#are thunderclap and misty step
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sorry. more pathodun comics. this ones probably my longest one. oops. but daniil fights an undine
#my art#pathologic#pathologic au#dungeon meshi#dungeon meshi au#pathodun#pathologic x dungeon meshi#artemy burakh#daniil dankovsky#clara saburova#clara the changeling#andrey stamatin#peter stamatin#the two spells daniil uses by the way#are thunderclap and misty step#i had to pull out my forbidden bg3 knowledge#because i remembered that the bg3 incantations are in latin#thank god for wikis btw? saved my life remembering the incantations#but i used thunderwave's incantation for thunderclap#i figure theyre the same
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Elf (5.5e)
Created by the god Corellon, the first elves could change their physical forms at will. The elves lost this ability when Corellon exiled them from Arvandor for plotting with another elven deity named Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast down into the Abyss, most elves renounced her treachery and earned Corellon’s forgiveness, but that which Corellon had taken from the elves was lost forever. No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, wanderlust and curiosity led many of them to explore other planes of existence, including various worlds in the Material Plane. Elves have the mystical ability to take on characteristics of the environments with which they are bonded—drow to the Underdark, High Elves to fey crossings in the Material Plane, and Wood Elves to forests. These connections grant elves access to certain kinds of magic. Elves are blessed with long lives and long memories. From birth, they don’t sleep but instead enter a trance when they need to rest. In this state, elves remain aware of their surroundings while immersing themselves in their own memories. What an elf remembers during this reverie depends largely on how long the Elf has lived and the events that have shaped the Elf’s existence. Elves have pointed ears and tend to be light on their feet. Another common physical characteristic of elves is their lack of facial and body hair.
Creature Type : Humanoid Size : Medium (about 5-6 feet tall) Speed : 30 feet Life Span : 750 years on average
You are part of an elven lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table: Drow, the lineage of the Underdark; High Elf, the lineage of fey crossings and other magical locations; or Wood Elf, the lineage of primeval forests. You gain the 1st-level benefit of that lineage.
Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest*; however, you can cast the Spell using any Spell Slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
Drow-The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. At level 3 you know Faerie Fire and at level 5 you learn Darkness.
High Elf- You know the Prestidigitation cantrip. Whenever you finish a Long Rest you can replace that cantrip with a different cantrip from the Wizard Spell List (aka Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Elementalism, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Poison Spray, Prestidigation, Ray of Frost, Shocking Grasp, Thunderclap, Toll the Dead and True Strike,). At level 3 you learn Detect Magic and at level 5 you learn Misty Step.
Wood Elf- Your Speed increases to 35 feet. You also know the Druidcraft cantrip. At level 3 you learn Longstrider and at level 5 you learn Pass Without Trace
(I will go over what all the spells do at the end)
Fey Ancestry : You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.
Keen Senses : You have Proficiency in Perception
Trance : You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Drow Spells
Dancing Lights is a Illusion Cantrip that is cast by Bard Sorcerer and Wizard. Casting Time is an Action. Range is 120 feet. It does require Verbal and Somatic components and ingredient is a bit of phosphorus. (Though if it's Innate Spellcasting you don't need ingredients). Duration is Concentration, up to 1 minute.
You create up to 4 torch size lights within range making them appear as torches lanterns or glowing orbs that hover for the duration. Alternatively you combine the 4 lights into 1 glowing Medium form that is vaguely humanlike. Whichever form you choose each light sheds Dim light in a 10 foot radius. As a Bonus Action you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell and a light vanishes if it exceeds the spell's range.
Faerie Fire is a Level 1 Evocation spell for Bard and Druid. Casting Time is 1 Action Range is 60 feet it only requires verbal components and duration is Concentration, up to 1 minute.
Objects in a 20 foot cube within range are outlined in blue green or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity Saving Throw. For the Duration objects and affected creatures shed Dim Light in a 10 foot radius and can't benefit from being Invisible. Attack rolls against an affected creature or object have advantage if the attacker can see it.
Darkness is a Level 2 Evocation spell for Sorcerer Warlock and Wizard. Casting time is 1 action Range is 60 feet. It does require Verbal Components and ingredients are Bat Fur and a piece of coal (though again you don't need them if you can cast it innately). Duration is Concentration, up to 10 minutes.
For the Duration Magical darkness spreads from a point within range and fills a 15-foot radius Sphere. Darkvision can't see through it and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried causing the Darkness to fill a 15 foot Emanation originating from that object. Covering that object with something opaque such as a bowl or helm blocks that darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower that other spell is dispelled.
High Elf spells
Prestidigitation is a Transmutation Cantrip for Bard Sorcerer Warlock and Wizard. Casting time is 1 action range is 10 feet it does require Verbal and Somatic components. Duration is up to 1 hour.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times you can have up to 3 of its non instantaneous effects active at a time.
Sensory Effect- You create an instantaneous harmless sensory effects such as a shower of sparks a puff of wind faint musical notes or an odd odor.
Fire Play You instantaneously light or snuff out a candle a torch or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation You chill warm or flavor up to 1 cubic foor of nonliving material for 1 hour.
Magic Mark You make a color a small mark or a symbol appear on an object or a surface for 1 hour.
Minor Creation- You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Detect Magic is a Level 1 Divination spell for Bard Cleric Druid Paladin Ranger Sorcerer Warlock and Wizard. Casting time is 1 action or can be cast as a ritual. Range is Self and it requires Verbal and Somatic components and duration is Concentration up to 10 minutes.
For the duration you sense the presence of magical effects withing 30 feet of yourself. If you sense such effects, you can take the magic action to see a faint aura around any visible creatures or object in the area that bears the magic and if an effect was created by a spell you learn the spell's school of magic. The spell is blocked by 1 foot of stone dirt or wood, 1 inch of metal, or a thin sheet of lead.
Misty Step is a Level 2 Conjuration spell for Sorcerer Warlock and Wizard. Casting time is a bonus action Range is Self Requires a Verbal Component and Duration is instantaneous.
Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space you can see.
Wood Elf Spells
Druidcraft is a Transmutation Cantrip for (as the name suggests) Druid and outside of subclasses and races is a Druid only spell. Casting time is 1 action, Range is 30 feet, Requires a verbal and somatic components (although again if you can cast it as part of your race it doesn't require Verbal Somatic or Material components) Duration is Instantaneous
Whispering to the Spirits of nature you create one of the following effects within range.
Weather Sense. You create a tiny harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest a golden orb for clear skies a cloud for rain falling snowflakes for snow and so on. This effect persists for 1 round (or 6 seconds of in game time).
Bloom You instantly make a flower blossom a seed pod open or a leaf bud bloom.
Sensory Effect You create a harmless sensory effect such as falling leaves spectral dancing fairies a gentle breeze the sound of an animal or the faint odor of skunk. The effect must fit in a 5-foot cube.
Fire Play You light or snuff out a candle a torch or a campfire.
Longstrider is a Level 1 Transmutation spell for Bard Druid Ranger and Wizard. Casting time is 1 Action Range is Touch it requires Verbal and Somatic components and the ingredient for it is a pinch of dirt Duration is 1 hour.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
Finally Pass Without Trace is a Level 2 Abjuration spell for Druid and Ranger. Casting time is 1 action Range is Self it does require Verbal and Somatic Components and the ingredient is Ashes from burned mistletoe. Duration is Concentration up to 1 hour.
You radiate a concealing aura in a 30 foot Emanation for the duration. While in the aura you and each creature you choose have a +10 bonus to Stealth checks and leave no tracks.
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How to Play as Gardevoir in DnD 5e
Today, we’re building one of the most popular Pokémon, Gardevoir. Since her introduction in Hoenn, Gardevoir has become a staple Pokémon, appearing in almost every generation since, making her something of a counterpart to the Abra line, which has also been in almost every generation since its introduction in Kanto. Initially, Gardevoir was a pure Psychic-type, but after Gen VI, Gardevoir became a Psychic/Fairy dual-type.
Before we can even build Gardevoir, we need to look at the moves it learns by level-up and by TM in order to find the DnD equivalent. We can then assign her build depending on what class or subclass best captures everything she’s capable of.
LEVEL UP MOVES
Confusion // Catapult, Confusion Double Team // Blur, Mirror Image Disarming Voice // Word of Radiance, Thunderwave Hypnosis // Sleep Draining Kiss // Vampiric Touch Teleport // Misty Step, Far Step, Teleportation Circle, Teleport Psybeam // Mind Spike, Tasha’s Mind Whip, Raulothim’s Psychic Lance Life Dew // Aura of Vitality Charm // Bane Calm Mind // Calm Emotions Psychic // Hold Person, Hold Monster, Telekinesis Heal Pulse // Heal, Mass Heal Dream Eater // Dream (Nightmare) Future Sight // Foresight Moonblast // Moonbeam, Sunbeam, Sun Burst Healing Wish // Prayer of Healing, Healing Word, Mass Healing Word Wish // Wish Aura Sphere // Chromatic Orb
MEGA EVOLUTION Radiant Soul (Race Feature) Tasha’s Otherworldly Guise
TM MOVES
Thunder Punch // Shocking Grasp Light Screen // Blade Ward, Wall of Light Reflect // Mage Armor, Fizban’s Platinum Shield Safeguard // Aura of Purity Protect // Shield, Globe of Vulnerability, Invulnerability Icy Wind // Frostbite, Rime’s Binding Ice Attract // Charm Person, Charm Monster, Geas Swift // Magic Missile, Crown of Stars Endure // Aura of Life Helping Hand // Aid, Enhance Ability, Skill Empowerment Imprison // Counterspell Rest // Catnap Round // Thunderclap Misty Terrain // Hallucinatory Terrain, Fog Cloud Trick Room // Slow Thunderbolt // Lightning Bolt Substitute // False Life Psyshock // Synaptic Static Shadow Ball // Circle of Death Hypervoice // Shatter Stored Power // Psychic Scream Dazzling Gleam // Guiding Bolt, Sunbeam, Sunburst Shock Wave // Witch Bolt Charge Beam // Chain Lightning Hyper Beam // Dragon’s Breath Psychic Terrain // Mental Prison Mystical Fire // Sacred Flame, Flame Strike Flash // Color Spray
FEATS
Eldritch Adept: Gardevoir gains 1 Warlock Eldritch Invocation
Armor of Shadows: Gives Gardevoir a higher AC, especially since Pokémon don’t wear clothes. Eldritch Mind: Keeps Gardevoir from dropping concentration as easily.
Fey-Touched: Gardevoir gains +1 INT, Misty Step, and one 1st level Divination or Enchantment spell.
Metamagic Adept: Gives Gardevoir 2 Sorcerery Points, and the Metamagic Options of Quickened Spell and Twinned Spell.
Telekinetic: +1 INT, Mage Hand, and Telekinetic Shove
Telepathic: +1 INT, Telepathic Conversation, Detect Thoughts
War Caster: Gives Gardevoir advantage against losing concentration, and allows her to cast a spell as an opportunity attack.
Whether you want to start as a Ralts and evolve into a Gardevoir or just start as a Gardevoir, this build will still work for you either way. We’ll start by making Gardevoir a Protector Aasimar. Gardevoir prides itself on protecting its trainer, even with its life, and Aasimar get to basically have a second form, which you could consider to be a Mega Evolution.
Pokémon don’t really have alignments because each one is an individual. However, Gardevoir is one of the few Pokémon with a well-established mentality, which due to its loyalty and role in the Mystery Dungeon games, we can assert that Gardevoir is a Lawful Good Pokémon.
Pokémon aren’t really known for having Skills, so go with whatever background you see fit for roleplaying purposes. Sage and Acolyte are good choices, but so is Gladiator due to Pokémon battles, Entertainer if its trainer is a Coordinator, Athlete if you want to play into Pokémon Unite, or the new Mage of High Society background could also work. Of the three robe types, I think Gardevoir makes the most sense as an Adept of the White Robes.
WIZARD SCHOOL OF THEURGY (MIND)
As much as I wanted to make Gardevoir a Cleric, she needed too many wizard spells that I couldn’t ignore that a Theurgy Wizard was the best way to make it work. The Cleric of the Mind Domain is a subclass from Eberron, and bolster’s the Cleric’s psychic abilities. Its 1st level ability allows it to change any Radiant damage spell into Psychic damage for free as a choice, and at 6th level, the Gestalt Anchor feature bolsters the defenses of not only Gardevoir, but her allies as well. It adds +2 to the INT, WIS, and CHA saving throws of Gardevoir and nearby allies, allowing Gardevoir to help protect her allies from harmful spell effects.
OTHER OPTIONS
SCHOOL OF THEURGY (PEACE)
Gardevoir’s whole thing is protecting people, and this allows Gardevoir to form a bond with another person, protect her allies, boost her allies, and reduce the damage her allies take. While she can certainly hold her own in combat, her combat focus is definitely on support, and this is a very good support subclass option. The only reason I went with Mind over Peace is that Mind caters to Psychic powers, but it is technically a homebrew created by Keith Baker who was a writer for Eberron. Peace, on the other hand, is an official subclass. So if your DM will allow Theurgy but isn’t so favorable toward Mind, Peace is an excellent back-up option.
BUILD INFO
Race: Protector Aasimar (+2 INT, +1 WIS) Background: Acolyte (Insight, Religion) Alignment: Lawful Good Class: School of Theurgy (Mind) Wizard (20)
STATS STR 8 DEX 18 CON 12 INT 20 WIS 16 CHA 8
SAVING THROWS STR -1 DEX +4 CON +1 INT +13 WIS +11 CHA +1
HP: 102 AC: 17 SAB: 11 SDC: 19 PP: 13
FEATS Eldritch Adept: Armor of Shadows
SPELLS
C Light, Mage Hand, Message, Mind Sliver, Sacred Flame, Word of Radiance 1 Bane, Bless, Catapult, Charm Person, Chromatic Orb, Command, Dissonant Whispers, False Life, Guiding Bolt, Healing Word, Magic Missile, Sanctuary, Shield, Sleep, Thunderwave 2 Blur, Detect Thoughts, Dragon’s Breath, Hold Person, Lesser Restoration, Levitate, Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Prayer of Healing, Tasha’s Mind Whip, Suggestion, Warding Bond 3 Aura of Vitality, Beacon of Hope, Clairvoyance, Dispel Magic, Enemies Abound, Fears, Lightning Bolt, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Spirit Guardians, Vampiric Touch 4 Aura of Life, Aura of Purity, Charm Monster, Confusion, Hallucinatory Terrain, Phantasmal Killer, Raulothim’s Psychic Lance 5 Dominate Person, Far Step, Flame Strike, Greater Restoration, Hold Monster, Rary’s Telepathic Bond, Skill Empowerment, Synaptic Static, Telekinesis, Teleportation Circle, Wall of Force, Wall of Light 6 Circle of Death, Heal, Mental Prison, Sunbeam, Tasha’s Otherworldly Guise, Word of Recall 7 Crown of Stars, Divine Word, Regenerate, Teleport, Tether Essence 8 Dark Star, Dominate Monster, Sunburst, Telepathy 9 Foresight, Invulnerability, Psychic Scream, Wish
There’s far more spells here than a Wizard can learn through level-up, but Wizards can learn as many spells as they want if they have enough gold. You could treat her additional spells as TMs. But unlike Pokémon, she can know more than 4 spells total.
