#curse words spellcasting for emotional damage
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I just finished the Goodbye chapter in book 4 of Curse Words by Derin Edala, and how COULD HE. I have never felt so emotionally hurt by a- well, I won't spoil it- but still! What the heck! That's illegal! You can't make something almost pay off and then have the risks catch up with the protagonists when they are about to dodge the risk. That's wrong. How could you. I'm still partially in denial about it. I can't believe this.
Spoiler under cut
HE HAD A FUTURE!!!!
I can't believe he'd kill Max fucking Acanthos. Just when we could've had the implications of him having a second spell and managing it (I theorized that maybe he would mostly go back to normal when not at dynisar) and being all Max-cool about it he just. Dies. Dead. I expected Kayden's spell to trigger and somehow save him. Nope. I expected some magical thing to happen with his prophecy and restart his heart in the hospital, or have him jump out of the coffin at the funeral. I can't believe he's gone. I even skimmed chapter 90, and mentions of Max were in the past tense. I've never struggled this much to believe a character would be gone. Curse Words scffap without Max is like Harry and Ron just alone with each other during book 7 with a dead Hermione. Or like if Erin from Aurora just died and they had to deal with that. Of any other of an infinitely long list of examples of a story losing a very structurally important character that the narrative and character dynamics heavily relied upon. Like, I know Derin will pull it off, but the prophesy! Anyway, I'm done whining, time to go mourn more while reading the next chapters.
#curse words spellcasting for fun and prophet#see again#future me relieve my grief#curse words spellcasting to hurt the reader's feelings#curse words spellcasting for emotional damage
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The book of nothing is a particularly troublesome item. Its origins are uncertain, though many are convinced it came forth from a particularly nihilistic dream, and it has constantly reappeared each time its vessel is defeated. The book's pages appear blank at first, but the longer one looks into it the more they find, words, pictures, and more seeming to manifest in ways only the reader can view. Those who read it insist that there's great secrets to be learned, power that can be uncovered, and truths about themselves they never even realized. In the end however, the book always wins, the reader eventually falling under its sway as the book tears at their mind and thoughts, until there's nothing left. Then the book takes control, and its new vessel goes out to spread the word, forcing others to read from the book to "discover themselves."
Theoretically, the book's vessel could retain its humanoid type in non-dream settings, though having the transformation affect its typing still works. Aberration or monstrosity are options if you want to go that rout. The book of nothing is a major campaign event in most situations, being a nigh indestructible cursed item that infects those who read it. Only really good for a group that's okay with the risk of losing a character to the book's power. If not, you can have the book be quite easily destroyable, and instead of one book that constantly resurfaces there's the potential of multiple books out there. Or it's just a one off thing that is dealt with once burned.
Originally from the Dreamblade Base Set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I'm working on, consider backing me there!
5th Edition
Book of Nothing's Vessel Medium aberration, unaligned Armor Class 15 Hit Points 67 (15d8) Speed 30 ft. Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 16 (+3) Wis 13 (+1) Cha 21 (+5) Condition Immunities charmed, frightened, unconscious Senses passive Perception 11 Languages all Challenge 3 (700 XP) Armor Of Personality. The book of nothing's vessel's AC includes its Charisma bonus. Present The Book. As a bonus action, the book of nothing's vessel can present the book in a 60 foot cone. Each creature that can see the book that starts its turn within that area must make a DC 15 Charisma saving throw. On a failure, the target is charmed by the book until the end of the book's next turn. While charmed, the creature automatically fails saves against the book of nothing's spells. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the book of nothing's vessel until the start of its next turn, when it can avert its eyes again. If the creature looks at the book in the meantime, it must immediately make the save. The Book Of Nothing. The book of nothing cannot be taken from the vessel by any means, even magical, while the vessel is alive. Actions Read From The Book. The book of nothing's vessel targets one creature that can hear it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 14 (4d6) psychic damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a successful save, the target takes half as much psychic damage and doesn't have disadvantage on attack rolls and saving throws. Creatures charmed by Present the Book automatically fail this save. Spellcasting. The book of nothing's vessel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: bane, calm emotions, enthrall, silence, sleep, suggestion 1/day each: confusion, dispel magic, dominate person Reactions Turn The Page. When a creature that isn't in the area of Present the Book attacks the book of nothing's vessel, the vessel can turn the cone to include the attacking creature. If the attacking creature can see the book, it must immediately make a save against Present the Book.
Book of Nothing Wondrous item, very rare Any humanoid that looks at the book sees it as the book it wants most in the world, and must make a DC 10 Charisma saving throw. An illiterate creature has advantage on this saving throw. On a failure, the target is cursed and does anything it can to possess the book, fighting other creatures if necessary, then will attempt to read the book to the exclusion of all other activities except those which protect the creature or book, or are required to keep the creature alive (eating, drinking, sleeping). The target can repeat the save every 24 hours, ending the effect on itself on a success. If the saving throw is successful or the effect ends for a creature, it is immune to being cursed by the book of nothing for 24 hours. If a cursed target spends 48 hours over 6 days or fewer reading the book's contents, it must make a DC 15 Charisma saving throw. On a failure, the creature is transformed into a new vessel for the book of nothing, becoming an NPC under the DM's control. Only a wish spell or similar magic can return the creature to normal.
13th Age
Book of Nothing’s Vessel 5th level spoiler [aberration] Initiative: +4 C: Read from the Book +10 vs. MD (1d3 nearby or far away enemies) - 5 psychic damage and an additional effect depending on the natural attack roll Natural 1-5: The target gains +2 MD (non-cumulative) until the end of the battle. Natural 6-10: The target is also dazed (save ends). Natural 11-15: The target is also hampered (save ends). Natural 16+: The target is also confused (save ends). Present the Book: 1/round, as an interrupt action, the book of nothing’s vessel can make a present the page attack against an enemy that attacks the vessel or moves to engage it. [Special Trigger] C: Present the Page +10 vs. MD (one nearby enemy) - the target is dazed until the end of its turn Natural 16+: The target is stunned instead of dazed. AC 16 PD 16 MD 22 HP 70
The Book of Nothing (+3 implement): As long as you are attuned to the book and at least 5th level, you can cast the following spell: Read From the Book Range: Close-quarters spell 1/battle Target: 1d3 nearby or far away enemies Attack: Charisma + level vs. MD Hit: 4d8 + Charisma psychic damage, plus additional effects based on the natural attack roll. Natural 1-5: The target gains +2 MD (non-cumulative) until the end of the battle. Natural 6-10: The target is also dazed (save ends). Natural 11-15: The target is also hampered (save ends). Natural 16+: Lower your level of Nothing by 1. The target is also confused (save ends). 7th level spell: 7d8 psychic damage 9th level spell: 10d8 psychic damage Each time you get a full-heal up while attuned to this item, you are compelled to read it. Make an easy save (6+). On a failure, you gain 1 level of Nothing. If your level of Nothing is ever higher than your level, you become enthralled by the book and are transformed into a book of nothing’s vessel. Only an immensely powerful ritual or the direct intervention of an Icon can return a transformed vessel back into the person they were before.
