoned creatures to fight on your behalf. However, if you combine that summoning focus of Yugi with the magical capabilities of Dark Magician or Dark Magician Girl, and treat them as his Deck Master, they can work together to fill out Yugi’s spell list with DM and DMG spells and fight side by side as effectively one character.
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Stats and Proficiencies
In order to be the ultimate wizard in terms of attack and defense, Dark Magician needs the absolute maximum Intelligence and Constitution stats. He needs to be able to deal serious magical damage and shrug off enemy spells. During Yugi and Joey’s duel against Para and Dox, the Dark Magician did a front flip in what seems like medium armor. That shows quite a bit of Dexterity. Beyond that, fill out the other three stats or dump them as you see fit. However, I will admit, the Dark Magician Girl does seem more charming than her mentor, and could be a Sorcerer who casts with Charisma instead of Intelligence.
Arcana Insight Perception Religion
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Name: Mahad, the Dark Magician Race: Variant Human Background: Sage Alignment: Neutral Class: War Magic Wizard (20) Base Stats: Strength: 8 (-1) Dexterity: 17 (+3) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 8 (-1) Saving Throws: Strength: -1 Dexterity: +3 Constitution: +5 Intelligence: +11 Wisdom: +5 Charisma: -1 Combat Stats:  HP: 182  AC: 13  Speed: 30  Initiative: +8  Proficiency Bonus: +6  Passive Perception: 15  Dark Vision: 0 feet Proficiencies:    Arcana (Sage)    History (Sage)    Insight (Wizard)    Religion (Wizard) Skills: Acrobatics: +3                  Medicine: -1 Animal Handling: -1          Nature: +5 Arcana: +11                      Perception: +5 Athletics: -1                       Performance: -1 Deception: -1                    Persuasion: -1 History: +11                      Religion: +11 Insight: +5                        Sleight of Hand: +3 Intimidation: -1                 Stealth: +3 Investigation: +5              Survival: -1 Equipment:    Arcane Focus: Staff
Spell Slots 1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (2) 8th (1) 9th (1)
Dark Magician’s Spellbook
Cantrips                    3rd Level                                 6th Level    Create Bonfire           Call Lightning                           Arcane Gate    Eldritch Blast             Counterspell                            Globe of Invulnerability    Firebolt                      Dispel Magic                          7th Level    Mage Hand               Fireball                                      Conjure Hezrou    Mind Sliver                Magic Circle                              Mord’s Sword    Minor Illusion             Summon Lesser Demons      8th Level 1st level                     4th Level                                     Antimagic Field    Detect Magic              Arcane Eye                               Dominate Monster    Hex                             Banishment                           9th Level    Mage Armor               Conjure Minor Elementals        Prismatic Wall    Magic Missile             Conjure Shadow Demon    Shield                         Leo’s Secret Chest    Witch Bolt                   Locate Creature 2nd Level                      Phantasmal Killer    Arcane Lock                Summon Greater Demon    Crown of Madness   5th Level    Flock of Familiars        B’s Hand (Arcane Hand)    Knock                          Conjure Elemental    Locate Object              Dominate Person    Magic Weapon            Infernal Calling    Mirror Image                Legend Lore    Misty Step                   Planar Binding    Shadow Blade             Synaptic Static                                        Teleportation Circle                                        Wall of Force
Features:
Arcane Deflection: When attacked, as a reaction, add +2 AC or +4 saving throw, but cast only cantrips next turn. Arcane Recovery: Once per day, after a short rest, restore 10 or fewer level 5 or lower used spell slots. Deflecting Shroud: 3 creatures take 10 force damage after Arcane Deflection. Durable Magic: +2 to AC and saving throws when concentrating on a spell. Magic Initiate: Learn Eldritch Blast, Mind Sliver, and Hex. Cast with INT. Power Surge: You have max 5, each surge adds 10 force damage to a spell. Researcher: You always know where to find information or who to get it from. Signature Spells: Cast Fireball and Dispel Magic without using a spell slot. Spell Mastery: Cast Magic Weapon and Mage Armor without using a spell slot. Tactical Wit: Add your INT mod to your Initiative.