FEATURES
Arcane Recovery: Recover spell slots that add up to 10 that are below 6th level when you finish a short rest. Spell Mastery: Gardevoir can cast a 1st and 2nd level spell at their respective levels at will without using a spell slot. Signature Spell: Gardevoir can choose two 3rd level spells. She can cast these spells once for free without using a spell slot. She recovers this ability after finishing a long rest. Flash of Insight: Reroll an ability check after you roll but before you know if you pass or fail. Add half your wizard level to the second roll, rounded down. You can use this feature twice per long rest. Psychic Force: When you use a spell slot to cast a Radiant cantrip or spell that deals Radiant damage, you can choose to change the damage to Psychic damage. Channel Divinity: Psychic Feedback: You can use your Channel Divinity to impose disadvantage on an enemy when it makes a Wisdom saving throw. If the Wisdom saving throw is a result of a spell or effect caused by something other than a spell you cast, you can deal Psychic damage to the target equal to half your wizard level rounded down before they roll. Gestalt Anchor: You, and creatures within 10 feet gain +2 to all INT, WIS, and CHA saving throws. Bend Reality: When an ally within 30 feet of you fails a saving throw, change the number rolled to a 20. You can only use this feature once per short or long rest.
Gardevoir came out rather well. She does everything I wanted for her. She’s an amazing support pokemon with a good amount of radiant and psychic spells, and even the occasional damage cover spell. She can heal, she can deal damage, and she can protect her allies. I debated whether or not to give Gardevoir the Graviturgy and Chronology exclusive spells, but I opted to say yes. I don’t approve of spells be locked behind a specific subclass. They’re wizard spells, she’s a wizard. I would allow a player to use them at my table, so I include them. Plus, she’s known to create black holes in her Pokédex entries, and it’s literally her ultimate in Pokémon Unite to create a black hole. So, I allowed it. It’s not perfect, there’s a lot of dead UA involved, but if you can find a table that will allow it, I think it’ll be a lot of fun. Some might argue with her having a mere 8 in CHA but last time I checked, the only Pokémon that can talk is Meowth. Her combat stats are far more important.
#dnd#pokémon#gardevoir#ralts#kirlia#champion diantha#diantha#pokemon unite#dungeons & dragons#dungeons and dragons
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Pluviophile
Pluviophile
(n) a lover of rain; someone who finds joy and peace of mind during rainy days
The bus parked as close as it possibly could to the cover, but when those doors opened, wind and rain came in, causing the boys at the front to howl. Logan just rolled his eyes as he got up, pulling with him his umbrella and his duffel bag emblazoned with Dalton’s crest. He’d already had a long shower following the fencing meet, but it seems the world was determined to give him another one before he made it back to the warm confines of Stuart House.
In front of him, preparing to step out of the bus, he could see Blaine make a grimace before he stuck his own umbrella outside, the friendly fwop! of it opening sounding a moment later. “Where’d this rain even come from…?” he heard him say before the roar of the downpour drowned him out.
Logan eyed the outside, how everything was filtered gray through the rain, misty droplets blowing in the wind. He tucked his things a little closer to him before he made it to the steps, already mentally calculating how long he’d have to endure this rain in the walk to Stuart.
I’d have to take the long way, he thought grimly, stepping out. The shortcut would be all muddy. Just...perfect.
Thunder sang overhead, and a few of the boys flinched under their umbrellas. The coach was yelling something--commands, instructions maybe. But Logan didn’t hear them and had no intention of doing so. He was exhausted, his shoes and the bottom of his pants were soaked, and the wind was blowing the wet onto him in spite of his umbrella. He wanted to be back in Stuart House.
Like the other boys already starting to disperse (whatever the coach said must’ve meant nothing to them too, or the Windsors in the club were just too willing to pretend they didn’t hear), he started to break away from the pack, trying to keep umbrellas from bumping into each other.
There was a ruckus as boarders from the dormitories came running up to the team through the downpour--they had heard they’d won, and had come to greet the victors through the rain, bearing umbrellas and ponchos thrown over them to protect their things from the wet. The cacophony was loud, even with the backdrop of rain, and Logan moved away from it purposefully, wondering if there were Stuarts in the group. He couldn’t tell--the rain was getting heavier.
In the ensuing chaos of boys fighting to cover each other and starting to scatter off towards their respective dormitories, Logan was alone.
That is, until he raised his umbrella slightly, trying to see his way, and found someone without an umbrella standing before him.
Drenched to the bone, white school shirt soaked and dripping, tie loose and wearing a Cheshire smile bright as the sun, was Julian. And he stood under the complete mercy of the rain that beat down upon him unhindered.
“Hey!” Julian yelled over the roar, a laugh tailing the word. “I heard you guys won! Congratulations!”
A little appalled, Logan stared. At the look on his face, Julian dissolved to a laugh that sounded as though this was the happiest day in the world to him. He pushed his streaming dark hair away from his face and grinned. “Come on!” he called to him. “Let’s take you back to the dorm!”
“What are you doing out here?!” Logan shouted back, even though he was perfectly aware of the answer. He gripped his umbrella tight to keep it from sailing away as the wind blew afresh, throwing the rain into them and causing the crowd of boys to cry out in the cold. “Are you crazy?!”
His only answer was another laugh. Julian reached out and grabbed his sleeve, towing him away. “Come on already! Don’t just stand there!”
Logan shook his head, stifling a groan of annoyance, and his feet could do nothing but get wetter by the moment and follow after Julian’s lead, the other boy pulling him along down the pavement.
“Where’s Derek?!” Logan demanded, staring at the drenched figure in front of him.
“Oh, you know him!” Julian replied cheerily. “Not rain or wind will stop his practice! Okay, maybe even Murdoch’s called this one on account of rain, but he’s stuck in the field.”
“This rain is too much, even for you,” Logan eyed him doubtfully. He made to draw him under the umbrella but Julian broke away, knowing what he was up to.
The actor turned gracefully on one heel, flinging water droplets as he did, and bestowed another grin at him. “Are you kidding? This is amazing!!” The last word was a scream, and Julian dissolved to manic laughter as the lightning and thunder sang out in answer to him.
“God, you’re like a three-year-old,” Logan grumbled as Julian trotted ahead of him, and he followed.
“Where’s your sense of adventure?” Julian teased, his shoes squelching and running over already.
“Right where it should be along with my sense of self-preservation,” Logan retorted, clutching his duffel a little closer.
Julian was taking off his shoes now, going barefoot on the wet walk. “I’m going over the lawn,” he declared.
“You are not going running into the mud!” Logan grabbed his hand but the rain made the overly-excited actor too slippery--Julian merely sprung away from reach. “Jules! For goodnessake, get it together!”
“Nope!” Julian replied, already barefoot on the grass and twirling as thunder echoed overhead.
Logan stopped, sighing and watched as Julian did as he always does: running in the rain, whirling in it like a dervish and laughing.
“Jules,” he began.
He watched as dark lashes rested on Julian’s cheeks when he closed his eyes, before standing with his arms spread and palms to the heavens, in a manner he thought people only ever did in movies. Assailed by the cold rain, he stood perfectly at peace, as though this was his benediction, a supplication to the lightning and thunder, and the endless rain that he loved so much.
He wasn’t sure how long he stood there watching him. There were so few times that he saw Julian so relaxed outside of him being asleep. And all because of the rain.
Logan wished it were just as easy for him too.
“Hey!”
Julian was grinning at him again. He was walking up to him, pants stained and muddied. Logan raised an eyebrow. “Had enough?”
Without warning, Julian’s eyes glinted. He grabbed him by the wrist and yanked him forward, knocking his umbrella away. Logan was met with the full force of the rain, the roar of the wind, and Julian’s laughter dancing around him.
“Jules!!” Logan howled as Julian dragged him onto the grass, and in the ensuing struggle, the two of them were hurled onto the mud and the grass, screaming.
“Stop being such a wet blanket, for heavenssake!!” Julian yelled to him somewhere in the tangle.
“I can’t get any wetter now, obviously!” Logan snapped back, completely drenched and mud all over his clothes, but even then, he couldn’t bring himself to really be angry. It was too cold and wet to be that angry. Julian’s mood was too infectious right now, and he hated it. He hated how he felt the smile crawl onto his face.
As though it was just that easy.
Logan leapt onto him and tackled him into the grass, Julian screaming in laughter as he got pushed into the mud. The smell of ichor was everywhere, heady and fresh, and under such rain, it was like there was nothing in the world but this.
Breathless as he scrambled back upright, Julian smirked at him, lashes heavy with water drops. “That wasn’t so bad, was it?”
“You’re a head case,” Logan snorted, brushing bits of grass off himself. “You ought to be in Windsor.”
“Ah, but then who’d be here to drag you out into the rain?” Julian replied easily.
It felt easy.
Logan let out his breath and squinted up at the sky that bombarded his face with raindrops. “Well...I guess this is sort of celebrating the win.”
“The sky is cheering for you,” Julian grinned as another thunderclap sounded. “It sounds just like this when I’m standing in front of a crowd and they cheer my name.”
Logan smirked. “So that’s why you like it here. You live on the attention and the cheering.”
“Eh,” Julian shrugged, turning his face to the sky. “Nothing like mother nature at full force to remind you that you’re small, really.”
“You feel small?” Logan raised an eyebrow. “You? You don’t even flinch when you get grilled on talk shows for being a brat. Like there’s anything in this world that will ever make you think you’re inadequate.”
Julian sighed and smiled at him, warmly in spite of this cold. “You’d be surprised.”
Puzzled, Logan stared at him, not sure how to respond to such a strange revelation. Julian sitting there easily, as though nothing in the world mattered but this moment, completely soaked in the middle of school grounds and relishing the torrent, Logan couldn’t imagine what in the world could make someone like his friend feel as though he wasn’t enough. He couldn’t think of anything that ever would.
The noise started to die. It was still raining and hard, but not quite the roar it had been. Logan glanced at the sky, and picked his umbrella up from where it lay on the grass. Julian groaned and threw a handful of grass at his face.
“Don’t be like that,” Logan scolded him as he reached for the duffel too. “We have to get back inside. You know what Derek’ll do to us if he find we’ve been out in this mess.”
“Derek doesn’t care, he lets me sit outside Stuart in the rain as long as I like,” Julian replied smugly, stubbornly still sitting.
Logan rolled his eyes. “That’s because he can keep an eye on you like the clucking mother hen that he is. He’ll call you in any time he feels like it. But out here? You’ll catch it.”
“No.” Julian stubbornly flopped onto the grass like a toddler.
Opening the umbrella, Logan groaned and grabbed him by the wrist, hoisting him up. “Come on, get up, you spoiled brat. Time to head in. I want to get warmed up with some coffee and food and I refuse to be subjected to being your nurse if you get a cold.”
Julian stood with a sigh of disappointment, looking up at the weakening rain. His gaze was disappointed and a little contemplative. “...I guess it couldn’t last forever.”
Water struck his cheeks, everything about him was shining in the wet. Logan reached out and pulled him under the umbrella with him, and this time Julian didn’t fight him away, looking up at him questioningly. Logan gazed down at him and smiled. “Maybe next time.”
Julian smiled again. Neither of them trembled even though it was so cold.
“Are you two serious right now?!”
The two of them looked up to see Derek, positively livid, under a gigantic umbrella, gaping at the two of them. “What are you doing standing in the rain like--WHY ARE THE TWO OF YOU DRENCHED?! DO YOU REALIZE HOW COLD IT IS OUT HERE?!”
Julian erupted into laughter and to Logan’s surprise, he found himself laughing too. He grabbed Julian’s wrist and towed him away towards Stuart, with Derek yelling at them the whole time.
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Fate and Phantasms #78: Artoria (Lancer Alter)
Today on Fate and Phantasms, we’re making the King of Storms (as well as the King of Being Drawn with Way Too Thin Legs Seriously What Are Those) Artoria Pendragon (Lancer Alter)! You’re the one Artoria that chose to fight for herself, rather than a larger cause, and to reflect that in this build, this is the one Artoria that won’t have a single level of paladin or warlock in her, even though that build would be a lot easier to make and play.
Check out the build breakdown below the cut, or Artoria’s character sheet over here!
Race and Background
Artoria may be a human, but she also leads the wild hunt now, and... living people don’t do that. As a Revenant, she gets +1 Strength, Constitution and Wisdom, and she has a Relentless Nature. As long as her goal isn’t complete, she gains 1 hp at the start of each turn while bloodied, and she returns to life 24 hours after dying. She also always knows the distance and direction of any creatures related to her goal. Upon reaching that goal, she dies, so... no hurries on that.
She’s also a Knight of the Order, giving her proficiency in Persuasion and Arcana. You’re more lucid in events, and those are usually very strange magical events, so.. that checks out.
Stats
There’s a lot of multiclassing requirements, so you might want to play it safe and just take the standard array this time around. Regardless, make your Strength as high as possible- we need it for multiclassing and stabbing. We’ll also need plenty of Dexterity; you might spend most of your time sitting on a horse, but you charge into battle in mostly a bikini, so you’ve got to be good at not getting hit. Your Wisdom should probably be lower than it is, but we need it for multiclassing. Your Charisma isn’t that strong- you’re usually too out of it to be convincing, but again, we need it for multiclassing. We’re not dumping Constitution, so that leaves Intelligence in the lowest slot. You’re can’t tell if you’re in a dream or not most of the time, and while that would be a wisdom dump, it also means you’re not thinking about things too hard.
Class Levels
1. Barbarian 1: We’ll switch to another class in a bit, but the extra HP from starting as a barbarian is nice and we can get all the skills we need anyway. When you become a barbarian, you gain proficiency in Strength and Constitution saves, as well as Animal Handling and Intimidation to corral your horse and your enemies, respectively.