#D&D#dnd#dungeons and dragons#5th edition#13th age#homebrew#my homebrew#monster#aberration#magic item#cursed item#dreamblade#long post
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The 5 hour finale live stream just concluded and y’all, it was crazy. It has been a wonderful several months with all you guys and I am so excited for April 8th and Junior Year.
MASSIVE SPOILERS UNDER THE FOLD IF YOU HAVE NOT WATCHED THE STREAM YET. Here is my clusterfuck of a commentary. Enjoy!
Fantasy High: Sophomore Year Live Reaction -HOOT GROWL BABY it's time. I didn't react to part one but wOW that one was crazy. Get ready for EMOTIONS :'(( -SIG FIG RESCUE MISSION lol #ontour -well ok brennan that canopy shit is scary as fuck -murph is still looking like riz -Zaphriel and Ayda!!!!!!! -"HOLD ME BACK GORGUG" i love u emily -Brennan I stg -Ayda is Gorgug's dad lol -oh shIT they're totally in the cottage -heLL YEAH AYDA!! -oh GOD figayda kiss? exceptional. -if ayda dies i WILL throw dice at Brennan -ok brennan make me cry then -GET THE VAN GORGUG -gorgug truly is the greatest wizard of this age -#hugeblueguy -aww zac oyama i love you -"semi-fallen" oH dEar -gorgug texts zelda IMMEDIATELY i love him -amaZING thank you zelda -"ew, creepy, hate that" -zaphriel is the best character you guys, what a homie -i keep forgetting ayda can fly. like she has wings. i know that. -AELWYN! -nOPE someone is coming through the forest and if it's arianwen i will kill cry -HANGMAN???? -HANGMAN!!!! HIS DOG!!!!! -HANGMAN NO I LOVE YOU YOU'RE THE CUTEST DOGGY -adaine i love you baby -"the weak yogurt man" -what high ranking devil??? -fabian you're adorable -aww fabian has a puppy!! (i get that the hangman is eight feet long don't @ me) -that's the first "the ball" -lou can never have the highest roll -BARDY BOYS -oop kristen and riz time -tracker? i barely even know her -chills, brennan. chills -someone in the chat just said "so did skrank fuck zelda?" -intense muSIC -nononononononono -ragh, tracker, and sandralynn better be all right -ooo a sTICK -HELL YEAH RETURN OF THE RIBBON DANCE -"riz weeps" holy shit i love him -"something bad always happens when we go off together" -#RIZTEN -awwoOOOOOOO -ayda can fly too! -absolutely FUCK this bridge ABOUT 30 MINUTES -poor ayda -please say they're ok brennan -"put your tongue baCK in your mouth" -sANDRA LYNN NO -"what kind of arrows" "you know what kind" fuCK OFF BRENNAN -if baxter dies i will cry -wait faerie fire is a cleric spell..? absolutely fuck me -ok aelwyn let's fuck shit up -calling the bank in the middle of this nightmare forest lol -heLL YEAH ZAPHRIEL -luck check luck check luck check -"y'all are going to turn into dragons" -fabian straight up cries? what a fucking rich kid -NO WAY HE HAD T H E COIN??? -REMOVE CURSE BABY -"nnOOO!" lmao -ally and brennan are in the chat -kristen's religion is REALLY coming in handy -the name was turned into the night yorb lol -"how's that axe feeling?" "..pretty light ;)" i love him -ayda can lift the axe??? exceptional -FIG IS KALINA? ABSOLUTELY RAD -brennan has created a place where illusions are real and emily is holding him TO IT -"do you have a dongle?" incredible -EMILY I LOVE YOU! KALINA IS A YOUTUBER BABY -wretchrot is baCK baby -aelwyn i love that -"i am a low quality child" "yeah ayda you're a bad kid" -"hey bitch" emily axford is a goddess -im sorry cOURT OF ELDERS? -NO I WILL CRY -ROLL INITIATIVE TIME -go OFF hangman -ooo some high initiatives babyyy -zac oyama is my favorite ever -"trackerrr" -brian as soon as emily was threatened said "how dare you" -brennan you FUCK "i'm awake for all of this" FUCK YOU -fig and her mommy issues: an album -absolutely FUCK THE TREE GUY -kick that wood elf BITCH ABOUT ONE HOUR -fuck him UP fabian, shit in his gODDAMN mOUTh -"SPRING BREAK YOU STUPID MOTHERFUCKER" -pleASE BRENNAN LET HIM SHOOT HER WITH THE TINCTURE -spRING break this is for the corn god -okay nevermind riz is holding his action -i love the intrepid heroes they're adorable -"ice feast" fucking love them so much -yES the ball thank GOD -brennan..? -"her rage ends" tracker = barbarian -FIRST NAT 20 BABY -"IT 100% WORKS BUT IT 50% WORKED" -that's the second "the ball" -bOOOOOOO BRENNAN -mad plans for the tree guy -sorry, is his name crAFTME ROOTDRINKER? -oh ok it's aelwyn we're fine -cone of cOLD baby i love aelwyn what a babe -you absolutely hate to see it -ragh my baby i love you -SPRING BREAK -tracker nO PLEASE -TRACKER JUST CRIT OH NO -brennan is really good at acting this btw -wait 14 on a crit??? i mean oH NO kRISTEN, bOO -disPEL MAGIC BABY -ALLY BEARDSLEY YOU ABSOLUTE GOD -aww kristennn is babyyy -tracker nooo don't cryyyy -you've sAVED your GIRLFRIEND -"some of us have already done that today" fig the sHADE -ally simply musT get new dex -absolutely fuck that brennan i don't need that vampire pixie -FUCK IT UP AYDA -FIGHT ME IN THE SKY! -"does a 29 hit?" daMN zac that absolute SHADE -53 DAMAGE?? CHEJ IS SO FUCKING STRONG -"goddamn paper lantern" -absolutely fuck you brennan -nevermind gorgug and adaine both passed the con saving throw -"i don't like you" lou really gets