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keep in mind, the spell list is not conclusive, it’s a personal choice. I chose to have Dark Magician learn all the spells of the Arcane Cleric, and just tried to pick the standard magic spells, especially about anything with Arcane in its name. Because both Yugi and Mahad summon monsters to fight for them, I decided it was appropriate to give Dark Magician a lot of conjuration spells, but that doesn’t mean you have to use the Deck Master Yugi/Dark Magician build I suggested where Yugi does the summoning and Dark Magician handles everything else. It’s not a perfect build, but then, I never expected it to be. Still, I hope you guys found this to be a fun, quirky DnD concept. Let me know if you’d build this character differently than I did. And as always, thanks for joining me in The Character Forge, where heroes are made.
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dm-zorc · 2 years ago
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This person inspired me to make D&D content. I’ve always been a big fan of their post.
How to Play as Yugi Muto in DnD 5e
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A long time ago, I made a build for the Dark Magician (I’ll leave a link [here].) At the time, I’d considered trying to make a build for Yugi, but since Yugi lacks any real powers of his own, there wasn’t really enough to go off of. But with new UA spells that prioritize summoning and new UA subclasses, the time has finally come to give Yugi his proper build. For this build, we are considering Yugi and the Pharaoh to be one character. We will also be treating this build as though Yugi has the Dark Magician as his Deck Master, a special feature used in some side content and video games where the Deck Master actually assists their duelist. So Yugi’s spell list will merge two primary conditions: summoning creatures to fight on his behalf, and spell effects of cards in Yugi’s deck, including one-off cards and less famous cards he’s used to fill out his Wizard Spellbook.
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Yugi is an anime character. In the past, my general rule for anime characters is to make them Variant Humans. This is primarily because Anime Characters are stronger than normal humans and often have magical powers that make them not quite human. I’ll be using the Variant Human option, however Kalashtar also works due to Yugi’s split minds and resistance to psychic mind games. Halflings aren’t my favorite race to play, but Yugi is abnormally short, and the Pharaoh is uncannily lucky, so it can definitely work for their build. As a Variant Human, we’ll pick up the Lucky feat and give ourselves +1 INT and +1 DEX.
The Pharaoh is willing to kill Kaiba to win a children’s card game. Yugi is not. They average out to Neutral Good.
The Pharaoh was the King of Egypt. Obvious Noble Background is obvious.
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Heart of the Cards
WIZARD    Order of Scribes. This ended up being a perfect storm. Firstly, the new UA batch of summoning spells primarily landed under the Wizard umbrella. So, this gives Yugi a nice variety of summoning options. But it gets even better once you look at your subclass abilities. The Wizardly quill is about the only thing that doesn’t really fit for Yugi, but everything else will. Awakened Spellbook grants the pages Yugi summons from a level of sentience. In Yugioh the cards house duel monster spirits, and Yugi’s grandfather taught him to value the Heart of the Cards, the very idea that Yugi’s deck is a sentient thing. This subclass technically talks about a bound book, but Yugi’s still channeling his magic and spells through his cards, so I’d consider Yugi’s deck a reflavor of his spellbook, thus he’s able to use it as his spellcasting focus. Yugi’s able to alter the damage type of a spell he casts. You could flavor this as classic season 1 Yugioh where nobody played by the rules, or as Yugi pulling a card out of his deck that he’ll never use in any