You also gain your Mana Burst a.k.a. Rage, which you can activate for up to a minute as a bonus action twice per long rest. While raging, you have advantage on Strength checks and saves, bonus damage to strength based melee attacks, and resist bludgeoning, piercing, and slashing damage. To balance this out, you can’t get these bonuses while wearing heavy armor, and you can’t cast or concentrate on spells while raging. On top of that, you have Unarmored Defense, gaining an AC based on your Dexterity and Constitution scores. Those aren’t good right now, so I’d suggest just keeping some medium armor on for now. Also, your Lance is a bit awkward right now, but we’ll fix that soon enough.
2. Ranger 1: Bouncing over to ranger nets you a ranger skill, and your Insight proficiency will help you determine if someone you’re fighting is a worthy hero (hint: if they’re controlled by a player, they’re probably worthy).
We’re using the Revised Ranger, meaning at first level you gain a Favored Enemy in Humanoids. You get a damage bonus when attacking them, and have advantage on checks to track and recall information about them. You’re also a Natural Explorer, letting you ignore difficult terrain, giving you advantage on initiative, and you have advantage against creatures who have not taken a turn yet. You also have several traveling bonuses for long distance treks.
3. Ranger 2: Second level rangers get a Fighting Style, and Dueling will strengthen your lance even more, once Llamrei shows up. You also learn how to cast Spells using your wisdom.
For your spells, Beast Bond will grant you a telepathic bond with a friendly animal, and Hunter’s Mark helps you track a target and deal even more damage to them for a very long time.
4. Ranger 3: At third level you pick a conclave, and the revised Beast Master conclave is the only way we’re getting a horse outside of paladin or bard levels. With 8 hours of work and 50 gp, you can summon an Animal Companion to help you. Typically you have to pick one from the list, but you can beg your DM for a horse if you want to, and we want to. You can also re-summon the same animal for half the cost if it dies, so your horse is as immortal as you are. Your Companion’s Bond means your horse uses your proficiency bonus, and also adds that bonus to its AC and damage. It also gains proficiency in Perception and Insight, and is proficient in all saving throws. Whenever you level up as a ranger, your companion gains an extra hit die, and when you gain an ASI in the ranger class, so does your companion.
You also gain a Primeval Awareness, letting you vaguely communicate with animals and sense any favored enemies nearby. (Since you are one of your favored enemies, the answer is always yes.)
Finally, for your spell, grab Fog Cloud. We are still in London, after all.
5. Ranger 4: Use your first Ability Score Improvement to become a Mounted Combatant, gaining advantage on attacks against creatures smaller than your mount, the ability to force attacks targeting your mount to target you instead, and giving Llamrei evasion, so failing a dexterity save means it takes half damage, and succeeding negates all damage. Also, improve Llamrei’s Dexterity to make their AC better.
6. Barbarian 2: Moving back to Barbarian gives you a Reckless Attack, granting you advantage on attacks for a turn in exchange for advantage on attacks against you until your next turn. This doesn’t do much if you’re on Llamrei, but she can’t be around all the time. You also gain a Danger Sense, giving you advantage on dexterity saving throws.
7. Barbarian 3: Setting down the path of the Storm Herald gives you your first taste to being a real King of Storms, granting you a Storm Aura that extends 10′ around you while raging. The sea aura strikes a single creature with lightning when you begin to rage and as a bonus action while raging, forcing a dexterity save to dodge the strikes. The save DC is based on your constitution, which... isn’t good.
8. Barbarian 4: Use this ASI to bump up your Constitution for stronger lightning and more HP and AC, and also bring your Charisma up to multiclassing standards.
9. Barbarian 5: Fifth level barbarians get an Extra Attack with their attack action, as well as Fast Movement, adding 5′ to your movement speed when not wearing heavy armor. You’ve been on a horse for four levels though, so it’s probably not all that useful to you.
10. Ranger 5: We got everything we need from barbarian, so now let’s bounce back over to ranger one last time for a Coordinated Attack. When you take the attack action, Llamrei can react to make one attack at the same time. Friends who slay together stay together.
Also pick up Darkvision; stormy nights tend to be dark ones, and you’re a human with dumb human eyes.
11. Ranger 6: Sixth level rangers get a Greater Favored Enemy; you’re not a huge fan of gods, so you now have advantage on saves caused by Celestials, and deal an extra 4 damage to them and humanoids.
12. Ranger 7: Our last level of ranger gives Llamrei Beast’s Defense; as long as she can see you, she has advantage on all saving throws. This does bring up an argument about whether or not she can see you while you’re riding on her, but horses have good peripheral vision, so she probably can.
You also get Barkskin, which is like Mage Armor, but it’s tougher and a concentration spell. Use it on Llamrei so you can stop taking all her hits for her, or yourself if you want to use the tits out armor style, it’s up to you.
13. Sorcerer 1: Beast Masters and Barbarians are deathly allergic to being interrupted when leveling up, which is why we haven’t gotten any real storm power yet. You can sprinkle these levels in earlier if you want, but that changes now.
Storm Sorcerers can speak Primordial thanks to Wind Speaker, and Tempestuous Magic lets you fly 10 feet as a bonus action before or after casting a spell. Cast a buff on Llamrei, then fly yourself into her saddle, it’ll be sick. Speaking of, you also get a new Spell list, which uses Charisma to cast. Since you’re multiclassing spellcasters now, you’ll have to check out the multiclassing table to find out how many spell slots you have at each level.
For cantrips, Booming Blade, Gust, Shocking Grasp, and Thunderclap give you some long overdue storm-based attacks. Mage Armor isn’t great for you, but it’s awesome for your horse; by the end of this build she’ll be rocking an AC of 21 with it. For your own protection, grab Shield.
14. Sorcerer 2: You become a Font of Magic, giving you a number of sorcery points equal to your sorcerer level that you can use to make new spell slots. We’re long overdue to give your horse flight, but use Jump for now to triple her jump distance.
15. Sorcerer 3: Third level sorcerers get Metamagic, special ways for you to customize spells using sorcery points. Extended Spell costs 1 point to double the duration of a spell to get the most out of your slots, and Quickened Spell costs 2 points to reduce a casting time of one action to one bonus action.
Speaking of spells, Misty Step will help you keep your distance to prevent the awkwardness of your lance from being too much of an issue, though because you’re not a paladin you can’t take Llamrei with you.
16. Sorcerer 4: Use this ASI to bump up your Strength; you’ll need it for stabbing. Also, pick up Lightning Lure and Warding Wind to help your storm pick up speed. Worth noting: Warding Wind makes difficult terrain for everyone except you; that includes Llamrei.
17. Sorcerer 5: Fifth level sorcerers get third level spells, meaning you can finally help Llamrei Fly. Use this with Lightning Lure for all sorts of OSHA violating fun.
18. Sorcerer 6: You become the Heart of the Storm: You resist thunder and lightning damage, and casting non-cantrips that deal that kind of damage causes you to explode in thunder or lightning, dealing half your sorcerer level in damage to creatures you choose within 10′ of you. You’re also a Storm Guide, letting you stop the rain in a 20′ radius around you, and control the wind’s direction in a 100′ radius, both as bonus actions.
You might have noticed you don’t have any spells that trigger your Heart of the Storm, so let’s fix that with Lightning Bolt.
19. Sorcerer 7: Seventh level sorcerer get fourth level spells. Sickening Radiance lets you unleash your lance’s true power in a 30′ radius, dealing radiant damage and exhaustion damage to creatures that fail a constitution save in the area.
20. Sorcerer 8: Your final level gives you one last ASI. Use this to bump up your Constitution for more health, better rage lightning, and better concentration.
You also get your final spell, Storm Sphere, which creates a stormy sphere that deals bludgeoning and lightning damage.
Pros:
Being on a horse makes you very mobile. Being on a flying horse is just really cool, and also really mobile. The added movement speed can help you attack squishier enemies and escape before the tougher ones can do anything about it.
Did you know almost 100% of player characters die at some point? But you’re already dead, so you can use you Immortality to your advantage. You’re kind of immortal, your horse is kind of immortal, it’s a good deal all around, except for the rest of the party.
Your spells aren’t powerful, but they are flavorful, and if your DM rewards creative play you’ll have a lot to work with. Blow some wind through the trees to copy the wild hunt, and use your flashier spells for intimidation more than actual damage.
Cons:
Your spells are terrible. Every stat that even looks like a spellcasting modifier is, at most, a 14. Save your spell slots for buffs; the rest probably won’t be much help if the enemy has any sort of proficiency on that dexterity or constitution saves.
Using your buff spells might also not be a good idea, because you’ll have to choose between spells and raging. Flight is great, but is it worth not being able to rage? I mean, yes, but your other spells might be more difficult to answer.
Your horse has roughly the same problem as Okita. Great saves, good AC, terrible HP. An enemy with magic missile or some other unavoidable damage will very quickly destroy Llamrei, and without her a lot of your kit becomes much less useful. She’s still much stronger than the horse you’d get for being a paladin, though.
Next up: Five Elements Total Landscaping
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THINGS ABOUT NEEGA “NEENEE” AXESLINGER :
half-orc-half-dwarf ( all dorc ), early thirties. five foot eleven and three-quarters. curses her dwarven ancestry for missing out on that extra height. college of valour. livin’ the dream.
golden eyes look out from beneath a pile of braided auburn hair, undercut at the sides to give the effect of a cool-ass mohawk. a full-sleeve of tattoos covers her right arm. she has a scar that stretches from above her left eyebrow, down to a gold-tipped tusk. wears smouldering, spiked armor so it essentially looks like she’s walking through a light fog machine effect and the spikes adorn her pauldrons. she’s got this very viking-rocker vibe.
has a guitar slung on her back and a hand axe at each hip.
the story for her scar changes each time she regales you with it but is always an epic tale.
despite her ability to talk her way out of a fight, she can, will, and does inspire the tavern brawl that just broke out in the corner. find her afterwards with an extra-large tankard of ale as she nurses a split lip or a blooming black eye. or both.
very into using her magic to enhance a performance, ie : misty stepping to the highest point above a stage and feather falling into the crowd. dramatically slinging her guitar across the stage and then dimension-dooring to catch it. pyrotechnics, prestidigitation, and hypnotic pattern for the visual effects. thunderclap for the percussion. magic mouth instead of backup singers. mage hand to play bass or drums. catapult to launch "merch" into the crowd. aura of vitality manifesting as a spotlight. mending after an epic guitar smash when she's called back for an encore. earth tremor to literally get the crowd rocking. there's more but basically neenee axeslinger set out as a one-woman band and i love that for her.
#* hc ( neenee ).#stats: STR 16 DEX 16 CON 15 INT 8 WIS 13 CHA 20.#me adding another character with absolutely no prompting or forewarning whatsoever: oops.#but hear me out. i love her.#also actually i've been putting off creating a fantasy character for like a week now.#i thought test adding jussipo would help but instead it just made me want to write a different bard apparently.
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5e Lux, the Lady of Luminosity build (League of Legends)
(Artwork by Riot Games)
Quick it’s been a whole 3 updates without Lux getting a skin! Make her a D&D build instead!
Jokes aside (which are actually inaccurate since Ezreal currently has the most skins but...) I’ve been having a blast playing Lux personally in soloqueue. Along with the fact that she is practically the poster child for both Demacia as a Region and League of Legends as a game it’s only fair to make a build for her.
This build is going to give me some sort of terminal illness though because I get to make a full level 20 build in one of my infamously most despised classes to build characters with.
GOALS
Illuminate the enemy - Lux is a light mage, so we’ll need a whole lotta light spells. Light Cleric? Nooo that’s crazy talk.
We can do this - Unlike most full AP “supports” Lux actually has a shield, which at least gives her more to do than just steal kills.
The superior tactic is to never give up - Lux also has a good amount of CC in her kit with Slows and Roots. And the laser; can’t forget the laser.
RACE
You may be surprised to hear that Lux is a human, and unlike most magic humans where I make some excuse to use the Eberron Dragonmarks this time Lux will actually just be a plain old Variant Human! Variant Humans get an increase in two Ability Scores of their choice: Intelligence and Wisdom will let you focus on the tactics, focus on the enemy, and focus on the battle. You also get a skill of your choice like Deception to hide any secrets you may have, and a language where we always pick Celestial for the Demacian good girls.
Of course the main feat of Variant Humans is their ability to get a Feat at level 1. The little light needs a single spark so Magic Initiate will give you that spark! Go into Cleric to get a Lucent Singularity in the form of Sacred Flame, and while you could grab Word of Radiance for a close-ranged burst of light I’d instead suggest Guidance: magic can be used for protection or harm. For your first level spell Shield of Faith will let you throw out your wand to shield your allies. Sure there are probably stronger spells to pick but this is the most in-character.
NOTE: If you want a stronger build with less Radiant damage Resilient (Constitution) or War Caster are very good picks to keep Concentration spells up.
ABILITY SCORES
15; INTELLIGENCE - Lux is a master of superior tactics. That is to say that this isn’t a Cleric build.
14; DEXTERITY - For once this isn’t “something something Medium Armor” but rather that I’d just like to have AC that’s not godawful?
13; WISDOM - In part so that Magic Initiate isn’t terrible, in part so we can see the truth in people.
12; CONSTITUTION - I have no reason for this other than “it’s nice to not have completely godawful health?
10; CHARISMA - There has to be some reason Lux is getting all those skins but ultimately we need other stats more.
8; STRENGTH - You’ve got a big brother to do the heavy lifting. It’s your job to keep smiling!
BACKGROUND
Lux is many things depending on what skin you decide to wear, but officially she’s a Noble of the Crownguard family. As a noble you get proficiency in History and Persuasion as well as a gaming set of your choice. (Lux seems the type for chess? So choose a Dragonchess set unless your DM allows Tellstones instead.) You also get a language proficiency of your choice so pick whatever your ADC will understand. Unfortunately Giant Ape isn’t an option.
As a Noble you have a Position of Privilege. You are welcome in high society, and people assume you have the right to be in suspicious places. Commoners make every effort to accommodate you and other nobles treat you with respect. And if you need to you can have a meeting arranged to meet the local nobles.
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - WIZARD 1
END MY SUFFERING. Welcome to my favorite class of all time to talk about: Wizard! As a Wizard you get two proficiencies from the Wizard list like Insight to see into the hearts of others and Religion since Lux probably went to church. Truthfully just about anything makes sense but these are the two that make the most sense. Feel free to take Arcana if you have to be the obligatory Wizard with Arcana proficiency.