personally upset about this and i love that -nO NO NONONONO aelwyn and tracker are down -FUCK IT UP ADAINE -gdi brennan don't do this to us -ABSOLUTELY FUCK THE TREE -fig is straight up gonna kill her mom -this is scary as fuck -HANGMAN HAS A BREATH WEAPON AND YOU DIDN'T SAY SHIT??? CHOKE ON GRAPES BRENNAN -FUCK EM UP HANGMAN ABOUT 1 HOUR AND A HALF -wood elf is DOWN baby hoot growl -kristen thinks the elf is gak lol -23 DAMAGE??? AC OF 25??? ABSOLUTELY FUCK IT UP FABIAN -SHENANIGANS TIME FOR MURPH -HELL SECRET AGENT TIME -27??? RIZ YOU'RE THE HOTTEST -third the ball -imagine the ball is secretly SO HOT without the hat -YES BRENNAN GOT A NAT 1 EAT YOUR GODDAMN DICE -sweEET -fourth the ball (they've all been Lou cuz of course) -incredible turn murph -kalina is SO GOOD at skateboarding -#bloodphoto -KALINA HAS 23 WISDOM? absolutely fuck me -oh hELL YEAH FIG COUNTER THE COUNTER -emily is doing some SHIT right now you guys (fear spell) -DAMMIT that high as fuck wisdom -sorry WHAT she rips open sPACE??? -BABY BETTER SAVE THE GODDAMN DAY -let's go BABY -"mMMHHHHnnN leET ME tOUCh ItT" baby is fucking weird -"baby vs mommy" i love you siobhan -aelwyn better not DIE brennan -riz baby let's get it -trACKEr -nAT 1??? kristen is unCONSCIOUS?? -HUMAN DETERMINATION!!! THE GRIT BABY] -wait aura of life is badass!! they can't lose damage?? -okay scrap that we're gonna TURN UNDEAD and then MASS HEALING WORD? absolutely incredible -gorgug has so much goddamn health -FUCK THIS TREE DUDE -KILL IT AYDA LET'S GO -"her girl's side" *in lou voice* okAY bRENNNAn -second nat 1 but both of them re-rolled -GEM!!!! -LET'S GET GORTHALAX BABYYYY -"BIG DADDY" -ayda is so turned on lol -KILL IT CHEJ OKAYYYY -fuck this centaur -i'm so nervous -puT THOSE DICE DOWN BRENNAN -"you're gonna drop." shuT UP -riz is fULLY DEAD???? -i hate this. i hate this. i hate this. i hate this. i hate this. i hate this. -sHUT UP BRENNAN -baby is DEAD oh my GOD you absolutely hate to see it ABOUT 2 HOURS -nO NO NO NO NO NO NO PUT THAT CROWN AWAY BITCH -absolutely fuck me, the nightmare king is totally fucking back i hate myself -aww fabian is baby -hELL YEAH FABIAN SPRING BREAK -"i've lost one friend, that's too many" fabian is adorable -"that's a full ass miss, my guy" -sandra lynn just crit on chej :(((((( -14 damage is not very spring break of her (she did 28 but it was halved because gorgug is such a strong boyyy) -LET'S GO LOU -almost all of them are spellcasters wtf (only one who isn't is riz but he has a daily misty step) -fuck em up hangman -fUCK EM UP HANGMAN! d8 + 2d6 +8 i think -figaroth the unfaethable baby -THOSE ARE SOME SHENANIGANS FIG I LOVE IT (she's shattering the rubies to get a revivify diamond) -casts teleport??? aelwyn came here to FUCK -"i would love to teach you this spell" aww the abernant sisters liking each other is my new aesthetic -fuck em up adaine -you can hit the tree on a 12 babyyyyy -heLL YEAH 44 DAMAGE ADAINE IS STRONG NOW -kalina is not even that cool she just said "that's enough of that" in the most uncool way -2 down 3 to go! -omg wait it would be so badass if they could just remove curse on kalina -"Mr. The Insatiable" -ayda is such a sweetheart "i don't care if you want me to date your daughter but i do hope you love me" -"I LOVE THIS SONG" yes siobhan me too -on a DC 20 she got a 31!!!! consider my jeans creamed -SHRED BABY GIRL!!! -KILLIAN IS DEAD! RIZ IS ALIVE! -ayda is so turned on AHHH -I LOVE RIZ SO MUCH "am i interrupting something???" -fuck him UP chej! 3 hits, no crits -hell yeah mr. march!! oh sorry wrong series -a gROUP PROJECT i'm DEAD -someone in the chat called him "snac oyama" and you're rigHT -siobhan's straight fucking this tree UP -the spellcasters are like all out of spells at this point -fuck OFF arianwen. KILL YOUR MOM -"where's your father, aelwyn?" "last i saw, adaine killed him so *shrug*" i lOVE HER -FUCK THEM UP GORTHALAX -abolutely fuck the nightmare king -waIT GORTHALAX IS GONNA KILL THE NIGHTMARE KING -sidenote: fig calls gorthalax pops -dO IT BRENNAN kILL YOUR OWN BIG BAD -this treeant has GOT to be dead -NAT 1 on that attack?? SPRING BREAK BABY -no we haven't seen kalina in action brennan, and we do not want to -OH SHIT THE TIE! YOu just got FUCKed bRENnan eaT youR DICE -yeS AYDA ROAST HER -"GOTTEM!" -i'm sorry i just hallucinated, did you say 6 ATTACKS? -time to go VIRAL BABY -19 intelligence, 23 wisdom, 20 charisma for kalina? absolutely fuck me -riz just got kICKed! you absolutely hate to see it -GODDAMMIT -KALINA IS HOMOPHOBIC CONFIRMED ABOUT 2 AND A HALF HOURS -brennan be like "im about to kill this bird" -absolutely fuck me i hate this -let's go FIG -time to caTCH the bALL -murph has the same thinking face as riz and it's adorable -this is not very spring break brennan -DC 25 acrobatics check? c'mon faBIAN -29????? -fifth the ball (from the hangman) -"there's just something endearing about him" fabian loving his friends is adorable -absolutely fuck me that fire elemental is adorable -absolutely swaddle the ball -well hot take but fuck the nightmare king you guys -absolutely NOT brennan do NOT kill adaine you PSYCHO BITCH -PLEASE ADAINE LIVE -STRAIGHT DEAD? FULLY DEAD? FUCK OFF WITH THIS INSTAKILL SHIT BRENNAN -hell yeah ayda is back and kristen has the revivify diamond -aelwyn FULLY banished that unicorn -it's good to know ragh really doesn't want them to die -YES RAGH IS BACK BABY -fuck em up kristen -s/o to DND Beyond btw absolutely banger website -hell yeah mass healing word is awesome -clerics are GOOD you guys i should play more clerics -FUCK IT UP AYDA -SANDRA LYNN IS BACK BABY -skater chej is my favorite thing -aBSOLUTEly fuck the tree -i have no idea wHAT is happening ABOUT 3 HOURS -fuCK YOU nightmare king -i absolutely hate this battle but at least gorthalax is still standing -gorgug better split this gd tree -"what if we just kill kalina?" yeah zac it's that goddamn easy -brennan almost just fucked everyone -"does she want to borrow my teddy bear?" the SHADE -"MAKEOVERRR" i love you siobhan -this tree SUCKS -battlemaster is cool as fUCK SPRING BREAK -BARDY BOYS also i think that was a nat 20 -i can't imagine the thistlesprings watching the battle livestream and like worrying if gorgug is going to die -FUCK HER UP THE BALL -ABSOLUTE SHENANIGANS FROM MURPH! -with ADVANTAGE BABY -"has anyone seen my hat!?" keep it off baby you're HOT now -"mirrors negate mirrors" "i think oscar wilde said that" i love them -#hotrizweek? -holy shit fig is FUCKING THIS BATTLE UP -HELL YEAH KALINA ROLLS A NATURAL 2!!!! -hell yeah adaine is back and SO MUCH is happening that i'm like forgetting to write down my reactions -kill this woody motherfucker baby -the music is too lOUD -ok it's normal now -fuck em up gorgug -i'm sorry the chat is saying he did 90 DAMAGE?!?!?!? -KILL IT CHEJ ILY -fuck off brennan, absolutely fuck off -ABSOLUTELY FUCK OFF BRENNAN -gorthalax is FULLY DEAD? absolUTELY FUCK YOU -SAINT KRISTEN APPLEBEES -adaine has SOLVED THIS SHIT -god all the abernant names are confusing -fuck you kalina ABOUT 3 AND A HALF HOURS -BRENNAN I STG IF RAGH ENDS UP DEAD -hellish rebuke that bitch -c'MON faBIAN HIT that BITCH -wait is kalina a rogue and a druid? absolutely incredible -FUCK IT UP FABIAN -OMG THE HANGMAN BETTER FUCK THIS UP -YES THE BALL 31 DAMAGE -so the stream just ended. i'll say it again: absolutely fuck me -ok so we're back and kalina got fucked up -WHAT THE FUCK A NAT 20???????? YOU ABSOLUTELY LOVE TO SEE IT -ALLY WHAT THE FUCK IS UP WITH THIS -I CAN'T BELIEVE THIS AND NEITHER CAN BRENNAN -MAGIC IS REAL AND SO IS MY ALLY -i can't believe this. eat your GOD damn DICE brennan! -OMG ARE THE NIGHTMARE KING AND THE GODDESS ONE AND THE SAME? -THEY ARE! THE NIGHTMARE KING IS THE NIGHTMARE QUEEN -brennan is CRAZY AHHHHH -brennan absolutely stop this tension -28 insight. brennan is fucked -GO TOWARDS HIM KRISTEN -YES!!!! PLEASE SAY THIS IS A GOOD THING -ALLY GOT A NAT 20 THEY BETTER BE RIGHT -fear. is. not. real. -this is just like the ending of moana -NO WAY BRENNAN I LOVE YOU (you wouldn't believe it from what i have said but it's true) -this is intense i'm about to cry -you're meeting god and you say "is it too early for this?" -LMAO 5'9" -Moral of the story: IDK and that's OK -ok ally make me cRy -HELL YEAH NEW SHIRT BABY -i'm so emotional -"well oBVIouslY cASsAndRa" i wish every deity had names as normal and human as cassandra -fuck them UP cassie -i love that tracker's just like "uh... babe?" -love having god in your corner -no more hangman puppy :((( -RIZTEN are the CUTEST i love them "i love all of them, riz the most, we know this" -"we still need the crown for our grade" FABIAN I LOVE YOU -"counselo- former counsel- i'm an assistant :(" why do y'all think this man is hot -KILL ARIANWEN -"she tried to hurt me in my shattered state?" "that's her MO" aww adaine my baby -HOLY SHIT PLEASE GIVE GILEAR ALL OF ARIANWEN'S MAGIC -GORGUG YOU SWEETHEART I LOVE YOU -cassandra throwing SHADE -ThE vANdS -aelwyn throwing SHADE -AWW RAGH I LOVE YOU BABY brennan lives another day -"a big bug gave me a riddle" that is NOT what happened -aww the hirelings are all crying and i DO NOT stan -hell YEAH cassandra OH I STOPPED KEEPING TRACK OF TIME IT'S BEEN OVER 4 HOURS -hELL YES HANGVAN -i love you fabian -nO IS CHUNGLE DOWN BIM REAL? -maybe the real chungle down bim is the friends we made along the way -GARTHY i love them -arthuR aGUEFORT - absolutely wild -ayda and arthur is crazy -"snOGGING THE HEADMASTER'S DAUGHTER ARE WE?" -awww that is so smooth fig "you don't need to make me the most magnificent creature because it seems you already have" -ARTHUR PULLS THROUGH -garthy is a cutie i love how they care so much for ayda -oH FUCK ME garthy is ayda's child from her previous life -"your girlfriend's daughter fucked your mom!" goddammit siobhan i can't handle this -if they fail i will cry -CHRONOMANCY!? absolutely fuck me -"professor principal headmaster aguefort" -hell yeah arthur you're killing it -faelwyn? absolutely can't handle it -aww kristen is baby -jawbone and sandra lynn are ok? amazing -jawbone is the best character -"our parents are great" kill me why don't you siobhan -AWWW FUCKING STOP BRENNAN WITH THESE GIFTS -i just cried he wants to adopt her -"you're easy