#Dw though Blade shes gonna be nice
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deliveringspookzandtreatz · 2 months ago
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@bladesfromthedark | X
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The puffball was attempting to boop the swordsman that was all she didn't think they would draw their sword at her! Even though she probably shoulddd have thought of that. She let out a little "Wa!" surprised at the action before looking straight at the swordsman.
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"I'm not going to hurt you. it's just a little boop!"
She explains as she booped where her nose was supposed to be to demonstrate! She looked up at them and decided to ask instead of stepping closer since she did not want to fight.
"Can I boop you once? After that, I'll back away promise"
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sophswritingthings · 1 year ago
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i’ve never done an ask before, so sorry if i get this wrong!!
could you do mizu x fem reader who’s visually impaired/blind? i feel like she’s so so well with a visually impaired partner since she grew up with the sword father !!!
pairing: mizu x fem!blind!reader
warning(s): none <3 it’s very fluffy
a/n: there’s no way to do an ask wrong here, dw about it <3 these are just gonna be some head-canons; I couldn’t think of a one-shot as of now, I’ll come back to it if I can!!
word count: 400 words / 2,109 characters 
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     • she met you stumbling through the forest; Injured. it was obvious you were blind; your eyes were blue and cloudy.
     • she saw you were scared. she saw you were injured, and probably easily spooked, seeing as you were blind
     • she slowly approached you, whispering that it was okay, and that she wasn’t here to hurt you
     • she had a lot of experience with this; seeing as she grew up with her sword-father, who was also blind
     • she gently sat you down in the snow, introducing herself and letting you know again she was a threat.
     • you nodded. you felt you could trust her. you slowly reached a hand up, brushing a hand across her jaw. she seemed jittery about being touched; but she didn’t push you away
     • your touch felt…. warm. nice.
     • you just seemed to be getting a feel for her; seeing as your hand soon traveled down to her hand. you felt her hands, which were rough and calloused
     • it allowed you to know she was a samurai. a strong, skilled one, at that
     • you seemed to trust her, so she offered to take you to a nearby town to get you stitched up.
     • you agree. she helps you out of the snow, and she walks you to the nearest town. she sees an empty cabin, and takes you in there. you though she was going to take you to an apothecary; not do it herself.
     • it made you flustered, knowing she would be touching you
     • she stitched you up gently, asking questions to get to know you. you intrigued her. 
     • before you knew it; you were staying with a samurai. someone who actually knew how to handle you; how to be gentle and kind knowing you couldn’t see. she even taught you some things that her “sword-father” had done.
     • you knew you were falling for her; even if you couldn’t see her, you knew she was a beautiful soul. 
     • and she was falling for you, too, seeing the way you moved about your inability to see. how it didn’t stop you from doing almost anything you sent your mind to; hell, she'd even taught you a little with her blade.
    • you guys def got hitched very quickly <3 she couldn’t spend another second not having you as her wife.
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t1oui · 3 months ago
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tedoire headcanons based on what i remember from my notes at 12 am
they're 2 years apart, teddy's in hufflepuff and victoire is in ravenclaw
they get together in victoire's seventh year, teddy comes to surprise her in hogsmeade and when she asks him why he's disturbing her weekend he kisses her (she sort of guessed he was going to)
victoire is almost always the big spoon
they share all their clothes
teddy can't sleep if victoire isn't draped over him somehow, like she has to have a leg around him at LEAST
vic knows teddy best other than andromeda and harry
he definitely has anger issues and vic is one of the people who's best at calming him down
victoire is the nail stylist of half the wotter clan and teddy is no exception
they're definitely best friends first, being a couple later, which is why so many people think they're off-and-on. they just don't really act any differently after they get together
victoire knows what she wants, and she GETS what she wants. even if she didn't start dating teddy until she was seventeen, she knew she was going to date him someday.