As a Wizard you get access to some Cooldown Reduction thanks to Arcane Recovery, which lets you recover a number of expended spell slots on a Short Rest. The total level of the slots is equal to half your Wizard level (rounded up), and you can’t recover any spells that are higher than 5th level. So in short if you’re level 5 you can recover three total levels of spells: either three 1st level spells, a 2nd level spell and a 1st level spell, or a 3rd level spell.
And of course with the ability to recover spell slots you get access to Spellcasting, which is my favorite part about Wizards because they get an absolute boat load of spells at first level! So with that in mind...
CANTRIPS
If you want to illuminate the enemy grab Firebolt, because light comes from fire after all.
For a little light Prestidigitation will let you do a bunch of things, including create a little light.
Of course the light mage needs to know the Light spell.
SPELLS
It may seem weird but you’re gonna want Alarm. Trust me.
To shield yourself grab both the Mage Armor and the Shield spells.
To protect others from dangers outside of Demacia take Protection from Evil and Good.
If you find any strange stuff around old family tombs then Identify will be helpful. That, and you are the Wizard.
For some offensive light Color Spray will let you blind enemies for a turn, based on their health.
We may not have much yet but we’ve all gotta start somewhere. Now you’re probably wondering why I didn’t pick Light Cleric for this build. Well that’s because...
LEVEL 2 - WIZARD 2
Second level Wizards get a Prismatic Barrier if they go to the School of Abjuration. Along with being an Abjuration Savant (letting you learn Abjuration spells at half the cost and time) you also have an Arcane Ward. When you cast an abjuration spell of 1st level or higher (this includes your Magic Initiate spell!) you create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If the damage would reduce the ward to 0 you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell, even if the ward was at 0. At the end of a long rest the ward disappears, and you have to make a new one.
Hey that’s why I told you to take Alarm, as you can ritual cast it to heal your ward! (2 HP at a time!) But speaking of Alarm you can learn another 2 spells: while Detect Magic might be more of Sylas’ thing you are still the party Wizard, and if you want to actually do some damage Earth Tremor is a good replacement for Lucent Singularity. I mean, it does bludgeoning damage but it slows in an AoE!
LEVEL 3 - WIZARD 3
Third level Wizards can learn second level spells. Weird I know. Regardless Hold Person will let you root the enemy with Light Bindings, and Scorching Ray will be a beginner spark that only does Fire damage.
LEVEL 4 - WIZARD 4
Fourth level Wizards get their first Ability Score Improvement. Naturally as a Wizard your main stat is Intelligence, so increase that.
You also learn 2 more spells along with a cantrip! For your cantrip to keep yourself from getting dove Thunderclap is a big burst of AoE damage that also causes a big boom. For your leveled spell Flash is always good to bring so grab Misty Step, and to keep yourself hidden I’m actually going to recommend Nystul’s Magic Aura, which will help you hide your true self from any detection spells. Yeah you probably won’t need it but it’s still incredibly good to have in case the Mageseekers come looking for you.
(Artwork by Riot Games)
LEVEL 5 - WIZARD 5
5th level Wizards can learn 3rd level spells and hey look I’m actually allowed to take Fireball without it being “not in-character.” Big burst of light big damage woo! Other than that it’s kinda your job to cast spells like Counterspell so...
LEVEL 6 - WIZARD 6
6th level Abjuration Wizards can finally shield their allies with Projected Ward. If an ally within 30 feet takes damage you can use your reaction to make your ward take the damage instead! Of course if the ward breaks protecting them they take the remaining damage as expected.
You can also learn two new spells at this level. You know what shoots in a big line and doesn’t do Radiant damage? Lightning Bolt, because it does lightning damage. Meanwhile if you want to keep your allies safe from anything stupid they might do Remove Curse will get rid of the stupid for you. Shame that you will still be eternally cursed to have a Yasuo on your team.
LEVEL 7 - WIZARD 7
7th level Wizards can learn 4th level spells. Time to grab our first Radiant damage spell with Sickening Radiance. Burn enemies with the light and slow them down with Exhaustion. Magic isn’t evil!
For a more instant detonation of your E Vitriolic Sphere will do a sudden burst of not Radiant but Acid damage in an AoE. I assure you magic isn’t evil!
LEVEL 8 - WIZARD 8
At 8th level you get another Ability Score Improvement which means it’s time to cap off that Intelligence.
You can also learn another two spells and you know what I like? Lines of damage. It’s a bit more than a “final” spark but Wall of Fire will let you create a big line of damage for the enemy to deal with. And again because it’s kinda your job Banishment will let you hit an enemy with Zhonya's, taking them out of the fight until you lose Concentration. More of Bard’s thing but you are the Abjuration Wizard here.
(Artwork by Riot Games)
LEVEL 9 - WIZARD 9
9th level Wizards can learn 5th level spells like Dawn and Wall of Light, to banish the shadows! That’s all the Radiant damage Wizard spells at 5th level!
LEVEL 10 - WIZARD 10
As a 10th level Abjuration Wizard you have Improved Abjuration, letting you add your proficiency bonus to abjuration spells that force a skill check like Counterspell. Consider it a boost to your shields to block oncoming skill shots.
You can also add two more spells to your spellbook: Hold Monster is like Hold Person, but it works on Dragons. And because it’s my build grab Synaptic Static because I like this spell. Hey: slowing the enemy does make it harder for them to hit you or dodge your attacks!
You also get another cantrip! Message will allow you to speak outside of /all.
LEVEL 11 - WIZARD 11
11th level Wizards can learn 6th level spells. Hey you know the joke that Lux’s ultimate has no cool-down? Well Sunbeam will let you shoot out Final Sparks with no cool-down to do massive damage and blind them. If you want a more deadly, single-use laser however try Disintegrate to turn your enemies to ash! Nope: magic still isn’t evil!
LEVEL 12 - WIZARD 12
12th level Wizards get another Ability Score Improvement but seeing as your Intelligence is maxed out you have a few options: you can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
I can suggest new spells for you though: we’re actually going to hop back a few levels for Dimension Door at 4th level to teleport back to lane, and Tasha’s Hideous Laughter at first level because... well that’s certainly a way to describe Lux’s laugh.
(Artwork by Riot Games)
LEVEL 13 - WIZARD 13
13th level Wizards get 7th level spells. More Radiant damage, anyone? Crown of Stars gives you some radiant projectiles to fire at enemies for big burst of illuminating damage!
But if you want to hold Lucent Singularity for awhile take Delayed Blast Fireball. As the name suggests the spell is delayed, and it gains power as it charges up. Keep the enemy in the AoE until they explode! "Shine bright!"
LEVEL 14 - WIZARD 14
14th level Abjuration Wizards can now buy Adaptive Helm. Spell Resistance? Advantage on all saving throws against spells? Resist all magical damage? Yes please!
And you get two more spells: for some varied light take Prismatic Spray, and if you need to teleport back to base? Use Teleport!
LEVEL 15 - WIZARD 15
Hey 8th level spells! Time for the final Radiant Damage spell: Sunburst! Other than that I think the ability to respawn would be nice: Clone lets you do exactly that, granted with a hefty cost on your CS so... do try not to die too much.
LEVEL 16 - WIZARD 16
16th level means another Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You also get two more spells. Want an Elder Dragon buff? Illusionary Dragon will summon a big (illusionary) dragon to fight for you! Need a safe place to hide from it all? Demiplane will let you do just that.
(Artwork by Riot Games)
LEVEL 17 - WIZARD 17
17th level Wizards can learn 9th level spells! These are your ultimate powers, and boy are there a lot of them! Start with a Deathcap special: Meteor Swarm! For an ultimate spell of protection Prismatic Wall does a lot of stuff but will absolutely stop your foes with the power of light!
LEVEL 18 - WIZARD 18
18th level Wizards have Spell Mastery, allowing them to cast a 1st level and 2nd level spell at will. By this point your cantrips are probably more effective than your low level “damage” spells, but you can still use some defensive aid from Mage Armor (if you haven’t found something better than Mage Armor to defend yourself with) or Shield. For your second level spell if you’re still fighting humanoids Hold Person will always be useful, but if you want to open the training tool unlimited Misty Step is a powerful option!
And with two more spells in your spellbook you may as well grab the ones at 9, because even if you only have one 9th level slot these spells still cost a ton to learn normally. For a massive burst of magic grab Psychic Scream, and of course you can’t have 9th level spells if you can’t Wish upon a star.
LEVEL 19 - WIZARD 19
19th level Wizards get our last Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You do also learn 2 more spells but by this point you have so many spells I can’t give you many more to choose from. Just grab whatever you like since its unlikely you’ll even get to level 20 anyways. (Abjuration spells would be a good idea though.)
LEVEL 20 - WIZARD 20
20th level Wizards get signature spells! Choose two spells of third level: these spells will always be prepared, and you can cast them once at third level without expending a spell slot. If you want to cast them again or cast them at a higher level you’ll use the slot as normal. Naturally you’ll want constant access to Lucent Singularity, so take Fireball to always have it at the ready. And if you want lasers Lightning Bolt makes sense, but technically you are still an Abjuration Wizard so Counterspell is kinda your job?
Oh and don’t forget you get two more free spells.
FINAL BUILD
WHY NOT LIGHT CLERIC?
As stated earlier in the build the main reason I went for Abjuration Wizard over Light Cleric was the Arcane Ward ability from Abju Wiz. But Light Cleric doesn’t have much that would be in-character for Lux: Warding Flare could work as a shield but Lux doesn’t really blind people, and the ability is just generally far more limited than Arcane Ward. Radiance of the Dawn lets you banish the shadows but Lux doesn’t have a light burst that originates from her own position, and likewise Corona of Light isn’t something Lux does.
There’s also just generally the fact that Lux doesn’t do Cleric stuff? She doesn’t heal nor does she get her power from god. Lux is mostly a Wizard who focuses on casting many powerful spells. But that being said there are a lot of good Cleric spells that are very Lux-like (Flame Strike, anyone?) and if you wish you could easily make a Lux build going full Light Cleric instead of full Abjuration Wizard. Heck, you could even split between the two if you want.
PROS
No more holding back! - You’re a fully level caster. That means 9th level spells, accompanied by all the spell levels beforehand! Shape the world with your magic!
Take courage in the light - You are also a very powerful support with a 45 health Arcane Ward to shield allies and yourself, not to mention plenty of Abjuration spells and general spells to keep enemies at bay.
A beacon in battle - Even if you’re a squishy Wizard Spell Resistance will give you, well, resistance to most dangers at high levels. Almost everything at high levels is magical, and you take half damage and have advantage against it all! And if they come at you with martial weapons? Well there’s spells for that too!
CONS
Curiosity's gonna kill one of us - Even with resistance you’re still a squishy Wizard with a little over 100 health if you’re lucky. Power Word Kill, anyone?
I don't have dark secrets; I have bright ones - You’re not the most adept out-of-combat, having very few non-combat utility spells and rather weak skills for socializing and exploration.
Into battle with hearts aglow - I took Magic Initiate mostly for RP. Truth is that the feat isn’t good for you. I’d really recommend taking a different feat instead, or at the very least grabbing Healing Word instead of Shield of Faith.
But there’s few problems that can’t be solved with a smile, and even fewer that can’t be solved with a laser. Blast away your enemies and defend your friends: focus on the tactics, focus on the enemy, and focus on the battle! And keep laughter to a minimum. Please.
(Artwork by Riot Games)
#dnd#DnD build#dnd guide#dnd wizard#yeah it's full wizard#League of Legends#League of Legends Lux#DnD 5e#sunshine#double rainbow
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‘ he is a great and terrible beast. a CALAMITY. ’
oh, how those words stung far more than they had any right to be. ganondorf is no mewling babe, no weak being, back bent over for the hylian race to step all over him. OH, GREAT CONQUERER IS HE! ruinous and vile! sowing naught but destruction! the wickedness of such a heavy heart holds no limits! the curse worn 'pon his mantle, violet ICHOR of dark malice —- is he not the calamity and the calamity is he? why so does that thought burn still, angry and seething? and why is he REMINDED of other lifetimes and finds himself retching his DISGUST?
the golden power burns like a brand, like acid melting through steel, like a wildfire running rampant. a curse that could not be broken so easily, a REMINDER of who he is. isn't that what you want? the power you seek? like a drug, MALICE seeps through his bones, intoxicates. it was easier back then, when he was young and especially hotheaded, to allow the power become him. it was his downfall in a sense, wasn't it? did zelda not call him a fool because he could not grasp it with a delicate, but POWERFUL hand? victims are not the men who put others in their graves, but if they were, he'd be a victim to the power struggle of GODS.
as he walks, he seems more like a WRAITH than a man. the swirl of snow rises up around him, flakes fluttering, rising up. the city parts, brittle and MALLEABLE to his presence. the sort of man to make others bend and break, the proud and wicked ruler he is. eerie, the sight may seem to anyone chancing a peek outside their windows, for what sort of man wanders the streets at night, WILLINGLY allowing himself to be swallowed by the empty whiteness. a dark blot in the snow. such purity! corrupted by the DEPTHS of malice!
but, i must do this. i must.
self doubt like daggers in his flesh, mind swimming with thoughts that may not even be his own. he trudges through the snow. not a soul would dare to DISTURB his movements, fear perhaps that the boar would be unleashed and leave droplets of blood within the pristine white. so be it, he is a man on a self imposed mission, and he would not allow a single soul to stand in his way. a CRUEL determination that may as well has done him more harm than good, with his REFUSAL to lie down and die no matter the cost.
the scent of pine, nostrils flare, he is ALMOST there.
what sort of fate awaits a monster too STUBBORN to quit?
the forest of airaisal opens up before him, a narrowly trodden path, grooves worn by the footsteps of tens of travelers before him. the thick leaves and brush tickle. too large, too imposing, a MASSIVE beast of a man. ganondorf could not traverse this path with ease, could never do so. pride encompasses. he walks and walks as he carries that pride, and only when he just barely feels it falter does he halt. a wider opening in the path to take in an empty glen, fog rolling, DARKNESS reigning. is it normally so imposing or is this me? my hands have always been made for darkness and dramatics, HAVEN'T THEY?