to love" jawbone is fUCKING me up -LYDIA BARKROCK what a badass i love her already -"a pheonix whom everyone she touches is reborn better" fuck off emily -gorgug is a cutie <3 <3 -ABSOLUTELY KICK SKRANKS BIRD ASS -GORGUG CONFIRMED FUCKS -riz is a dork i love him -who knew "you're so much like your father" could make me feel like that -GILEAR IS MOVING THE FUCK IN BABY -GILEAR WITH SELF CONFIDENCE IS MY AESTHETIC -aww jawbone gave ayda autism books? jawbone is the sweetest to ayda cuz OF COURSE HE IS -AYDA GETS HER SPELL!!! -Ayda's Comprehend Subtext is the cutest spell ever -adaine and fig's friendship is too cute -craig has always been down for everything. i don't know craig but i love him -YES HOOT GROWL HOOT GROWL I'M SO PROUD OF RAGH -"BAD KIDS FOR LIFE" RAGH IS A CUTIE -NO FAELWYN IS REALLY HAPPENING I CAN'T -fabian's laugh is so cute -i love how nervous fabian is -WAIT FABIAN AND AELWYN ABSOLUTELY WILL FUCK? -fabian's gonna get his KISSES IN -aww i get how hyped figayda is but they are truly so adorable -weLL EMILY AXFORD I WILL LET YOU HURT ME LIKE THAT -they said i love you :((( -tracker only deserves the best -TRACKER'S GOING TO FALLINEL? I LOVE HER -ragh is going too? gay road trip! -that's adorable -ABSOLUTELY NOT BRENNAN FUCK OFF DO NOT SAY THE NIGHT YORB IS GONNA BE THE NEXT VILLAIN -BRENNAN NO YOU BITCH I HATE YOU THE NIGHT YORB IS THE VILLAIN OF JUNIOR YEAR? -that was crazy. i cried, i laughed. i am fuCKING HYPED FOR CROWN OF CANDY AND JUNIOR YEAR GANG!
#fantasy high#fantasy high spoilers#dimension 20 spoilers#dimension 20#ayda aguefort#fig faeth#kristen applebees#riz gukgak#fabian seacaster#fantasy high sophomore year#fhsy#gorgug thistlespring#adaine abernant#tracker o'shaugnessy#ragh barkrock#arthur aguefort#brennan lee mulligan#siobhan thompson#emily axford#brian murphy#lou wilson#ally beardsley#zac oyama#i love zac oyama you guys#garthy obrien#aelwyn abernant
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Gimme dat Final Steps of Faith.
Big shoutout because you were the one who told me I forgot to open up my gotdamn ask box. APPARENTLY FORGOT THAT WAS A THING. But without further ado:
FINAL STEPS OF FAITH: How would some of the mechanics of the fight operate?
Just a bit of important background: M’yhe comes from a splinter of the M Tribe that’s different from the one we know in MSQ, so the tribe’s religion is actually quite different from that of many of the Sun Seeker tribes we know. M’yhe’s tribe has many folktales surrounding various animal spirits, and were M’yhe ever to turn into a primal, we would be Karakul (Sheep). Karakul was known as the one who sees all; past, present, and future.
Normal Mode:
- Phase One -
M’yhe is choked by a manifestation of his greatest regrets, sorrows, and anger. He is surrounded by a cloud of thick energy that lashes out and keeps M’yhe himself shielded from all attacks. The main goal of this phase is to fight off the memories given form via this manifestation.
MT will be given adds one at a time to tank, each add representative of a figure from the miqo’te’s past. These figures are;
+ M’iraa: M’yhe’s biological mother, former seer of the M. She’s a spellcaster, and will periodically fling a member of the party away, who will then receive a stack marker. Players must group together to soak damage.
+ M’ahsasha: M’yhe’s adoptive mother, a strong warrior. She has a cleave that must be tanked away from the party. Occasionally, she will cast a large, intricately patterned AoE across the room that applies vulnerability.
+ M’koyo: M’yhe’s tribemate, the traitor. This phase is a DPS check. M’koyo splits into two figures that have to be tanked separately from each other. The lower their health is, the less damage the ultimate will do.
- Ultimate -
Once these visions have been cleared, M’yhe will be infused and overcome by the thick, congealing energy. Raising a hand to the sky, he prays for the spirits to smite him for his sins– though, the magic he calls will flow around the stadium instead, damaging the players and himself. This removes the invulnerability, but now that he’s possessed by his sorrow, he attacks.
- Phase Two -
There are a few things players will need to look out for.
+ Self-Reflection: Turn-away marker. If you refuse to turn away, for the next 5 seconds, any damage you deal will be dealt back to yourself.
+ Total Darkness: AoE markers will flash, before the stadium is enveloped in darkness for a few seconds. The AoE markers will cast a strong DoT on whoever stands within it.
+ Fang and Claw: Tankbuster.
+ Solace in Blood: A DPS/Healing check. The shade of negative emotion will split from M’yhe, leaving both M’yhe, and the Shade around 15%. DPS and Tanks need to focus damage on the shade, while Healers need to focus on healing M’yhe. Once the shade finishes casting, it will dissipate, and cause raid-wide damage depending on how much health it has left. Allowing M’yhe to die causes a group-wide wipe.
EX Version:
- Phase One -
Essentially the same, with a few differences.
+ M’iraa: Soaking the stack marker causes a stack of vuln. Players will want to switch off who stacks.