(vic fell first, teddy fell harder, except they're both super in love with each other)
they're the prettiest couple tbh
naps on the couch where victoire is laying there looking like sleeping beauty and teddy looks like a fucked up contortionist
vic's the scary one actually... even james, who's scared of teddy when he's mad, thinks victoire is more intimidating
if victoire clocks someone flirting with teddy she is suddenly draping herself over him and teddy's oblivious ass gets so confused... he's like ok sure but why now in front of the nice guy getting us coffee??
and vic's like dw babe there's a reason you're not in ravenclaw
teddy was head boy, vic was head girl
victoire doesn't like people being jealous of her unless they're jealous that she's dating teddy. she wants people to be jealous like that.
victoire does teddy's makeup
no way these two are a cishet couple... teddy is transmasc and pan and victoire is bi and demisexual
victoire becomes a cursebreaker like bill, teddy becomes an auror (though i think he would probably quit after a few years and find something close to where vic works)
teddy is 100% a stay at home dad when they have kids
ik a lot of people hc them as having kids young but i feel like teddy would want that and victoire would want to wait a bit longer
victoire is constantly sucking up to andromeda and andromeda knows but she doesn't care bc she loves vic
meanwhile bill is skeptical of teddy but fleur loves him
fleur is trans btw. fleur is trans and teddy becomes her #1 fan when he finds out (this is something they bond over)
skater boy x roller blade girl (teddy's terrible at rollerblading but vic is better than him at skateboarding)
teddy makes victoire teach him french when they're little and they keep practicing as they get older (merlin knows teddy needs it)
(after they start dating teddy says it'll come in handy when he meets fleur's family, he doesn't realize victoire's been thinking this since she was 9 and first started teaching him)
teddy's year is super small since he was born during the height of the war, and victoire made sure she met every single person to see if they were a threat to her future plans with teddy
gonna end this here but might do part 2 bc i love this ship sm
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grailfinders · 2 years ago
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Fate and Phantasms #284: Artoria (Caster)
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Today on Fate and Phantasms we’re finally heading back to D&D 5e for all of… one build. You know her, you love her, she just made a CEO at Lasengle richer than the entire country of Greece, it’s Artoria (Caster)!
Now admittedly I’m still not 100% sure what Castoria does in Lostbelt 6, but neither did DW when they made her kit-if anything, this build’s extra authentic. Besides, she’s an Evocation Wizard, so you’ll have a billion and one chances to pick up whatever spells you want anyway. We’ll also pick up a blade from a Dao as a Warlock, just in case you feel like making a legendary sword the old-fashioned way.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: That’s not what we meant when we called the horny police on Kiara.
(Also worth noting, Artoria does have a big role in the sixth lostbelt, so expect spoilers for said chapter ahead!)
Race and Background
So… this Artoria is weird. She’s kind of a faerie, kind of not a faerie, but either way she doesn’t even do faerie stuff, so we’ll play it safe and make her Custom Lineage instead for +2 Intelligence, a smaller size, and darkvision over a skill proficiency. That’s not to say you’re not Skilled though- you’ve spent plenty of time working on your thievery skills, like Thieves’ Tools, Stealth, and Deception. You’re also a Folk Hero for a… generous definition of “hero”, giving you proficiency with Animal Handling and Survival. You lived in a barn, that kinda thing’s gonna happen.
Ability Scores
Your number one score is Intelligence- your magic and your skills were both honed through study. After that is Charisma. You made contact with faeries and didn’t get murdered day one, that’s a successful persuasion check in my book. I doubt that’s for a lack of trying though, so your Constitution is above average too. You also don’t wear too much armor though, so let’s keep your Dexterity above a ten too. This means your Wisdom isn’t as high as it could be, but we’re dumping Strength. She’s a caster for a reason.
Class Levels
1. Wizard 1: Starting as a wizard is neat- you get proficiency in Intelligence and Wisdom saves as well as two wizard skills like Arcana and Insight. Your magic may be weak by faerie standards, but you’re still a game-breaking caster. Also, people who can’t tell when faeries are lying aren’t going to last long in Britain unless they’re the main character.
You can cast Spells using your Intelligence and your spellbook, which holds a buttload of magic that you prepare from. Obviously we’re just going to mention the important ones here, but you get six at level one and two each level after that, plus any spells you pick up along the way.
That’s a lot of magic, but you can use even more of it thanks to your Arcane Recovery, letting you recharge some spell slots once per day on a short rest.
As far as spells go, we’re picking up the standard Mage Armor and Magic Missile to not die and make some caster balls, respectively. We’ll also get some sleeping pills with the Sleep spell. We’ll also start on your path to making weapons and defenses with Shield and Ice Knife. Humble beginnings.
… feels kind of weird finishing a first level synopsis in a reasonable amount of time.