❝I WAS WONDERING WHEN YOU'D SHOW UP. DWELLED UPON THE DECISION THE ENTIRE MONTH, HAVEN'T YOU?❞
ganondorf whips around, hand flying immediately towards his weapon. an INSTINCTUAL motion despite the significant timbre of the haunting voice. a voice that he knows far too well. a voice that was his ONLY company for years and years. undying and unyielding. his own voice.
the phantom chuckles from the depths of his throat, eyes lifting to meet the ganondorf of the present. yet, he doesn't move any closer, still having, perhaps, enough sense and UNDERSTANDING of what his own self is capable of. a baffling thought, for one of the first things the ganondorf of the present time notices is the OVERWHELMING display of power. burning bright and infinite, like a meteor reaching impact. his future self could crush him like a gnat. his future self has played this game with the stars long enough, or is this glen a TENUOUS connection with the great sea? a SUBTLE tear in time and space? the younger ganondorf opens his mouth to speak, and yet ——
❝I KNOW WHAT YOU ARE GOING TO ASK AND NO, WE HAVE NOT DEPARTED FROM RADIALE.❞
then … ?
ganondorf - the one of the present - is quiet, watchful gaze like his loyal helmaroc's. the longer his gaze lingers, the stranger this encounter. there's something … a feeling he can't quite place, a SCENT of vanilla and baked goods. a faint smile against the other's lips. to the younger, it is unusual to see himself so RELAXED, content to stand and stroll and watch the snowflakes toss upon the breeze. his own jaw settles into a hard line, gaze UNRELENTING. is this a joke? far beyond what expectations lied, opposite the terrible monster he expected to see, to rail against. could that beast be in both their futures? or has ofiuco and her lot inadvertently saved a land that was once or could be hyrule?
❝so's she's STILL here, isn't she?❞ out of all the things he could ask, it is what slips to the forefront of his mind first. ❝i RECOGNISE that smell … ❞
the other doesn't respond, not verbally. a pull of the lips upwards to follow, eyes misty and wandering. he looks HAPPY, the ganondorf of the present is all but surprised to discover. yet, like a mirage, the other is his cold, dark, wicked self. still some MALICE left in you yet, eh? he's not certain if that pleases him or not, that there's still a sense of power RADIATED, and even embraced by his future self. he'd not be caught unawares, not fully.
❝SURELY, YOU ARE NOT CURIOUS ABOUT OUR ‘ LOVE ’ LIFE,❞ the other ganondorf laughs COLDLY, as if he never smiled to begin with. as if it was quite simply, a MIRAGE.
❝how are you so satisfied with being here that you can speak so CASUALLY about such a thing?❞ the newcomer barks back, realising just now that he still grips his blade. ❝where is your PRIDE in our people?❞
❝DO YOU NOT UNDERSTAND?❞ and in return, a loud boom of a voice. a thunderclap. posture shifts, and for a long, cold moment, he wonders if he's gone too far, that the shade of his future would STRIKE him down. but the shade sighs, long and harsh, a cloud of frozen air between them. ❝THEY ARE ALL GONE. YOU KNOW THIS WELL.❞
❝hngh … ❞ the retort feels like DAGGERS, but he sneers back, just as defiantly. ❝do you believe that i am UNAWARE of such a fact? don't be ridiculous ...❞
he takes a step closer to the shade to EMPHASISE. truly, how similar they seem! to the eyes of a stranger, they could have been deemed twins. but for all of his bite and bark and disbelief ( it's just a smile, how could it bother me like so? ) he is relieved. a delicate balance still upheld. eyes trail downwards - two hands marked by power, that much hasn't changed. that much is quite the same. still, eyes pull upwards, WANDERING over his other self, as if seeking a break in armour, a scratch in a shield.
❝YOU CAN'T BRING BACK WHAT WAS LOST. TO GIVE IN TO YOUR CURSE, WHY, NOTHING WOULD BE MORE FOOLISH. AND YOU ARE NOT FOOLISH. YOU CAN STILL CONQUER, STILL STAND TALL, AND NOT SACRIFICE YOURSELF.❞
but isn't that what he wants? no, no, that isn't … is it? self doubts MINGLE in together within his cold heart, a wandering gaze over the other's proud stance. unbothered and unconcerned, like a STATUE instead of a man, almost as if his past self is beneath his scrutiny. and when it comes down to it, his past self may as well be beneath his scrutiny. after all, that power is unmistakable and overwhelming, but also —- his. his control. his DESTINY. and oh, the monarch of the present must seem so weak. so insignificant. crimson eyes to crimson eyes, the man of the present FALTERING in front of the man of the future. spare hand braced against the trunk of an old pine, as if he'd topple over and lose balance in any second.
AND IT IS UNSPOKEN : whatever happens in the land that was, is, or will be hyrule, he will have no part in it.
and just like that, the shade turns. a snap of the sleeves and of the heel, snow crunched beneath the heel of a powerful boot. there's no good-byes to be had, no pleasantries. what is the point in saying FAREWELL to one's own self? a waste of the breath! he will learn. stubborn, he may be, but also aged and wise in his own way. and he's all the time in the world to learn. after all, there's no place to run to, no place to hide. spirale's grip is an ABSOLUTE one. and then, just as quickly as he appeared, the shade disappears into the fog.
the ganondorf who remains, oh, how he has more questions than answers. a FOOL'S errand, surely! are there cameras to record such a humiliation upon his being? he snarls, low and deep like the growl of a wild boar, teeth bared like tusks against the clash of a hunter's spear. DEFIANCE daring the other to turn back around —-he winces; a wet, hot sensation against his hand. eyes falter, turning slowly, wandering over fingertips splintered by wood. eyes lifting to take in the rough gouges hewn in the tree's trunk. red DROPLETS pool before his feet, flesh torn. and yet, he still feels so empty —- so NUMB ———
hand clutches tightly against his chest, a HOWL ripped through his mouth, dying on the air.
he remembers not how long he stands there till he departs, leaving a BLOODSTAINED path in his wake.
#isola drabble#drabble#( I really don't like this much but here's a little winterfes thing#obvs it's a drabble and not a starter but I wouldn't mind it affecting any of my threads hmm )
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The woman was crying, her face covered in soot and ash as the tears lead long lines down her cheeks. She was filled with fear, despite all her hatred the fear was what was most obvious in eyes. Eld could have bottled and sold it in town with how thick it was in the air.
Around him sat townsfolk, their clothes grubby and faces thin from the harsh arrival of fall into winter. Harvest had not gone well with the coming of the weather, crops withering and rotting away in the fields as the pilgrims hid away in their homes. Hunger had claimed this place along with the many lives that had tried to survive here, mostly the young and old. A part of him despised their cowardice and the weakness they displayed so readily, the rest of him knew they had good reason to fear the darkness. It made them easy prey.
Leaning down, Eld would find the torch he had prepared earlier during the proceedings of the trial. It had been quick. A few short words, a few cries of innocence, and a heavy handed sentencing, this was the way of things. This was how they stayed safe. This was how they reaped vengeance.
“Proceed, Candell.” Came a strict, cold voice through the constant gibbering murmurs and cries in the misty drawing evening. Eld gave curt nod, deciding to keep his voice and not let it mix with the tense air allowing the looming fate to settle over the guilty. The torch still wet with oil lit easily to brilliant red and gold as the flames licked back the night and illuminated him and the pyre ahead. Gasped and whispers of the light filled in the air as three pairs of dull yellow lit eyes peered down at him from the top of the pyre.
The cold voice lifted higher into the air as it reminded the people of what they were watching. “The Borges stand accused of harboring the enemy and have been found guilty. Though a crime that should be punished by all, our hands have been leniant due to the testimony of Mrs. Borges in the face of her husband, sister, and child’s malady. She will be allowed to repent within the halls of the Monastary, and as her first act, shall further condemn these abominations into the cleansing fire of the Holy Light.”
“Crusader.”
Eld reached down to lift up the crying Mrs Borges, her face a mask of wet tears as he thrust the torch into her hand and shoved her forward to the pyre. Mrs Borges stumbled a step or two, the torch waving out a head of her as she tried not to drop it or burn herself. Sobs wracking her body as she stumbled ahead toward the wood. The crusader followed her a few feet behind, his hand resting on the pommel of his short sword.
Mrs Borges stopped in front of the fire, the yellow eyes looking down at her from the stake they had been pinned to. Eld had suggested they cut out their tongues to ensure the act was done, Rigven had declined saying the words of the damned needed to be heard. Kilian had handed Eld the nails as he droves them through hands and feet, the three forsaken had done nothing but cry. Especially the boy.
“Isabella Borges, commence the sentence and begin your life anew in the divine forgiveness of the Holy Light.” Rigven’s voice rang out across the darkening evening again, a shuffle of arms and armor as other Crusaders seemed to stand up straighter in mention of their righteous cause. Eld stood silent behind Borges as he watched her, hand never far from his blade.
The woman stood a few feet from the pyre as she raised the torch up, looking into the ravaged faces of her family. Biron, his kind face beaten in broken in so many faces still looked like the man she had married. Wilma, her head dropping with ragged curls about her sunken face yellow eyes trying to hide the malice. And Geoff. Isabella couldn’t bear to see her child’s face. But she could hear his last word.
“Mama.”
The pyre caught swiftly, the oils they used was a mixture that Crusader Lorven had concocted for this very use. It would burn hot and long despite how little or much wood they had available to sentence the damned. This was no different then the others.
Lord Rigven spoke again as the red light bloomed across the faces of the pilgrims and the company of Scarlets who surrounded them. “Hail the flame, welcome the light, and purge this land of the Scourge’s darkness. In the name of this, we commend these spirits to the peace of true death in the warm embrace of our most holy master.”
Young Geoff’s hollow, empty voice cut like a knife as it lifted above the flames. By the third call for his mother, she headed his call and leapt into the fire after her family. Eld stood resolute in the face of the self immolation, his hand never straying from his blade as the smell of rotted flesh filled his nostrils and turned his stomach.
A murmur of amen’s followed Rigven’s verdict, before he spoke once more. “And for the crime of harboring such monsters, we condemn this village to the same fate. Crusaders, by the will of the Light. For Lordaeron.”
The ring of steel resounded like thunderclap as the ring of soldiers closed in on the shocked townsfolk. Eld did not turn to hear the slaughter, his heart sinking at the sound but dared not look. He knew this wasn't what he sworn too, but in that dark place in his heart he wanted it. He hated them all. Hated the Scourge, the Forsaken, this country, these people. He hated it all. It had taken everything away from him and could never give it back.
"What am I?" Eld softly spoke as he watched the pyre burn, the droning chant of his fellow Crusaders resounding amongst the terrified screams.
“For Lordaeron.”