+ M’ahsasha: Getting hit by the AoE also applies a heavy bleed DoT. Any player deaths during this phase grant Ahsasha and the Shade a permanent Damage Up.
+ M’koyo: No change.
(Ult is the same)
- Phase Two -
+ Self-Reflection: Same mechanic, except with a confusion effect applied. Damage up for party members who perform the mechanic correctly.
+ Total-Darkness: No marked AoEs. You have to watch the Shade’s words to know where the safe spots are.
+ Fang and Claw: No Change.
+ Bad Omen: Tank-Swap. MT receives a curse that lowers their durability.
+ Solace in Blood: Same Mechanic, starts at 20%.
And that’s the story of how I think about M’yhe too much *sips tea*
#karakuls tongue#ooc reply#THANK YOU FOR MY LIFE#how much does this look like i've never done an EX trial cause#i have never done an EX trial#i can also provide the hot lore behind all this but then this will really turn into a full novel#talaiga
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Warlock Week: New Magic Items
image credit: Viktor Fetsch
Bearded Devil Cowl
Wondrous Item (head), Very Rare, requires attunement by a warlock
This hood has a long tip that falls down the back of the wearer and a connected veil comprised of a Bearded Devil’s beard. Once per short rest, the wearer can use their reaction to attempt to curse a creature that they can see within 90 ft. of them when they take damage. The creature must make a DC 15 CON saving throw to resist the curse. A cursed creature bleeds from their new wound and the creature loses 1d10 hit points at the start of each of their turns until they either receive magical healing or a creature treats them with a DC 12 Medicine check.
Binding Talisman
Wondrous Item, Rare, requires attunement by a Pact of the Blade warlock
A stone with an inlaid gem about the size of a coin. It becomes a part of your pact weapon whenever you manifest it. When you summon your pact weapon, choose acid, cold, fire, or lightning. Your pact weapon deals +1d4 damage of the chosen type with each attack.
Boots of the Winter Queen
Wondrous Item (feet), Uncommon, requires attunement
These knee-high boots are made of thin leather and are trimmed with fur from an arctic hare. They seem far too thin for snow but keep you comfortably warm. While wearing the boots, you leave a trail of frost that coats surfaces and objects near your feet. If you step on calm water, ice forms beneath your feet and allows you to stand and move over the water easily. The ice melts in seconds after it appears, so only you can travel over the water in this way.
Blood Shield
Wondrous Item, Rare
A brooch that looks like a ruby kite shield. If you have a familiar as with the Find Familiar spell, you may use your reaction to give your familiar 10 temporary hit points and +5 AC until the start of your next turn.
Demon’s Horn
Magic Weapon (dagger), Rare
A curved glabrezu horn that can be used as a +1 dagger. Creatures dealt damage by the horn are cursed. While cursed, magical healing deals necrotic damage equal to the healing instead of healing. Cursing a new target causes the previous victim’s curse to be lifted. The horn also spoils food and clouds water that it touches.
Devil’s Tongue
Wondrous Item, Rare
A dried bearded devil tongue that drips blood whenever you lie, but grants you a +2 bonus to all Deception skill checks involving telling a lie. You can also use your action to force a creature that you can see within 60 ft. to make a WIS saving throw. On a failed save, the creature becomes cursed and cannot tell the truth. Cursing a new target causes the previous victim’s curse to be lifted, as does dismissing the curse as a bonus action. While a creature is cursed in this way, you do not benefit from the bonus to deception checks.
Dream Pigment
Wondrous Item, Uncommon
A Pact of the Tome warlock can mix this pigment with a simple liquid binder to create a pearlescent deep purple ink. If the warlock drips a drop of the ink onto a sleeping creature’s head and then spills a thimble of ink onto an empty page of their Book of Shadows, the ink will arrange itself into words. The words describe the events transpiring in the sleeping creature’s current dream as they occur.
False Path Stones
Wondrous Item, Uncommon
A moleskin bag filled with 3d6+1 tiny polished rocks. Placing a rock on the ground creates an illusionary gravel path 10 ft. wide and 60 ft. long starting from the stone. You must place two stones within 60 ft. of one another to denote the direction of this path. The path seems like it has been there for at least a decade. The illusion is adaptive and the gravel can be picked up and handled and makes noise when trodden upon like any gravel path. Only picking up the original magic stones will cause the illusion to be lifted, and finding each stone again (even if you are the one who placed them) takes a DC 25 Perception check.
Flower of the Summer Queen
Wondrous Item, Uncommon
When a creature is touched by this beautiful, undying flower and the command word is spoken, the creature becomes inexplicably happy and content. The creature must make a WIS saving throw (DC 17) or become affected as if by a Calm Emotions spell and then becomes charmed by the creature that spoke the command word for 1 hour. Using this ability destroys the item.
Frozen Tear of the Winter Prince
Wondrous Item, Uncommon
When a creature is touched by this tear-shaped diamond and the command word is spoken, the creature is gripped by sadness and despair. The creature must make a CHA saving throw (DC 17) or become affected as if by a Bane spell for 1 hour. Using this ability destroys the item.
Gift of the Patron
Wondrous Item (neck), Very Rare, requires attunement by a warlock
An amulet given to you by your warlock patron. As an action, you can take on the visage of your dread patron, gaining an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. At the end of each of their turns, a charmed or feared creature can attempt a new saving throw to end this effect. A creature that succeeds on this saving throw is immune to your aura for 24 hours . Once you use this ability you can’t use it again until you finish a long rest.
Golden Chain
Wondrous Item, Rare, requires attunement by a Pact of the Chain warlock
A small golden chain that gives you a greater connection to your familar. If the attuned creature has a familiar as with the Find Familiar spell, the familiar has their maximum hit points increased by 10. As a bonus action, the attuned creature can pay any number of hit points to give their familiar an equal number of temporary hit points. The attuned creature can also have their familiar pay any number of their hit points to grant the attuned creature an equal number of temporary hit points. Temporary hit points from the Golden Chain disappear after 1 minute.