other duel, which tended to be a common deus ex machina for him. Master Scrivener can allow Yugi to copy a card onto a scroll and pull it out of his butt whenever he wants. a fun cheeky way to mock his plot armor. It also casts at 1 level higher, meaning Yugi is one again breaking the rules because he’s the King of Games. Manifest Mind is where the Deck Master concept becomes more clear, as you can create a tiny spectral form of the Dark Magician fighting beside you, and really lets you fully embrace the partnership between Yugi and the Dark Magician in combat. Since this feature does specify using a tiny specral creature, Kuriboh is another good Deck Master monster for Yugi. Finally, One with the Word allows Yugi to swap places with the Dark Magician to avoid one or both of them from being killed. Yugi can also destroy some of the cards in his collection to bring him back to life if Dark Magician is on the field and his spellbook has the resources. This also motivates Yugi to want to collect as many cards/spells as he can, even if he doesn’t prepare them all or use them in his deck. If you really want to play up the roleplay aspect of this build and commit to the gimmick of playing as Yami, you could write spells on sheets of paper and treat them like an actual deck of cards. It’s really just for roleplaying purposes, and could make the game needlessly challenging, but it could also be a fun challenge to hope you draw the spell you need right when you need it. This could be as vague as just having a card that says “3rd level spell”, or as specific as having say as many copies of a specific spell as you have spell slots to cast it. As it’s just flavoring and roleplaying mostly, come up with your own fun ways to incorporate the deck aspect into a mechanic for gameplay and tell me your ideas. I’ll bet there’s many fun ways to make this character work in an inetersting way. 
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King of Games
SUMMONING
Find Familiar Flock of Familiars Spirit Shroud Summon Fey Spirit Summon Lesser Demons Summon Shadow Spirit Summon Undead Spirit Conjure Minor Elemental Summon Aberrant Spirit Summon Elemental Spirit Summon Greater Demon Conjure Elemental Infernal Calling Summon Fiendish Spirit
SPELLS & TRAPS
Brain Control // Dominate Person, Dominate Monster, Enemies Abound Change of Heart // Charm Person, Charm Monster Lightforce Sword // Banishment, Plane Shift Magic Jammer // Antimagic Field Burning Land // Blight, Abi’s Horrid Wilting Magical Hats // Blur, Mirror Image Raigeki // Lightning Bolt, Chain Lightning Trap Hole // Circle of Death Magic Cylinder // Counterspell De-Spell // Dispel Magic Heavy Storm // Whirlwind Spellbinding Circle // Hold Person, Hold Monster Swords of Revealing Light // Imprisonment Thousand Knives // Power Word Kill Mirror Force // Prismatic Wall, Wall of Force, Wall of Light The Eye of Truth // True Seeing Yami // Darkness Makiu, the Magical Mist // Fog Cloud, Cloudkill, Stinking Cloud Cursebreaker // Remove Curse Dust Tornado // Dust Devil Premature Burial // Animate Dead, Create Undead Ragnarok // Melf’s Minute Meteors General Magic // Mage Armor, Magic Missile, Shield Setting a Trap Card // Glyph of Warding Anime Protagonist Plot Armor // Wish
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As a Wizard, our most important stat is going to be Intelligence for casting. Our Manifest Mind feature gives our Dark Magician our AC, so we’ll want a high Dexterity modifier to improve our Armor Class. Yugi is pretty hard to fool, so that’ll give us a good Wisdom score. Yugi is pretty good at destiny speeches and turning enemies into allies. We’ll give him a pretty decent Charisma score so he can persuade people to adopt his philosophies, or send people running into the shadow realm with his Intimidation. Our build prioritizes amassing strong minions between us and enemies, so we can neglect our Constitution a bit. That leaves our Strength stat to be ignored. Lifting all those small thin pieces of paper doesn’t exactly get Yugi ripped.