@jacobdcheshyre
#ask answered#darkest#fixed prompt#constructive criticism#who are you eld#the past#seeds of desertion#order of embers#witch hunter#World of Warcraft#Wyrmrest Accord#roleplay
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Viridian Love Story - Chapter 6: The necklace
Hey my friends, I’m back...with a new chapter of my current fanfiction “Viridian Love Story”. How’s everyone? Please, enjoy! Chapter 6: The necklace «What's wrong with her?» James couldn't understand her reaction. They had been on a razor's edge, were able to talk their heads off, so that Giovanni merely condemned them to a suspension, no reason for pessimism. Meowth shook his head, landing on James' shoulder in one bound. «Yous put all the blame on her, she had to take the rap for the mess all three of us have made. Yous betrayed her trust. If I were her, I'd be miffed, too. Of course our Jessie can be moody, but this time I understand her completely. She's bailed you out so many times. Saved you from love-struck spirits and spared no effort to accept you as you are, in your very wretched way. Good luck in your attempt to rebuild that trust.» Meowth jumped off James' shoulder to leave him alone with his thoughts. James was thunderstruck. Only now did scales fall from his eyes. This woman had saved his life several times. She got him out of his personal prison. She taught him to laugh and feel joy again. She brought him out of the deepest and darkest holes without asking much in return. He had more than lost her trust. He had, so to speak, thrown her to the dogs and laid the burden of guilt on her. His remorse seemed to overwhelm him. James had to save their friendship or what was left of it. Misty ran through the deserted corridors, desperately looking for Jessie. The Team Rocket member may have answers to her burning questions. Where did Jessie get that necklace? Did she know Misty's mother? Were Misty's parents still alive? Ash came towards her. He seemed to be completely agitated, as if he had spent the last few hours trying to sort out his feelings. «There you are, Misty! I have something important to tell you. I think I'm in love with you. When I was a child I couldn't imagine being your boyfriend, but now, soon grown up and more mature behind the ears, I would like to ask you to join me, this time as my girlfriend» He blushed to the roots of his hair, but he had not expected this answer. «That's all well and good, Ash. I'm glad you like me. But can we do this another time? I'm in a hurry,» she scurried off, without giving him another glance. Jessie took a break at a small stream not far from the campus. She tried to swallow all her anger, she tried to hold back tears of disappointment. How could she have been so wrong about James? Through thick and thin from here to eternity? His promise sounded like a tasteless joke. He had betrayed her all along the line. Angrily, she wiped the hot tears from her face. She wanted to shout out her despair into the world, but humiliation stifled her voice. She listened to the quiet murmur of the stream, completely lost in thought and far from a brutal reality. «Jessie!» A faint voice caught her attention. It wasn't James who called her. « Jessie ! Here you are» Jessie could make out the outlines of a young woman in the dark. «What do you want, twerp?» Misty approached the Team Rocket member, kneeled down next to her and let a gush of questions rain down on her. «Jessie! I need to know! Where did you get that necklace? Who gave it to you? What do you know about it ? » Jessie rolled her eyes in annoyance. Was a little privacy too much to ask for? «That's none of your business, kid! Besides, since when is a frumpy girl like you interested in jewelry?» She grinned at Misty dismissively. «Jessie, it's really important! Listen to me! This necklace belonged to my mother. I need to know where you found it, where you stole it ! » Slowly but surely, Misty got impatient. How could someone be so cold and not show any empathy? «Don't you understand? I need to find my family and this necklace is the first clue in years, please, Jessie» Misty desperatley tried to squeeze some words out of Jessie, but she stubbornly resisted. «Family is overrated, kid» Jessie turned to leave, but Misty held her back. « Don't you have someone you care about, Jessie? Someone you love and need in your life ? Someone you'd miss if they were gone?» There was a shred of feeling in every person, even in a lunatic woman like Jessie. The Team Rocket member paused and thought about Misty's words. James had once been everything to her, the faithful man at her side, but this picture was more than shattered. «No, I don't!» Jessie tore loose from Misty's grip and ran further into the thicket of the forest. «Jessie, wait!» Misty followed her into the deep woods. They wandered around aimlessly, got lost in the pitch black night and didn't realize that they had long since strayed off the marked path. The lurking ghost Pokémon were already looking forward to their new loot. «I don't know where she is, Meowth!» Hoping to settle the dispute, James had set out to find his friend. He and Meowth searched every corner of the university, looked in every single room, but found nothing. She dropped off the face of the earth, no trace of Jessie. Shortly thereafter, the Team Rocket agents could hear familiar voices calling through the night. Armed with flashlights, Ash and Brock searched the campus, until they ran into old acquaintances. «Team Rocket! What are you up to again? Where's Misty? Tell us, right now!» Ash was beside himself with worry. Who else could be responsible for Misty's disappearance than this thieving gang up to no good? «We could ask you the same thing! Have you seen Jessie ? » James took a step towards the young students, but before he could add anything, a shrill scream broke the silence. « Jessie ! » James exclaimed. « Misty ! » Ash ran for the exit. « We need to find them, they might be in danger!» James' heart was beating out of his chest. He did not want to imagine that Jessie had put herself in danger because of his rotten behaviour. All four of them followed the blood curdling screams deep into the forest, stumbling over roots, sinking up to their knees into bog pools. But nothing and nobody could stop them, her friends were in trouble.«Help us!» Misty's cry for help echoed throught the night. «Somebody, please!» Jessie's voice broke. Only a short time later, Ash, Brock, James and Meowth reached a clearing at the end of the forest. The sight they saw made their blood freeze in their veins. There were Misty and Jessie, chained together by invisible forces, surrouned by a horde of Gastlys, Haunters and Gengars who danced around their victims in a trance-like state. « It's all my fault,» James sank to the floor. «No time for self-pity, James!» Brock reached out his hand and helped James to his feet. The ghost Pokémon swayed up and down areound their prey, laughing in the face of their fear. «How can we get them out? Ghost Pokémon are almost invulnerable, we need a diversion» Ash said and looked around in the forest for a way to attract the attention of the spookables. The spirits screamed and mimicked the cries for help of their victims. Jessie tried to free herself from the bonds, but failed miserably. James could no longer watch this grotesque spectacle. He threw himself into the fray without thinking. « James, no ! » Brock wanted to hold him back, but too late. He waded through the sea of purple lights, struggled to make his way forward and was attacked by the ghost Pokémon. They tried to lick his face, they gave him shadow punches, they wanted to get rid of him by all means, but despite the immense pain James was in, he was completely focused on his goal. «He won't survive» Ash and Brock could only stand by and watch James' rescue attempt. James fought on, soon he would reach the center of the ectoplasm. All he had to do was reach out for Jessie, untie her, and carry her out. The gruesome Pokémon used Destiny Bond to make him faint, but James held out, ducked and dodged their attacks. Ash had to rush to his aid. He ordered Pikachu to send in a massive thunder shock, hoping to at least distract the spirits, if not paralize them. Only a few inches separated James from Misty, he could almost touch her fingers. The thunderclap had thrown the ghost Pokémon out of concentration, the bonds were loosened for a split second. James grabbed Misty and pulled her to him. Ash crawled to them and dragged her out of the crossfire. Jessie was still lying there, surrounded by the ghostly creatures who wanted to harm her, since she had entered their territory unauthorized and disturbed their peace. Gengar formed a big black spookball, ready to fire it at Jessie, but James got in his way. He covered Jessie's body and intercepted the attack. Another thunderclap cut through the night. The ghost Pokémon felt threatened and slowly fled away. What was left behind were Jessie and James, huddled and staring in fear. James coughed and spluttered. «I'm fine» he whispered. Jessie took a deep breath. They had barely escapted their end. «What brought your here?» Brock wanted to know. Misty was shaking all over. «I wanted answers. The necklace that Jessie weares belonged to my mother. So where did you get it?» Jessie looked at James questioningly. «Tell them, James. You gave it to me years ago in Kalos . » You could tell that James was very uncomfortable talking about it. « Well, I got it from the treasure trove at Team Rocket Headquarters». Jessie snorted contemptuously. «Is that what I'm worth to you?» Misty interrupted them. «How did that necklace get into the treasure trove? Why do you keep civilian items in it ? « James shied away from an answer. « Well, all belongings and valuables are taken from people who might have information about Mew. Their belongings will be taken away before they're sent for interrogation and subsequent deportation.» Misty's eyes widened. «Does that mean my mother could still be alive?»
#pokemon#pokeshipping#teamrocket#rokettodan#rocketshipping#viridianlovestory#jessie#james#meowth#nyarth#nyasu#ash#satoshi#Misty#brock#takeshi#update#newchapter#new#chapter#love#lovestory#fanfiction
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A list of spells that could reasonably be replicated nonmagically by a heroically skilled character, perhaps with minor adjustments to the mechanics (increased ‘casting’ time, can only ‘target’ yourself) or flavor:
Cantrip
Blade Ward
Gust
Mending (Artisan’s Tools)
Poison Spray (Poisoner’s Kit)
Produce Flame
Spare the Dying (Medicine)
Sword Burst
½ of Thaumaturgy (loud voice, tremors, ventriloquism)
Thunderclap
True Strike (Insight)
Vicious Mockery
1
Animal Friendship (Animal Handling)
Catapult (Strength)
Cause Fear (Intimidation)
Command (Charisma)
~Cure Wounds (Medicine)
Detect Evil and Good (Perception)
Detect Magic (Arcana)
Detect Poison and Disease (Medicine / Poisoner’s Kit)
Disguise Self (Deception / Disguise Kit)
~Divine Favor (Stance)
Earth Tremor (Strength)
Expeditious Retreat (Stance)
False Life (Stance)
~Feather Fall (Acrobatics)
~Find Familiar (Animal Handling)
Goodberry (Survival)
Grease (Item)
Hail of Thorns
Heroism (Persuasion, Stance)
Hunter’s Mark (Stance)
Identify (Arcana)
Jump (Strength, Stance)
Longstrider (Stance)
Purify Food and Drink (Cook’s Utensils / Survival)
Sleep (Performance)
Snare (Survival)
Speak with Animals (Animal Handling)
Tasha’s Hideous Laughter (Performance, Stance)
Thunderous Smite (Strength)
Thunderwave (yelling)
Wrathful Smite (Intimidation)
Zephyr Strike (Stance)
2
Animal Messenger (Animal Handling)
Blur (Dexterity)
Calm Emotions (Persuasion)
Darkvision (Perception)
Enhance Ability
Enthrall (Performance)
~Find Steed (Animal Handling)
Find Traps (Perception / Investigation)
Flame Blade (Stance)
Hold Person (Athletics, Grapple)
Invisibility (Stealth)
Lesser Restoration (Medicine)
Locate Animals or Plants (Nature / Survival)
Magic Weapon (Stance)
Mirror Image (Stance)
Misty Step (going fast)
Pass without Trace (Stealth)
Prayer of Healing (Medicine)
Protection from Poison (Medicine)
Pyrotechnics (Alchemist’s Supplies)
See Invisibility (Perception)
Speak with Plants (Nature / Survival)
Spider Climb (Athletics)
Suggestion (Persuasion)
3
Conjure Animals (Animal Handling)
Conjure Barrage
~Elemental Weapon (Stance)
Fear (Intimidation)
Feign Death (Medicine)
Flame Arrows (Stance)
Haste (Stance)
Hypnotic Pattern (Performance)
Melf’s Minute Meteors (Alchemist’s Supplies)
Remove Curse (Arcana / Religion)
Revivify (Medicine)
~Spirit Guardians (Stance)
Stinking Cloud (Alchemist’s Supplies)
Thunder Step (going fast)
Water Walk (Acrobatics)
4
Death Ward (Constitution)
Fabricate (Artisan’s tools)
~Find Greater Steed (Animal Handling)
Freedom of Movement (Dexterity)
Greater Invisibility (Stealth)
Hold Monster (Athletics, Grapple)
Staggering Smite (Strength)
Stone Shape (Sculptor’s Tools)
Stoneskin (Constitution)
5
Commune with Nature (Nature)
Conjure Volley
Contagion (Poisoner’s Kit)
Greater Restoration (Medicine)
Legend Lore (History)
Seeming (Deception / Disguise Kit)
Steel Wind Strike (going fast)
Swift Quiver (Stance)
6
Find the Path (Survival)
Heroes’ Feast (Cook’s Utensils)
Mass Suggestion (Persuasion)
Otto’s Irresistible Dance (Performance)
Primordial Ward (Constitution)
7
Regenerate (Constitution)
8
Earthquake (Strength)
Glibness (Charisma)
9
Invulnerability (Constitution, Stance)
Power Word Heal (Medicine)
Time Stop (going fast)
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Wizard Spells (5e)
Cantrips: Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Encode Thoughts, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Gust, Infestation, Light, Lightning Lure, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Mold Earth, Poison Spray, Prestidigitation, Ray of Frost, Sapping Sting, Shape Water, Shocking Grasp, Sword Burst, Thunderclap, Toll the Dead, True Strike
1st level spells: Absorb Elements, Alarm, Burning Hands, Catapult, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Distort Value, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Frost Fingers, Gift of Alacrity, Grease, Ice Knife, Identify, Illusory Script, Jim's Magic Missile, Jump, Longstrider, Mage Armor, Magic Missile, Magnify Gravity, Protection from Evil and Good, Ray of Sickness, Shield, Silent Image, Silvery Barbs, Sleep, Snare, Tasha's Caustic Brew, Tasha's Hideous Laughter, Tenser's Floating Disk, Thunderwave, Unseen Servant, Witch Bolt
2nd level spells: Aganazzar's Scorcher, Air Bubble, Alter Self, Arcane Lock, Augury, Blindness/Deafness, Blur, Borrowed Knowledge, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Detect Thoughts, Dragon's Breath, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flaming Sphere, Flock of Familiars, Fortune's Favor, Gentle Repose, Gift of Gab, Gust of Wind, Hold Person, Immovable Object, Invisibility, Jim's Glowing Coin, Kinetic Jaunt, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Maximillian's Earthen Grasp, Melf's Acid Arrow, Mind Spike, Mirror Image, Misty Step, Nathair's Mischief, Nystul's Mystic Aura, Phantasmal Force, Pyrotechnics, Ray of Enfeeblement, Rime's Binding Ice, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Skywrite, Snilloc's Snowball Swarm, Spider Climb, Spray of Cards, Suggestion, Tasha's Mind Whip, Vortex Wrap, Warding Wind, Warp Sense, Web, Wither and Bloom, Wristpocket
3rd level spells: Animate Dead, Antagonize, Ashardalon's Strike, Bestow Curse, Blink, Catnap, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound, Erupting Earth, Fast Friends, Fear, Feign Death, Fireball, Flame Arrows, Fly, Galder's Tower, Gaseous Form, Glyph of Warding, Haste, Hypnotic Pattern, Incite Greed, Intellect Fortress, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Major Image, Melf's Minute Meteors, Nondetection, Phantom Steed, Protection from Energy, Pulse Wave, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Spirit Shroud, Stinking Cloud, Summon Fey, Summon Lesser Demons, Summon Shadowspawn, Summon Undead, Thunder Step, Tidal Wave, Tiny Servant, Tongues, Vampiric Touch, Wall of Sand, Wall of Water, Water Breathing
4th level spells: Arcane Eye, Banishment, Blight, Charm Monster, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Divination, Elemental Bane, Evard's Black Tentacles, Fabricate, Fire Shield, Galder's Speedy Courier, Gate Seal, Gravity Sinkhole, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Raulothim's Psychic Lance, Sickening Radiance, Spirit of Death, Stone Shape, Stoneskin, Storm Sphere, Summon Aberation, Summon Construct, Summon Elemental, Summon Greater Demon, Vitriolic Sphere, Wall of Fire, Watery Sphere
5th level spells: Animate Objects, Bigby's Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Control Winds, Create Spelljamming Helm, Creation, Danse Macabre, Dawn, Dominate Person, Dream, Enervation, Far Step, Geas, Hold Monster, Immolation, Infernal Calling, Legend Lore, Mislead, Modify Memory, Negative Energy Flood, Passwall, Planar Binding, Rary's Telepathic Bond, Scrying, Seeming, Skill Empowerment, Steel Wind Strike, Summon Draconic Spirit, Synaptic Static, Telekinesis, Teleportation Circle, Temporal Shunt, Transmute Rock, Wall of Force, Wall of Light, Wall of Stone
6th level spells: Arcane Gate, Chain Lightning, Circle of Death, Contingency, Create Homunculus, Create Undead, Disintegrate, Drawmji's Instant Summons, Eyebite, Fizban's Platinum Shield, Flesh to Stone, Globe of Invulnerability, Gravity Fissure, Guards and Wards, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Magic Jar, Mass Suggestion, Mental Prison, Move Earth, Otiluke's Freezing Sphere, Otto's Irresistible Dance, Programmed Illusion, Scatter, Soul Cage, Summon Fiend, Sunbeam, Tasha's Otherwordly Gaze, Tenser's Transformation, True Seeing, Wall of Ice
7th level spells: Create Magen, Crown of Stars, Delayed Blast Fireball, Draconic Transformation, Dream of the Blue Veil, Ethrealness, Finger of Death, Forcecage, Mirage Arcane, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Power Word Pain, Prismatic Spray, Project Image, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport, Tether Essence, Whirlwind
8th level spells: Abi-Dalzim's Horrid Wilting, Antimagic Field, Antipathy/Sympathy, Clone, Control Weather, Dark Star, Demiplane, Dominate Monster, Feeblemind, Illusory Dragon, Incendiary Cloud, Maddening Darkness, Maze, Mighty Fortress, Mind Blank, Power Word Stun, Reality Break, Sunburst, Telepathy
9th level spells: Astral Projection, Blade of Disaster, Foresight, Gate, Imprisonment, Invulnerability, Mass Polymorph, Meteor Swarm, Power Word Kill, Prismatic Wall, Psychic Scream, Ravenous Void, Shapechange, Time Ravage, Time Stop, True Polymorph, Weird, Wish
@doodl3 Zoey
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Copper Cape
From the misty waters of Copper Cape, a leviathan rose to the surface. Moonlight shined off the ink black scales of the sea creature. An unearthly yawn emanated from a mouth large enough to swallow a ship. Massive black eyes watch the beach lazily. What could have threatened him? He brought his finned tail to the surface and stretched it into the sky. The tail returned to the dark water with a splash like a thunderclap. Another yawn echoed across the cliff face. Its eyes, superior to any beasts on land or under the sea, spied the expected movement on the beach. Silently it watched the procession make its way to the edge of the white sand.