Hag’s Doorknob
Wondrous Item, Rare
This simple carved wooden doorknob is not attached to any door. Placing the doorknob on a flat stone, wood, or plaster surface allows the owner to cast Passwall. Pulling on the doorknob opens a door leading to the passage created by Passwall. Once the duration of the spell expires, the doorknob fades away with the door and passage.
Hezrou Heart
Wondrous Item, Uncommon, requires attunement by a warlock
A lumpy sickly green heart of a hezrou demon. The heart begins to beat when a poisoned creature is within 30 ft. of it. It can be used to detect poisons in this way. Spell or abilities that you use that deal poison damage to creatures within 30 ft.��deal an additional 1d8 poison damage.
Kappa Shell
Wondrous Item, Rare
Once per day, this empty shell of a kappa can be filled with water to cast Watery Sphere. The spell does not require concentration as it usually does, but if you perform any other action other than maintaining the spell or use any of your movement speed, you must make a DC 15 Acrobatics check to keep the water in the shell. If the water spills from the shell while the spell is active, the spell ends.
The Necronomicon
Artifact, Legendary, requires attunement
A collection of forbidden stories, arcane lore, and necromantic spells written by a variety of authors ranging from minor cultists to notorious liches to alien aberrations. A rather insane chapter refers to a being known as Atropus, but the rest is unintelligible. The book is often confused for the Book of Vile Darkness by those with passing knowledge, but its subject matter is that of death rather than evil.
The Necronomicon cannot be destroyed, but can be banished to the moon-sized being Atropus. Attempts to destroy it or send it anywhere else will simply cause it to reappear on a random evil-aligned plane or somewhere else on the Material Plane.
Attuning to the book requires a WIS saving throw, an INT saving throw, and a CHA saving throw. Each failed save reduces the creature’s WIS score by 3. A creature that fails all three saving throws is driven completely insane permanently. Their WIS score returns to normal at a rate of 1 point per day after it is no longer attuned to the book.
Random Properties: The Necronomicon has the following random properties:
3 minor beneficial properties
1 major beneficial property
3 minor detrimental properties
2 major detrimental properties
Spellcasting: The Necronomicon has a number of charges equal to the attuned creature’s CHA score. The attuned creature can replenish any number of charges after finishing a long rest, spending 1 hit point for each charge restored. The book allows its attuned owner to do the following. All saving throws have a DC of 18.
Speak with Dead (at will)
Animate Dead (2 charges)
Create Undead (3 charges)
Circle of Death (3 charges)
Finger of Death (4 charges)
Undead Power: Undead created by the Necronomicon have a bonus to attack rolls, damage rolls, and AC equal to the attuned creature’s CHA modifier.
Control Undead: Once per long rest using your action, you can force an undead creature to make a WIS saving throw (DC 14). On a failed save, the creature obeys your commands for the next 24 hours.
Lore: You can reference the Necronomicon for information about undead, aberrations, or the Far Realms. Double your proficiency bonus for INT-based checks on those subjects.
Nerve Lash Gloves
Wondrous Item (hands), Very Rare, requires attunement by a warlock
These gloves appear to be made from some sort of alien leather with a woodworm-like pattern. The gloves attune to a creature by being worn. Once they become attuned to a creature, the creature feels a sting of pain like needles being driven into their wrists. Once this occurs, the gloves can only be removed by dealing 6 damage to the wearer.
The gloves are bound to the nerve endings of the wearer, who can use a bonus action to cause their nerve endings to extend into multi-tailed whips about three feet long that crackle with electricity. The creature can use the Attack action to make up to two melee spell attacks against creatures within 5 ft. Each attack deals 3d6 lightning damage and creatures hit must make a DC 14 CON saving throw or become Stunned until the attuned creature’s next turn. The whips can be retracted with another bonus action.
Red Cap
Wondrous Item (head), Rare, requires attunement
A simple hood or hat belonging to a murderous fey creature called a redcap. Though the redcap has been slain, it hat retains some of its power. When you soak the entirety of this cloth hat in fresh blood (less than 1 minute), you heal 2 hit points at start of each round until the cap dries, or about 5 minutes. This effect ceases to function within 120 ft. of a cleric’s holy symbol or any symbol of a deity.
Robes of the Pactmaker
Wondrous Item (chest), Rare, requires attunement by a warlock
These dark robes resonate with symbols of a warlock’s patron. The patterns glow and seem to slowly float aimlessly over the surface of the garment. The warlock can treat a warlock spell slot of a spell they cast as one level higher than normal, even if it would bring the slot beyond 5th level. Once the warlock uses this ability, they must finish a short rest before they can use it again.
Stinger of Horror
Magic Weapon (dagger), Rare, requires attunement by a warlock
A bony tail of a cloaker that has been fashioned into a weapon. The item is treated as a +2 dagger. Creatures attacked by the dagger (not necessarily hit by it) must make a DC 16 WIS saving throw. On a failed saving throw, the creature becomes frightened until the attacker’s next turn. A creature that succeeds at their saving throw becomes immune to the effects of the Stinger for 24 hours.
#warlock week#d&d 5e#homebrew#magic items#dungeons and dragons#magic weapons#treasure#loot#warlock#d&d#dnd#dnd 5e#noblecrumpet#dorkvision
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S05E04: The Gang Remembers They’re Rich
Money can’t buy happiness, but it can buy you a fort full of mercenaries. Nissa turns a horse into a chicken.
TL;DR: Carlos rejoins the mercenaries in the fort and spreads word the boss has been arrested. Averlyth, Nissa, and Um arrest the alchemist on his daily horse ride, and then confront the mercs in the fort. Carlos convinces the mercs to switch sides by paying them to watch the fort until the Drakeguard arrives to distribute the cure. The gang heads back to base, where they level up their magic items and accept their next assignment.
Background:
We confronted Talldic! We have no idea where he went, but we saw a red horse tattoo on him before leaving.
We snuck into the fort - didn't seem like anyone was alerted about what's happened - and got lots of evidence about who was behind it all.
Session:
The group tries to figure out what our goal is here - are we trying to fight the whole fort? Are we trying to arrest the alchemist? Are we trying to bring the cure to the victims of the disease? We contemplate how many people we can beat up at a time.