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Name: Yugi Muto  Race: Variant Human Background: Noble Alignment: Neutral Good Class: Order of Scribes Wizard (20)
Base Stats:
Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (0)
Saving Throws:
Strength: -1  Dexterity: +5 Constitution: +1 Intelligence: +11 Wisdom: +8 Charisma: 0
Combat Stats:
HP: 102 AC: 18*  Speed: 30 Initiative: +5 Proficiency Bonus: +6 Passive Perception: 14  Dark Vision: 0 feet
Proficiencies:
Acrobatics (+5) Animal Handling (+2) Arcana (+11) Athletics (-1) Deception (0) History (+11) Insight (+8) Intimidation (+6) Investigation (+5) Medicine (+2) Nature (+5) Perception (+2) Performance (0) Persuasion (+6) Religion (+5) Sleight of Hand (+5) Stealth (+5) Survival (+2)
Spell Slots
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (1) 8th (1) 9th (1)
Yugi’s Deck
Cantrips    Firebolt    Frostbite    Lightning Lure    Message    Mind Sliver
1st Level    Charm Person    Find Familiar    Fog Cloud    Mage Armor    Magic Missile    Shield
2nd Level    Blur    Darkness    Dust Devil    Flock of Familiars    Hold Person    Mirror Image
3rd Level    Animate Dead    Counterspell    Dispel Magic    Enemies Abound    Glyph of Warding    Lightning Bolt    Spirit Shroud    Summon Fey Spirit    Summon Lesser Demons    Summon Shadow Spirit    Summon Undead Spirit
4th Level    Banishment    Blight    Conjure Minor Elementals    Summon Aberrant Spirit    Summon Elemental Spirit    Summon Greater Demon
5th Level    Conjure Elemental    Dominate Person    Hold Monster    Infernal Calling    True Seeing    Wall of Light
6th Level    Chain Lightning    Circle of Death    Create Undead    Summon Fiendish Spirit
7th Level    Plane Shift
8th Level    Antimagic Field    Dominate Monster
9th Level    Imprisonment    Wish
Features:
Arcane Rociety. covery. Regain 10 or less level 5 or lower spell slots on a short rest.
Awakened Spellbook. You can alter spell damage type and cast a ritual spell instantly once per long rest.
Lucky. 3 lucky points, add a d20 to rolls before you know the outcome.
Manifest Mind. Your spellbook projects a tiny spectral construct. Its HP is your INT + your Wizard Level and it uses your AC and saving throw die. It has darkvision at a range of 60 feet, sheds dim light at a range of 10 feet, and can pass through solid objects.
Master Scrivener. Copy a 1st or 2nd level spell from your spellbook onto a scroll. Use the scroll any time, and the spell is cast as being one level higher.
One With the Word. When you would die while Manifest Mind is active, purge spells from your spellbook whose level adds to 3d6. They can only be restored with a Wish, and are otherwise lost to you.
Position of Privilege. You belong in high society. People bend over backwards to accommodate you, and you can get an audience with other nobility.
Signature Spells. cast Summon Fey Spirit and Summon Undead Spirit once without using a spell slot.
Spell Mastery. Cast Mage Armor and Hold Person without spell slots.
Wizardly Quill. Less time and money copying spells into your spellbook.
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A major downside to this build is that all of his summoning spells require a gold cost, but if you’re fortunate, your DM will be generous enough with the gold to support the costs of this build. Technically, this build really could work for any duelist, and there’s plenty of other yugioh cards that could translate to DnD spells, but we were focused on Yugi’s canon spell and trap cards. We’re also extremely reliant on summoning, so if Yugi can’t summon, he’s going to have a bad time, and the build won’t be so useful.
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dm-zorc · 2 years ago
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Skull Servant for 5e
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LOB-004
Skull Servant
Small or Medium Undead, Any
Armor Class 11 (Natural Armor) Hit Points 4 (1d8+0) Speed 30 ft. STR 10 (+0) / DEX 12 (+1) / CON 14 (+0) / INT 6 (-2) / WIS 10 (+0) / CHA 6 (-2)
Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it spoke in life but can't speak Challenge Rating 0 (0 XP) / Proficiency Bonus +2
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Info
The Skull Servant isn’t very strong by itself, but in large numbers they find strength.  Occasionally one is reborn with immense power. This skeleton is technically a wight, but lacks the powers typically associated with one. There is a family and a hierarchy of Skull Servants, and the kings look exactly like the commoners.  They also have a distant cousin named “The Wandering Doomed”
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dm-zorc · 2 years ago
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Flame Swordsman for 5e
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LOB-003
Armor Class 18 (Medium Armor) Hit Points 33 (6d8+6) Speed 30 ft.