A hundred members clothed in robes of black to mimic the scaled creature they worshiped stood in two parallel lines. A second group made a slow march towards the water. The second group was led by a man swinging a pot from which purple mist seeped. Behind him two guards; robes replaced with black scale mail and helmets lined with sharp points. With curved swords at their hips and long spears in their hands; they watched the beach for intruders on their most sacred of rituals. Behind them, the high priest clothed in an ornate robe. A crown, crafted from a scale of the Leviathan, rested on his aged brow. Old words of deep dark magic spilled from his lips. Prayers to demons and the beast they worshiped so devoutly. Behind him, carried by two members of the dark cult, across, and tied to it a woman, naked but for a white sheet wrapped around her light form. She struggled against the bonds that held her without mercy. Her blonde hair shined bright in the moonlight. Her beauty was true and pure, and the beast’s great eyes rested on her. Its belly rumbled in hunger for the beast had fasted several months for this unholy feast. Two final guards ended the procession.
The maiden screamed, a desperate call for help into the dark night. As if in answer to the scream a roar echoed down the coast. Filled with rage and animosity the roar even called the attention of the Leviathan. The march stopped and all eyes turned down the beach. From the direction of the roar, a man came from out of the night. Sand churned at his leather-booted feet as he ran towards the cult members. He wore nothing else but hide pants and a belt across his massive chest. Every visible muscle bulged with iron like strength. On his back attached to the belt was an empty scabbard; for the blade it faithfully carried was in the man’s hand. His hair was long and blonde; pulled into a loose ponytail. His chin was heavily stubbled from many days without shaving. He had murder in his brown eyes, and his sword hand was raised in anger; prepared to strike. The four guards were the first to react to the muscled man running at them. They gathered up their spears and charged him two by two. The lead guard learned quickly that the man before him was unlike any he had before faced. His sword stroke rocked the first guard’s helm. He crumpled to the ground unconscious. Seeing their kin felled so easily the three remaining guards held back and leveled their spears at their opponent. The warrior barbarian growled through clenched teeth. Every muscle tensed, and he pounced as a tiger would upon helpless prey. Knocking a spear tip away he landed among the surprised men leaving them unbalanced. The barbarian hacked down one guard and turned to the remaining two. Finding their spears useless in such close quarters the guardsmen drew their curved blades. Striking in unison the barbarian could only parry one deadly blade. Blood welled where the strike fell on the barbarian’s chest, but the pain and sight of his own blood only angered the warrior further. With the strength of the mighty elephants to the west, he carved at the two men. It was all they could do to parry the vicious onslaught. The soft sand made movement difficult, and soon enough both guards lost their footing and fell. The crazed barbarian fell on the first guard to hit the ground slaughtering him quickly. The second guard rolled over and attempted to gain his feet, but a strong hand held him fast. His balance was pulled from him and he fell to his face in the sand. He was killed before he could begin to rise.
The cult watched the battle with awestruck terror, and as the gore covered man rose from the sand murmurs flew through the lines of worshippers. The Leviathan had watched too, interested in the warrior that fought like a great cat. To it, humans had always been underlings; no more than cattle. This man however interested the sea creature. The attention of all in attendance was turned to the girl as she called to the man. Seeing her humiliation and preparation for sacrifice reignited the animalistic anger within the barbarian. He started towards the group again; this time stalking across the beach. The black-robed cult members felt cornered as mice.
The high priest, however, was not prepared to give up the ritual. He yelled to his followers to stop the man. The woman watched fearfully as her would be rescuer charged unholy gathering. With complete abandon, the barbarian forced his way through a hurricane of fists and kicks. His eyes were set on the woman. A hundred hands pulled at him, and he was held only feet from his goal; feet churning the soft sand. He strained against the arms that held him; his eyes on the woman unable to tear his gaze from her beauty. With a wild cry, he thrashed at his bonds twisting and wrenching his would-be captor’s grip from him. Raising his blade over his head he brought it down and down again. Where his sword fell, death followed. The barbarian hacked his way through the crowd as he would the tall grasses of his homeland. The cult members farthest from the deadly man began to flee. Soon they ran in droves before the death blade. Covered in the blood of his enemies and standing in a pile of several corpses the muscle-bound warrior turned to his remaining foe.
The high priest stood with an ornate curved knife inlaid with jewels. If the ceremony had been conducted successfully, the knife would have been used to cut the victim’s heart from her chest. The cross, and the woman tied to it lay in the sand where its bearers had dropped it in their fear. The high priest raised the dagger defensively and called for the barbarian to stop his onslaught of death. The barbarian only growled and stepped towards the cultist. With each step, the barbarian took the high priest offered him a new bargain. The riches of the cult; his. A harem of beautiful women; there for the taking. A life of luxury served by the cult; his if he would only spare the high priest. As the warrior reached his enemy the man robed in the finest cloth; a man used to fine wines and the wealth of a king fell to his knees sobbing in fear. The barbarian did not even look down as he separated the cowardly priest’s head from his shoulder. Kneeling beside the fallen cross and its captive the barbarian cut the ropes that held her. She leapt into his arms ignoring the blood and gore. His strong hands held as her gently; as gently as he would a sparrow. Sheathing his blade; he lifted her with ease and walked from the beach.
The leviathan had watched these events carefully; interested in this man who had slaughtered his followers so easily. As the two figures where lost from sight between the cliff sides, the unholy beast slipped back into its watery abode. This was not the first cult to worship him, and it would not be the last. He would seek out new souls to corrupt and twist. For he still hungered.
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In the Dragon’s Dungeon: Maleficent Build
Name: Maleficent Race: Fallen Aasimar Background: Noble Alignment: Neutral Evil Class: The Fiend Patron Warlock (9) Circle of Land Druid (11) - (Mountain Variation) Stats: Strength: 9 (-1) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 20 (+5) Charisma: 20 (+5) Saving Throws: Strength: -1 Dexterity: -1 Constitution: +2 Intelligence: 0 Wisdom: +11 Charisma: +11 Combat Stats: HP: 143 AC: 10 Speed: 30 ft. Initiative: -1 Proficiency Bonus: +6 Passive Perception: 15 Dark Vision: 60 Feet Spell Slots: 1st (4) 2nd (3) 3rd (3) 4th (3) 5th (2) 6th (1) Warlock (2) Resistances and Immunities: Damage Resistances: Necrotic, Radiant Damage Immunities: Poison Condition Immunities: Poisoned, Charmed*, Frightened* Immunities: Disease Proficiencies: Deception (Warlock) History (Noble Background) Intimidation (Warlock) Persuasion (Noble Background) Skills: Acrobatics: -1 Medicine: +5 Animal Handling: +5 Nature: 0 Arcana: 0 Perception: +5 Athletics: -1 Performance: +5 Deception: +11 Persuasion: +11 History: +6 Religion: 0 Insight: +5 Sleight of Hand: -1 Intimidation: +11 Stealth: -1 Investigation: 0 Survival: +5 Starting Equipment Arcane Focus - Staff Warlock Feature: Pact Boon Pact of the Chain: Cast Find Familiar as a Ritual Familiar: Diablo (Raven) Warlock Feature: Eldritch Invocations -Agonizing Blast: Add Charisma Modifier to Eldritch Blast damage rolls. -Bewitching Whispers: Cast Compulsion with a spell slot once per long rest. -Eldritch Spear: Eldritch Blast has a range of 300 feet. -Sign of Ill Omen: Cast Bestow Curse with a spell slot once per long rest. -Thief of Five Fates: Cast Bane with a spell slot once per long rest.
Spellbook (Warlock spells, Druid Spells, temp spells*) Cantrips Control Flames Eldritch Blast Frostbite Gust Light (Aasimar) Lightning Lure Mending Shillelagh Thunderclap 1st Level 4th Level Bane* Blight Detect Magic Compulsion* Entangle Polymorph Find Familiar Shadow of Moil Hellish Rebuke Stone Shape Hex Stoneskin Speak with Animals Summon Greater Demon Thunderwave Wall of Fire 2nd Level 5th Level Crown of Madness Control Winds Enhance Ability Hallow Misty Step Infernal Calling Pass Without Trace Insect Plague Spider Climb Negative Energy Flood Spike Growth Passwall 3rd Level Scrying Bestow Curse* Wall of Stone Call Lightning 6th Level Dispel Magic Wall of Thorns Lightning Bolt Meld Into Stone Sleet Storm Summon Lesser Demons Features Wildshape: You can shapeshift into a beast you have seen with a CR 1 (lasts 5 hours, twice per rest) Dark One’s Blessing: Gain 14 Temp HP after reducing an enemy to 0 HP. Dark One’s Own Luck: Add 1d10 to ability check or save roll once per rest. Druidic: you speak Druidic, and can leave secret messages and spot messages others have left. Healing Hands: You can touch a willing creature and restore 20 HP once per long rest. Land Stride: pass through nonmagical difficult terrain without using extra movement, pass through nonmagical plants without being slowed or hurt by them. Nature’s Ward: Immune to being charmed or frightened by fey and elementals, immune to poison and disease. Necrotic Shroud: At 3rd level, transform once per long rest. Creatures within 10 feet must beat 19 on a Charisma saving throw or become frightened of you until the end of your next turn. For one minute, during your transformation, deal an additional 20 necrotic damage to your spells. Position of Privilege: You are welcomed in high society. Lowborn do their best not to displease you, and other nobles treat you like you’re part of the same social sphere. You can secure an audience with a the local nobles.
Yesterday, I made a post citing ways someone could build Maleficent, so today, I decided to put it to the test and actually build a version of Maleficent. I chose to disregard some of her abilities only seen in Kingdom Hearts in order to ensure she wouldn’t end up a 3/17 Warlock/Druid split just to get True Resurrection and subsequently lose so many of her Warlock spells in the process. How do you feel I did? How would you build Maleficent?
#dungeons and dragons#disney#maleficent#sleeping beauty#dnd#dnd 5e#d&d#d&d 5e#dnd character#d&d character#Aurora#phillip#flaura#fauna#merrywether#flora fauna merrywether#warlock#fiend patron#land circle#druid#circle of the land#chernabog#diablo#raven#familiar#with#evil#neutral evil#curse#Spinning Wheel
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When Fjord misty stepped thirty feet only to thunderclap 90 ft away that was the most anime shit I’ve ever seen and I love it!!!!
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5e Volibear the Relentless Storm build (League of Legends)
(Artwork by Riot Games)
Voli unironically makes me think weird thoughts.
As hyped as I was for the Fiddlesticks rework new Volibear is really something else. Meme about the “reveal” stream and call me a furry as much as you want but seeing this titan that would make Galio blush walk up to the ARAM bridge was downright impressive.
Shame that he’s going to be like 4 feet taller than Teemo in-game but still.
GOALS
Sky Splitter - You can’t be a thunderous demigod of war without a little thunder and lightning.
Thundering Smash - You don’t get the title of “Thousand-Pierced Bear” with nothing but punches and bites. Well, you’re still going to be punching and biting, but it’ll do a little more.
Storm Bringer - Voli isn’t going to reach Tarrasque size in-game or with this build, but we can still be a big boy.
RACE
Want to play a furry? Shifter. All Shifters have 60 feet of Darkvision and can activate their Shifting feature with a Bonus Action, which lets them get Temporary hitpoints equal to their level plus their Constitution modifier and an additional effect based on their subrace.
For your subrace Beasthide are tied to the spirit of the bear. You get +1 to your Strength and +2 to your Constitution, proficiency in the Athletics skill, and when you shift you get an extra d6 of temporary hitpoints and along with a +1 to your Armor Class.
Longtooth can also work if you want to do more damage while shifted with a bonus action d6 unarmed bite.
ABILITY SCORES
15; CHARISMA - I’ve spent enough time on FurAffinity to know that Volibear has a lot of Charisma, and CHA is a requirement for a lot of funky multiclassing stuff.
14; WISDOM - You’ve lived for countless eons as a demigod; you know your way around life.
13; STRENGTH - A bit lower than I’d like but it’s good enough for its intended purpose.
12; CONSTITUTION - You’re a bulky brawler who can fight toe-to-toe with your brother Ornn.
10; DEXTERITY - A little on the lower end but you’re a big guy, and aren’t exactly known for being quick on your feet.
8; INTELLIGENCE - You’re about as crazy as Riot were when they decided that you were some sort of Eldritch demihorror. Like, seriously; Volibear is an Eldritch Horror?
BACKGROUND
Unfortunately there’s no background for Frejlordian Bear Demigod of War, so I’d suggest building your own background with proficiency in Arcana and History, since you’ve been around long enough to see all sorts of magic blossom. Call it the “Spirit of The Great Bear” background.
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - FIGHTER 1
Starting off as a Fighter for their saving throws among other things, but as far as your skill proficencies go take Intimidation and Survival to fulfill the spirit of the bear.
As a Fighter you get a choice of Fighting Style, and while Unarmed Fighting is an option from the Class Feature Variants UA there isn’t much need for us to fight with our bear hands (hah puns) so we’ll instead be going for Great Weapon Fighting. I think you can reflavor a Greataxe or Greatsword as great claws cutting through your foes. Oh and if you haven’t picked up yet this build is going for a Runeguard Volibear motif, so grab some Chainmail with your starting Fighter equipment.
As a Fighter you also get access to Second Wind, letting you heal yourself for a d10 + your fighter level as a Bonus Action. You can do this once per short rest which does correspond to a 120 second cool-down. I just want to point out that this was the old icon for Volibear’s passive:
LEVEL 2 - CLERIC 1
Naturally the Thunder’s Roar needs a little bit of Thunder and the Tempest Domain is filled with the electric wrath of the gods! Tempest Clerics get Wrath of the Storm to “thunderously rebuke attackers” as written in the ability’s description. When a creature within 5 feet of you which you can see hits you, you can use your reaction to force the creature to make a Dexterity saving throw. They take 2d8 damage of either thunder or lightning (your choice) on a failed save, or half as much on a success. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest.
Of course a Cleric can do more than hit enemies that touch them with empowered static. Clerics gain access to Spellcasting! You can have three Cantrips from the Cleric list: Thaumaturgy will let you channel some of your inner godly powers to make thunder boom along with your voice, or you can create some norther Light to help the Frejlordian mortals and give them Guidance. Boom two cantrips in the same sentence!