2. Wizard 2: Anyways. At second level you study the School of Evocation, making you an Evocation Savant, so you spend less money and time copying evocation spells. You can also Sculpt Spells, so you can allow a number of creatures to automatically pass their saves when you cast an evocation spell. This also means they take no damage instead of half, if applicable. I mean I don’t think there’s many faeries you’d want to save, but maybe you’ll meet a nice human one of these days.
3. Wizard 3: At third level you get second level spells! If your lockpicks fail to open a door, Knock can probably get it open, albeit with a lot of noise. You can also build an actual weapon now with Shadow Blade, creating a simple melee weapon that deals psychic damage and gives you advantage in dim light or darkness. Annoyingly it doesn’t use your spellcasting ability like Flame Blade, but still, a sword’s a sword.
We’ll also get Magic Weapon next level, but if you want to help reforge your friends’ swords you can grab it now, nobody’s gonna stop you.
4. Wizard 4: Fourth level wizards get their first Ability Score Improvement, so we can finally round up your Intelligence and Constitution. Odd numbers are bad, m’kay?
5. Wizard 5: At fifth level you get access to third level spells like Fireball for some bombs and Wall of Sand, the best wall you can get to date. It… doesn’t actually stop anyone, but it blocks sight and makes anyone moving through it super slow, so it’s good for a low-level spell.
6. Wizard 6: At sixth level you have Potent Cantrips, so your save-based cantrips still deal half damage if their target succeeds their save. I think the only cantrip we have that’s actually affected by that is Thunderclap. Ah well, at least it’s better.
7. Wizard 7: At seventh level you get fourth level spells like Fabricate to make your own swords for real and Greater Invisibility. It’s not quite defense, but if it keeps your enemies from hitting you I’ll count it. It’ll be a while ‘til we get a decent shield anyway.
8. Wizard 8: At eighth level you get another ASI, so bump up your Charisma. That’s about to get a lot more important.
9. Warlock 1: It gets more important with your first level in warlock. I know Merlin being your mentor is kind of a thing, but I want the spells from the Dao Genie list and Merlin grants wishes sometimes so now he’s a genie. Besides, you’re clearly not getting your power from the Archfey this time around, she hates you. You get a Genie’s Vessel, which isn’t super in-character but we’ll take it. You can use it as a Bottled Respite, letting you hide inside it for a couple hours per day, and it also gives you access to the Genie’s Wrath, adding some bludgeoning damage to one of your attacks each turn. Yeah your swords are a little dull, you’ve just started making them that’ll happen.
For spells, grab Blade Ward for another kind of protection if your shield fails, Green-Flame Blade for extra-spicy forging, Charm Person to survive in Faerie Britain, and Sanctuary for some extra protection against the faeries. It forces any creature you tries to attack you or cast a harmful spell to make a wisdom save, and if they fail they have to change targets or waste that attack/spell. It only lasts a minute or until you make an attack though, so you’d better be careful with it.
10. Warlock 2: Second level warlocks get Eldritch Invocations to customize their hellish existence as England’s chosen one, so grab Eldritch Mind to keep your spells up for longer with advantage on concentration saves. We’ll replace your second invocation eventually, but for now pick whatever you’d like.
You can also Detect Evil and Good now, which despite the name actually lets you detect fey creatures.
I don’t know if you know this, but I think… just a hypothesis, but there might be some fey creatures in Fey Britain. I know, it’s shocking, right? At least they can’t sneak up on you now. For ten minutes per spell slot.
11. Wizard 9: Ninth level wizards get fifth level spells like Wall of Force. Now we’re getting somewhere! This wall is immune to damage, and can’t be dispelled, and it even blocks passage through the ethereal plane. The one downside is it only lasts 10 minutes, plus Disintegrate does what you’d think it’d do to the wall.
Also, you get Legend Lore. It’s hard being a child of prophecy if you don’t even know what the prophecy is. I mean it’s hard either way, but at least you’ll have some idea what you need to do.
12. Wizard 10: Tenth level evocation wizards have Empowered Evocation, letting you add your intelligence modifier to the damage of a spell for one target. Not really that wild compared to fifth level spells, but not every level can be a banger.
13. Wizard 11: Eleventh level wizards get the best defense possible with the sixth level spell Globe of Invulnerability. It makes a 10’ radius ball around you that can’t move, but it blocks the effects of all outside spells of level 5 or lower. This is a great option for protection, though it doesn’t affect objects, so arrows and people with legs can still get in. I mean people without legs can get in too it’s just- I’m going to stop talking now.