STR 18 (+4) / DEX 14 (+2) / CON 12 (+1) / INT 8 (-1) / WIS 10 (+0) / CHA 16 (+3)
Saving Throws Wisdom +2, Charisma +5 Skills Athletics +3, Insight +2 Persuasion +5, History +5 Senses passive Perception 10 Languages Common Challenge Rating 4 (1100 XP) / Proficiency Bonus +2
Special Equipment. The Flame Swordsman dual wields two Flame Tongue Longswords, and act as a spellcasting focus as well as material components for the warrior.
Flame Tongue Great Sword (referred to as Salamandra). You can use a bonus action to speak this magic sword command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Spellcasting.  The Flame Swordsman is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC x, +x to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): Green Flame Blade, Control Flames 1st level (4 slots): Burning Hands, Hellish Rebuke, Heroism 2nd level (2 slots): Scorching Ray, Find Traps, Find Steed
Actions
Multiattack. The creature makes 2 attacks with its Salamandra.
Salamandra (Greatsword). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 7 (2d6) fire damage.
Variations
To make the Blue Flame Swordsman describe the embers of Salamandra as blue. The Green Flame Blade of the Flame Swordsman is red-orange.
They may have resistance to fire damage, or have an “action surge” like ability.  Offensively the Flame Swordsman is a CR 7 creature, but defensively it is a CR 1/2.
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Lore
The Flame Swordsman takes pride in hunting dinosaurs and fighting for its friends.  Loyalty is the attribute they like best.
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dm-zorc · 2 years ago
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Blue-Eyes White Dragon for 5e
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LOB-001
Blue-Eyes White Dragon
Huge Dragon, Usually Chaotic
Challenge Rating 19 (22,000 XP) / Proficiency Bonus +6
Armor Class 19 (Natural Armor) Hit Points 300 (24d12+144) Speed 40 ft., fly 80 ft. STR 28 (+9) / DEX 25 (+5) / CON 23 (+6) / INT 16 (+3) / WIS 13 (+1) / CHA 30 (+10) Saving Throws Dex +11, Int +9, Wis +7, Cha +16 Skills Athletics +15, Religion +9, Perception +7, Stealth +11, Intimidation +16 Damage Immunities lightning Condition Immunities frightened Senses passive Perception 11, Darkvision 120 ft. Languages Common, Draconic, Celestial Challenge Rating 19 (22,000 XP) / Proficiency Bonus +6
Flyby. The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn't require air.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Burst Stream of Destruction (White Lightning) (Recharge 5–6). The dragon exhales a beam of holy lightning in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 66 (12d10) lighting or radiant damage (the dragon’s choice) on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Info
Each Blue-Eyes White Dragon has subtle variations. Some are more aggressive, others prefer to fight from a distance, one could be very talkative, or another could be reserved. The Blue-Eyes seldom make lairs, however a Blue-Eyes that enjoys praise may claim a church dedicated to it as a home.  They are very prideful, and see the whole planet as their domain.  A Blue-Eyes could be seen as temperamental by some, and being on the wrong side of one is no place a person wants to be.  
Variations
Altering a “Blue-Eyes White Dragons” stat block alters its challenge rating, and could make it impossible for players to overcome, but if you want to spice up your Blue-Eyes White Dragon with additional features here are some suggestions. Applying any of these variations in the way described could easily make the Blue-Eyes White Dragon a CR30 monster.