As a Tempest Cleric you always have the Fog Cloud and Thunderwave spells prepared to let loose a storm. For your spells of choice Bless will let you bless your allies with the spirit of battle, letting them add a d4 to their attack rolls or saving throws. Detect Evil and Good will let the spirit of the hawk guide you through danger. And Inflict Wounds is a far more brutal spell for far more violent attacks on your enemies. But of course Clerics are prepared spellcasters so be sure to swap out your loadout for what the team needs. Volibear might not heal in-game, but everyone can appreciate a Cure Wounds.
LEVEL 3
Now’s the point that things get a little funky. It’s easy enough to program a melee range stun or melee range lifesteal ability into a video game but it’s far harder to implement into a D&D build. Hard melee range CC is a rarity in 5e and is almost exclusively reserved for Monks, and healing with harm is even harder to come across. I could probably put levels into Monk or Paladin or even Wizard to get these abilities but it would require quite a heavy investment in a lot of classes just to recreate a few abilities. But there is one class that gets all the abilities I would want for Volibear with the fewest levels possible.
WARLOCK 1?
How’s this for something out of left field, eh? But in a way it makes sense that the Thousand-Pierced Bear gets some Eldritch power, and what better for a spirit of battle than a sentient weapon? While most of your power is self-contained the Hexblade patron can lend you strength in a number of ways: you can choose a weapon that you’re proficient in which lacks the two-handed property to be your Hex Warrior weapon, allowing you to attack with Charisma instead of Strength or Dexterity. But seeing as your Charisma modifier is equal to your Strength currently and you’d be better off using a two-handed weapon I’d recommend sticking to regular weapons for now.
But regardless of what you use to fight you can still apply a Hexblade’s Curse with a Bonus Action to a creature within 30 feet once per Short Rest. The curse lasts for a minute but it ends early if either of you die or if you’re incapacitated. Until the curse ends you gain the following benefits against the target:
You gain a bonus to damage rolls equal to your proficiency bonus.
Any attack roll you make against the target will crit on a 19 or 20.
If the cursed target dies, you regain hit points equal to your Warlock level + your Charisma modifier.
Turn on all your items and abilities when getting into a proper brawl with the enemy top laner; lock down the biggest enemy in a fight with your ultimate while the rest of your team deals with the rabble. Or just dive the shit out of the enemy ADC.
And of course as a Warlock you get access to Pact Magic. Your Eldritch roots give you two cantrips and two spells: Thunderclap will let you cleave through your enemies with Titanic Hydra, and Prestidigitation will give you access to more minor thunder magic.
If you want more of an early damage boost Booming Blade is very in-flavor for you, and of course as a Warlock Eldritch Blast is always an option.
For your spells of choice Hexblades can learn the Shield spell, and to channel the power of the Frejlord for some more retributive damage and a bit of added tankiness take Armor of Agathys for an icy chill against anyone that tries to hit you.
Before I go deeper into the build I should explain how multiclassing Warlock with other spellcasters works: in essence your total number of spell slots doesn’t increase, but you get your Warlock slots which come back on a short rest. This means that you can use your Cleric slots to cast your Warlock spells, or use your Warlock slots to cast Cleric spells. The ability score you use to cast is based on what class you get the spell from, but your spell slots are static.
LEVEL 4 - WARLOCK 2
Second level Warlocks get access to Eldritch Invocations and even though we didn’t take Eldritch Blast we’re still going to have to hold onto most of our Invocations for some stuff at later levels, so for now take Eldritch Sight to let your godly sight Detect Magic for you.
Speaking of Magic you get another spell and hey: Witch Bolt does Lightning damage! I mean, it’s bad, and you have considerably better options. But it does do Lightning damage! Truthfully we’re going to be swapping a lot of stuff out at later levels.
LEVEL 5 - WARLOCK 3
Third level Warlocks can choose their Pact Boon and as a Hexblade of course you want Pact of the Blade to always have your “claws” at the ready. Pact of the Blade will let you summon a weapon into your hands as an action, and your Hex Warrior feature will work on this weapon too. So woo two-handed Hex Warrior weapons! There is more to the Pact of the Blade but this is all that’s important for now: I suggest reading the rest of the feature over if you’re curious what else it does.
But now that we have our Pact you may as well grab the Improved Pact Weapon invocation for a free +1 to your “claws” among other things. And you get access to second level spells like Misty Step, because you always to be packing Flash.
LEVEL 6 - WARLOCK 4
4th level Warlocks get an Ability Score Improvement, so increase your Charisma and your Strength by 1. Why the uneven Strength score? Because you can now wear Platemail; you’re welcome.
As for your spells? We’ll be holding off on that for now.
LEVEL 7 - WARLOCK 5
The 5th level of Warlock is what we working towards. First of all more Invocations, and we’ll finally grab Thundering Smash thanks to Eldritch Smite. If you hit an enemy with your Pact Weapon you can channel one of your Warlock slots into the attack to do 4d8 damage Force damage and knock the enemy prone if it is Huge or smaller. Remember that melee attacks against prone enemies automatically have Advantage, so more chances to crit with your claws! But also remember that Eldritch Smite only works with your Warlock slots, which are heavily limited.
There are several other invocations that can be good grabs if you want to swap out your existing invocations. Cloak of Flies will let you get some more damage out with Sunfire Cape (and will also help you be a terrifying Eldritch bear boi), Mire the Mind will let you keep enemies close and away from their towers, and if you have a DM who’ll let you swap the invocation out later Thirsting Blade will give you access to an extra attack a little earlier than normal.
As for your spells? Here’s where the investment in Hexblade pays off:
Elemental Weapon from the Hexblade list will let you channel the Relentless Storm, giving your weapon +1 to hit and letting you deal an extra d4 of Lightning damage (or acid, cold, fire, or thunder) on hit.
Vampiric Touch will let you drop the weapon for a Frenzied Maul, doing 3d6 necrotic damage and healing you for half the amount of necrotic damage dealt. The spell takes you Concentration for up to a minute so you can keep biting and clawing when low to get your health back.
And if you’re willing to drop Armor of Agathys and Witch Bolt:
Spirit Shroud from the recent spells Unearthed Arcana will let you keep enemies close with Randuin's Omen while also making them unable to heal with Deep Wounds.
A Majestic Roar will let you Fear enemies in front of you, forcing them to dash and flee from you. And yes I want to point out that Voli’s old E was called “Majestic Roar” and had an icon that looked like this:
Oh and you can take another cantrip. I mean you may as well grab Eldritch Blast by this point?
(Artwork by Riot Games)
LEVEL 8 - FIGHTER 2
Second level Fighters get Action Surge, allowing them to take one additional action on their turn. The great thing about this on a caster is that you can use this extra action to cast a spell, so if you desired you could cleave through a crowd with Thunderwave and then pounce your main enemy with your blade claws!
LEVEL 9 - FIGHTER 3
#BigBoyHours. Third level Fighters can invoke the power of the world runes as a Rune Knight Unearthed Arcana. Rune Knights get Bonus Proficiencies in Smith’s Tools and the Giant language but that’s the least of your concerns:
Rune Knights have access to Rune Magic. You learn two runes which you can inscribe onto your weapon or armor. Each rune has a passive benefit as well as an active one which can be invoked in combat. You regain the ability to invoke the runes after a short or long rest.
The Hill Rune (Huag) gives you Advantage on Saving Throws against being poisoned, and resistance to poison damage. It can also be invoked as a Bonus Action to give you resistance to Bludgeoning, Piercing, and Slashing damage for 1 minute.
The Frost Rune (Ise) gives you advantage on Animal Handling and Intimidation checks, so you can communicate with the Ursine and scare off those unworthy. In addition you can invoke the rune as a Bonus Action to increase your Strength by 2 for 10 minutes. This isn’t as useful for you since you’re using Charisma to attack, but it’s still good for skill checks and saving throws, and you can put the rune on an ally’s equipment to let them reap the benefits.
But most importantly Rune Knights get Giant’s Might; you can activate the ability as a Bonus Action to gain the following benefits for 1 minute:
You have advantage on Strength checks and Strength saving throws.
Your weapon attacks deal an extra 1d6 damage.
Most importantly if you’re not already Large you become Large for some #BigBoyHours! This doesn’t work if you don’t have the space to grow but when fighting outside you can double your height (which is on average about 5 feet for a Shifter) and then if an ally casts Enlarge / Reduce on you can become Huge, being four times bigger than you originally were! 20 foot tall bear; show that bridge who’s boss!
I’d consider invoking Giant’s Might and the Hill Rune as a sort of “knock-off Rage”, as it gives you a lot of the benefits that Barbarians get while Raging but still allows you to cast spells. Oh and you get #BigBoyHours as you tower over your foes!
LEVEL 10 - FIGHTER 4
4th level Fighters get an Ability Score Improvement: increase your Charisma for more powerful strikes with your Hexblade.
LEVEL 11 - FIGHTER 5
5th level Fighters get an Extra Attack, letting them attack twice with the attack action. If you took the Thirsting Blade invocation from Warlock I suggest you get rid of it since it doesn’t stack.
If you don’t think you’ll be reaching max level or want more Ability Score Improvements an extra level in Fighter will grant you that, but for the sake of this build the last 9 levels will be in Cleric.
(Artwork by Riot Games)
LEVEL 12 - CLERIC 2
You know what I love about these builds? How we can level our abilities first, then our ultimate, and then finish off with the passive. Regardless second level Tempest Clerics can Channel Divinity. All Clerics can Turn Undead to force it to make a Wisdom saving throw or run away, but Tempest Clerics can channel Destructive Wrath to do max damage with any Lightning or Thunder spells. Currently you don’t have many of those, but that will change soon.
LEVEL 13 - CLERIC 3
At third level Clerics get access to second level spells, which means you have second level slots for your Misty Steps. With the Tempest Domain you have Gust of Wind and Shatter innately prepared; while Gust of Wind isn’t too useful (especially at this level) Shatter will give you more AoE options to get value out of Destructive Wrath.
For your prepared spells Hold Person will let you stun paralyze a foe from a little further away, and Aid will let you buff up your health with some rubies. Aid in particular is great with Warlock slots because you don’t even lose a spell slot for the day!
LEVEL 14 - CLERIC 4
Fourth level Clerics get an Ability Score Improvement so max out your Charisma modifier for maximum damage and godly growls.
You can also learn one more cantrip and prepare one more spell: Mending will let you compensate for some of your thunderous wrath, and a Knight’s Vow with a Warding Bond will let you help your teammates.
LEVEL 15 - CLERIC 5
At fifth level Clerics can Destroy Undead with their Channel Divinity, but it’s only up to CR 1/2 so it’s a little weak at this level.
You also get access to third level spells: Tempest Clerics have Call Lightning and Sleet Storm innately prepared, so you can cast both the storms and the blizzards of the Frejlord! In addition Spirit Guardians will let you channel the spirit of the Ursine to defend yourself and your allies.
LEVEL 16 - CLERIC 6
6th level Clerics can Channel Divinity twice per short rest, but in addition they get their domain feature and Tempest Clerics can use Thunderbolt Strike to push enemies 10 feet away if they’re Large or smaller. This has great synergy with Elemental Weapon, allowing you to push enemies away whenever you attack them!
LEVEL 17 - CLERIC 7
7th level Clerics get access to 4th level spells. Tempest Clerics have Control Water and Ice Storm innately prepared; I really suggest looking at Control Water because it’s a rather insane spell despite the simple name.
But you can also prepare some more spells: Death Ward will give you a Guardian Angel for protection, and Freedom of Movement will give you some much-needed Tenacity.
LEVEL 18 - CLERIC 8
8th level for Cleric has a lot of features: firstly your Destroy Undead feature now works on Undead of CR 1 or lower, but as a Tempest Cleric get a Divine Strike that does a d8 of Thunder damage. And finally you get an Ability Score Improvement for more Wisdom now that your Charisma is maxed out.
And for your spells? Honestly none of these are really in-flavor so I’d suggest getting some lower level spells. I can’t tell you everything to do, especially as a prepared spellcaster.
LEVEL 19 - CLERIC 9
9th level Clerics get a 5th level spell slot for spells like Destructive Wave or Insect Plague. Yeah Insect Plague is odd, but Destructive Wave is a perfect capstone of thunderous force!
You can also prepare spells like Flame Strike, for a thunderous strike that’s a bit more Radiant, or Dawn to let a light through the thunderclouds to guide you ahead. Hey is that Pantheon falling from the sky?
LEVEL 20 - CLERIC 10
Our capstone is the 10th level of Cleric for Divine Intervention. You can attempt to channel your godly powers as an action; when you do you must roll on a percentile die and if the percentage is equal to or less than your current level then your desires will come true. If this fails you can only try again after a long rest, and if it succeeds you can’t use the ability for 7 days. Since it’s only a 1/10 chance of this happening I suggest you just roll a d10 instead of a d100.
And finally you get one last spell and one last cantrip: Holy Weapon is a great capstone to make your claws do as much damage as possible. And for your cantrip? I dunno Clerics get way too many cantrips.
FINAL BUILD
PROS
By Freljord's might - While you don’t have the biggest healthbar you are incredibly sustainable with runes to give you resistances and plenty of abilities to keep you in the fight with more health and AC.
Tremble at my roar! - You can be useful in all aspects of a fight, be it big bursts or DPS, AoE or single target. And if anyone tries to hit you Wrath of the Storm will hit them back!
Battle is in my blood - Most of your abilities come back on a short rest; while your more impressive stunts are tied to long rests you’re still able to rip and tear with only a light snack to keep you up.
CONS
Strength and wisdom guide me - This build is rather bloated with a high Charisma, Wisdom, decent Constitution, and a requirement for Strength and Platemail. If your initial stats are a little higher you can put some more into Wisdom.
A fool and his head are easily parted - You have two weak points that are fairly important: Dexterity determines Initiative among many other things, and there are plenty of powerful spells that force Intelligence saving throws.
Let the storm follow in my wake - Truth be told the levels in Tempest Cleric are done more for flavor than actual utility. You’d be far better off multiclassing into a Charisma caster (this build would honestly be really good with levels in Paladin) or just continuing down Fighter and Warlock.
But when the only thing stopping you is the will of the dice gods there’s little to hold back the thunder! You’re no enchanter, and a few weak spells won’t stop your claws; slice through your enemies and destroy everything in your wake! Thunder’s more of a nice after-touch.
(Artwork by Riot Games)
#dnd 5e#dnd build#dnd guide#dnd multiclass#dnd cleric#dnd warlock#dnd fighter#Unearthed Arcana#League of Legends#League of Legends Volibear#furry
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