If you’d rather use the swords you’re making, Tasha’s Otherworldly Guise lets you use your Intelligence to stab people, plus you get a second attack each turn.
14. Wizard 12: Make your intelligence even better for the smartest dang Artoria you ever did see. It also boosts your spell power and maybe your sword power if you’re using that spell I literally just brought up.
15. Wizard 13: Thirteenth level wizards get seventh level spells.  Forcecage is a great option to block attackers as long as they’re large or smaller. You can make it have gaps to trap something that is gargantuan, though that leaves space open for it to attack. Not only does it block all matter and spells, it can even eat up teleportation spells, forcing a charisma save on anyone trying to use one to escape.
The one downside is it costs 1,500 gold to cast this spell, which is pretty steep for someone living in a barn.
A more economical option is creating Mordenkainen’s Sword for a minute at a cool 250 gold. It’s an action to cast, and as part of that action and as a bonus action each turn you can slap a creature near the sword for a lot of force damage.
16. Warlock 3: We finally head back to warlock to get the Pact of the Blade, letting us make a sword properly, one that will always stay with us. It’s Chastiefol, basically. Especially when you turn that second invocation into Improved Pact Weapon so you can cast spells through your sword and turn it into just about any melee weapon you want.
We’ll also pick up Shatter for some homemade pipe bombs. CIA, I am clearly talking about in D&D here, it’s something Castoria does, calm down.
17. Wizard 14: Fourteenth level wizards get our final feature, Overchannel. Once a day you can deal maximum damage with any wizard spell of 1st-5th level you cast. I mean you can do this more times per day too, but each time you take necrotic damage based on the level of the spell, starting at 2d12 per level and increasing by 1d12 each time you use it. I honestly don’t know why they bothered giving it a type since it ignores resistances anyway, but there you go. If you ever wanted to give your life to hit something really, really hard, now you can! I’m sure that’ll never come up in-story though, don’t worry.
18. Wizard 15: Fifteenth level wizards get eighth level spells, and if you’re tired of defensive spells that require your concentration check out Mighty Fortress. The casting time’s a lot, but it makes a real-ass fortress that lasts for seven days, or permanently if you keep casting it in the same spot.
19. Wizard 16: Use your last ASI to grab the Tough feat for 38 extra HP now, plus 2 more when you level up. Better make sure you don’t heroically sacrifice yourself before the third act, after all.
20. Wizard 17: Seventeenth level wizards get ninth level spells, and they’re just as overpowered as you’d think. Invulnerability is exactly what it sounds like: you are immune to all damage for 10 minutes, or until concentration drops. There’s like, one ability that makes a concentration check without dealing damage though, so it’s pretty much at will. If you’d rather go on the offensive with the holy sword, Blade of Disaster is your go-to. As a bonus action you make a big-ass sword and swing it, dealing tons of damage. You have triple the critical hit range, and it deals triple the damage on a crit too. You can keep using this sword each bonus action for up to a minute, and it passes through any barrier.
Pros and Cons
Pros:
Overchannel has a very interesting effect with spells that deal damage over time, like your spell Shadow Blade. It just makes that spell deal maximum damage, period. Not the first damage you deal, not to one creature, just. Big. Sword. With a fifth level spell slot, that’s 33 damage per turn, or 65 with a critical hit. For context, a level 20 barbarian deals an average of 18-19 damage per turn, with an average of 45 on a crit. This isn’t even the wildest option for overchannel either, just the one that’s most in-character. You can do crazy damage if you get creative.
On top of that, you’re great at preventing damage too, you can increase AC, reduce damage, make yourself impossible to hit, and even become immortal. Hell, you have a first level spell that lets you take their damage and push it somewhere else. You’re like Shuckle, if Shuckle could kill people. So like Shuckle.
Finally, you’re still a wizard, so you have tons of utility options and flexibility when it comes to your spell list. I think we mentioned like half the spells you can get, so you have tons of space to play with even before we bring up spell copying.
Cons:
Using Shadow Blade for big damage requires, y’know, swinging a sword. Your best attacking stat is a +1, you’re not hitting that often.
On a related note, your AC is fourteen, and your HP doesn’t go over 200. You really shouldn’t be on the frontline, even if you’re the best shield the party’s got. Also, casting spells from HP really stacks up quickly, so don't get too wild with the damage.
A lot of your best spells use Concentration, and even if your saves are good thanks to Eldritch Mind, you still only get one concentration spell at a time.
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