Barbarian Rage, Reckless Attack, and Divine Fury. The Blue-Eyes can attack with advantage, and the players can attack with advantage against the blue-eyes, each strike from this furious dragon hits a bit harder dealing an extra 5 of radiant damage on each of its attacks.  The dragon also resists bludgeoning, piercing, and slashing damage; effectively changing its HP to between 450 and 600.
The Angelic Dragon.  The dragon’s attacks are magical. When the dragon hits with a melee attack, the attack deals an additional 2d8 radiant damage. Magic Resistance. The deva has advantage on saving throws against spells and other magical effects. Healing Touch (3/Day). The dragon touches another creature (including itself). The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Celestial Resistance. The dragon has resistance to Radiance and Necrotic damage. Alternatively you could change the Blue-Eyes immunity from Lightning to Radiance (or Necrotic).
Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC24 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Innate Spellcasting. The dragon has a Spell Save DC of 24, and a +16 to hit with Spell Attacks.  You can give your Blue-Eyes any spells that you want.  Some suggestions could be beacon of hope, suggestion, lightning bolt, sun burst, destructive wave, divine favor, counter spell, arcane eye, thunderstep, hold monster, and arcane eye. 
Names
Blue-Eyes typically name themselves after Celestials and Fiends, such as Kisara, Azrael, Iblis, and Djibril.
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dm-zorc · 2 years ago
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Tri-horned Dragon for 5e
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LOB-000
Tri-Horned Dragon
Huge Dragon, Unaligned
Armor Class 17 (Natural Armor) Hit Points 117 (18d12+0) Speed 50 ft., burrow 25 ft., climb 50 ft STR 28 (+9) / DEX 23 (+6) / CON 10 (+0) / INT 6 (-2) / CHA 9 (-1)
Saving Throws Strength +12, Dexterity +9 Damage Resistances lightning, thunder, poison, acid, fire Senses passive Perception 11, Darkvision 120 ft. Languages — (may understand Draconic, Undercommon but most cannot speak) Challenge Rating 8 (3900 XP) / Proficiency Bonus +3
Additional Creature Type. In addition to being a dragon this creature could also be classified as a monstrosity, or fiend depending on its origin.
Actions
Multiattack. The creature may make up to three attacks, two with its claws and one with its bite. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 4 (1d8) lightning damage. If the target is a Large or smaller creature, it is grappled (escape DC 20). Until this grapple ends, this creature can bite only the grappled creature and has advantage on attack rolls to do so. Thunder Armor. The creature grants itself 42 (12d6) temporary hit points in the form of a thunderous aura. Thunder Burst. If this creature currently has temporary hit points it can use its action to choose a point with in 120ft. Each creature in a 20 ft cube in the center of that point must make a DC 12 Constitution saving throw. On a failed save, the creature takes thunder damage equal to this creatures temporary hit points, or half as much damage on a successful one. This creature then loses all temporary hit points.
Environment. Grassland, Mountain, Underdark.
Info
An unworthy dragon with three sharp horns sprouting from its head.
-Konami 
What does it mean to be an unworthy dragon? Perhaps it means to be one that is unable to fly, or perhaps it gotten its draconic heritage through ill-gotten gains.  Its believed that the Tri-horned Dragon has evolved from dinosaurs.
Most of the time in the wild, the Tri-Horned Dragon will have its Thunder Armor surrounding its body acting as an extra layer of defense against large predators. This creature can also use its armor offensively as a blast attack.
It is a stealth predator that toys with its victims before killing them.
Other Names
Trihorn Doragon, The Demonic Dragon with Three Horns
Magic Item
A DM may want to reward their players for slaying this monster with the ability to summon it.  A player proficient with Arcana and proficient with a set of tools such as Carpenter’s Tools, Cobbler’s Tools, Smith’s Tools, Tinker’s Tools, or Woodcarver’s Tools may be able to craft a few magic items from this demonic dragon. Uncommon. (DC 20)
Curse of the Tri-Horned Dragon Wonderous Item, uncommon This item takes the form of a horn (musical instrument) and it contains a mote of the deceased draconic energy. You use your action to blow into the horn and call forth the Tri-Horned Dragon. Choose an area within 90ft of you that can fit a huge creature (a 15 ft cube). The Tri-Horned Dragon appears in that location with 42 temporary hit points. The dragon disappears when it drops to 0 hit points or after one hour (you cannot dismiss the dragon early). The dragon takes its turn immediately after yours in initiative. On each of your turns you can use your either your action or bonus action to blow into horn to command the creature through loud song (if you do, you control the creature on its turn). If you do not blow on the horn during your turn, the dragon can become hostile against you if it chooses until you blow the horn again. Rare. (DC 25) Ring of Thunder Resistance, Armor of Thunder Resistance Very Rare: (DC 30) Staff of Thunder and Lightning
Author’s note: In Duelists of the Roses this monster can fire off a megawatts lightning beam of energy, it is very dinosaur like in appearance with many spikes along its body indicating that it is more of a defensive creature than an offensive one.  I decided to go with a more thunder theme with this creature than lightning, however if you wished to, you could give this creature an armor of agathys like ability that deals lightning damage instead of cold, and a 42 (12d6) lightning breath weapon that recharges (5-6) instead of using temp hp to fire. 
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dm-zorc · 2 years ago
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Cybernetic Cyclopean
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CRV-017
Cybernetic Cyclopean
Large Giant, Chaotic Neutral
Armor Class 16 (Medium Armor) Hit Points 106 (12d10+30) Speed 40 ft.
STR 19 (+4) / DEX 14 (+2) / CON 16 (+3) / INT 16 (+3) / WIS 10 (+0) / CHA 7 (-2)
Skills Athletics +5, Perception +2 Senses passive Perception 10, Darkvision 120 ft. Languages Common, Giant Challenge Rating 4 (1100 XP) Proficiency Bonus +2
Enhanced Strikes. A Hitotsu-Me Giant that wears this armor deals an extra die of damage (already included in the actions)
Actions
Multiattack. The creature makes 2 claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) magical slashing damage. A creature hit by your claw attack has disadvantage on attack rolls against targets other than you until the start of your next turn.
Eyebeam. Ranged Weapon Attack: +5 to hit, range 90/300 ft., one target. Hit: 13 (3d6 + 3) lightning damage.
Info
This cyclopean is equipped with cybernetic armor enhancing their skills. Some cyclopeans or “Hitotsu-Me Giants” are skilled enough to make their own magical armor out of scrap metal while others serve a patron as bodyguards and henchmen.
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dm-zorc · 2 years ago
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Hitotsu-Me Giant for 5e
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LOB-002
Hitotsu-Me Giant
Large Giant, Chaotic Neutral
Armor Class 12 (Natural Armor) Hit Points 100 (12d10+24) Speed 30 ft.
STR 17 (+3) / DEX  14 (+2) / CON 14 (+2) / INT 14 (+2) / WIS 10 (+0) / CHA 7 (-2)
Skills Athletics +5 Senses passive Perception 10, Darkvision 30 ft. Languages Common, Giant Challenge Rating 3 (700 XP) /   Proficiency Bonus +2
Poor Depth Perception. The creature has disadvantage on any attack roll against a target more than 30 feet away.
Actions
Multiattack. The creature makes 3 unarmed strikes. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Info
A one-eyed behemoth with thick, powerful arms made for delivering punishing blows.
"These giants are self motivated by greed, and take pride in their strength, agility, and intelligence. They often will stop attacking if offered at least 10 Gold Pieces.  Most commonly they are green, however dark-greyish-blue variants exist. They are known for eating anything except other giants.  Their most common feature is their singular red eye,"
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