Averlyth remembers that we haven't actually revealed anything about what we know or who we are, so Carlos could walk into the fort as if he had completed his job fine. Nissa point out that [retcon] we have seen the alchemist going on morning rides on his horse alone, so we could consider ambushing him and delivering him to the field office (while in doubt of where or how to arrest someone).
Um questions what could happen in the 4 days we'd be absent from the fort, and then Nissa notes that she suspects the alchemist is really the only one that knows what was going on (and that the others are only really just there for the paycheck). So Carlos proposes telling everyone that the paychecks are gone after he "witnessed Talldic getting arrested", Nissa proposes buying them off to continue guarding the fort so we can properly disperse the cure to the people.
The group has decided to have Carlos on the inside, then Nissa, Averlyth and Um will capture and arrest the alchemist when he's on one of his rides, alone and unescorted. Carlos's story would be that Talldic got arrested, and Kanye with him.
Carlos walks in alone. The guard asks him how it went. Carlos spins the story about how he went out for a smoke while meeting the boss and then the police showed up. Carlos says he's a bit worried about what's going on, as well as whether or not he'll get paid, says he'll have to dip if anything suspicious happens.
The guard believes him and says he understands, says they hadn't gotten paid in a week, and tells him to go get some stew. Carlos goes to the mess hall and then talks about the story a few more times. The guys there are believing him; they're used to being screwed over.
--- back to the rest of the group –-
Nissa is very excited to try and polymorph something. Um, Averlyth and Nissa rush over to the alchemist and horse at 11AM with a plan to jump him, and then Nissa yells out "mURDERER" and accidentally polymorphs the horse into a chicken instead.
Um and Averlyth have a brief moment where they can't figure out how exactly to subdue someone without killing them, and then Um goes over and stabs the dude in the leg. The alchemist howls in pain. Averlyth tries to cast hold person on him, but he shrugs it off, still very unhappy.
The alchemist curses, pulls the dagger out of his leg, and then starts muttering some wizardspeak to seal the wound on his leg, and then a ripple of energy appear over him. Averlyth recognizes it as magearmor.
Um stabs him in the general body area. The alchemist howls again, going "ARGHH STOP THAT."
Nissa calms the alchemists emotions. He's looking around very confused. Averlyth walks over between him and the fort, trying to get his attention. Nissa tries to convince him to come quietly, though it doesn't work and he starts looking for a way out.
Before he can run, Um knocks him to the ground; Um goes to grapple him, but the alchemist is scrabbling out of it, getting ready to stand up. Nissa slows him; Averlyth tries to grapple him as well, but he is able to crawl away. It's probably because it's raining and it's all muddy and the guy is gross.
The alchemist mutters something and then he's disappeared - turns out he's now invisible, though we can still see muddy footsteps and hear noises. Um goes to swing a sword at where he was, but doesn't make contact.
Nissa farts in her hand and waves it over to the area where the alchemist is.... which is also where Um and Averlyth are. Averlyth spends the next 6 seconds unable to really do anything other than focus on not puking. The alchemist retches for 6 seconds. Um is full on puking.
Nissa whispers a song about how proud she is about her bad gas, dealing psychic damage to the alchemist. Averlyth, the alchemist, and Um are all still damaged by the gas cloud.
Nissa tried to tell a joke about her farts, but the alchemist strongly disliked it and it did nothing. Averlyth tried to get up, but then caught a fresh whiff and was incapacitated for a few seconds again. The alchemist continues puking, while Um successfully picks himself up and goes to swing at him again with his sword and dagger. The alchemist yells "GODDAMMIT I-I-I give up! I'm done!".
The alchemist becomes visible again and we tie up his hands, and then the group walks over to the fort. Everyone sees us heading up, and Nissa yells "HEY!!!" as we walk up: "This man has been arrested for crimes against humanity! He's been conspiring to "
Carlos nudges the guy next to him saying "See?? I told you this shit was going down."
Within the fort, all the guards have come out and are worried about what's going down. Carlos manages to convince everyone that he can talk to "the police", represent the group. We briefly discuss our story - the alchemist (gagged) starts making a lot of annoyed noises when he realizes that it's only the four of us - and then Carlos goes back to the group, saying that the authorities were willing to work with the guards if they continue to guard the place, and if they arrest the boss if they show up. He completely convinces them that it's a raise and good for their careers. Everyone is digging it, although then they ask when they're getting paid. Carlos goes and grabs some gold from the "authorities" to pay the guards 5 gold now, 5 gold when we get back.
We give Doug the Thug a fartie talkie, tell the group he's in the charge ("See? Someone's already gotten promoted"), and then go to Baldur's Gate where we turn over the evidence to the Chief Detective of the city. We give them Talldic's address and enough info for them to arrest the alchemist on the spot. While we haven't yet caught Talldic, he won't be able to go back to his house anytime soon, we're freezing a lot of his assets.
The group goes to the field office next, explaining the situation. While the field office doesn't have much in the way of security personnel, they are able to step in and seize control over the fort and possibly even using Talldic's company itself for the distribution. We go back to the fort to pay the remainder of the gold and to say good byes, and to also let them know that Carlos had "joined" us, and that we are leaving the fartie talkie with them.
Carlos adds "mercenary contact" to the band fund - we may now contact Douglas the Thuglas for hiring buddies for jobs.
The group teleports back to the neverwinter field office. This office contains:
The director of field operations: Stacy Rebecca Hamm, a tall thin dragonborn woman that is decisive, motivated, and completely devoted to the dragon queen's mission. She will be debriefing us soon (and was the one that gave us the mission to begin with).
The quartermaster: Q! We know him.
The head of research: Everest von Spookington the 4th, a ghost librarian that's been haunting the places for forever, although he's losing it a bit. Fortunately, his assistant, Bobby, can help get us whatever we need.
A medic: Doctor Proctor, the guy that was selling anal lube in the sewers, has gone a long way and is now in charge of medical services. It's a little awkward that we just arrested his brother, the "Professor" Proctor (who is not a professor)
A mage: Polly, a beholder, who's in charge of spellcasting services. A primordial creature of chaos from another existence, who finds our existences cute.
Ms. Hamm seemed adequately satisfied. She had noted that this was a test and said we had passed, and passed us over to Q to level up our magical bracers.
Each of now may choose a power to cast once a day.
Nissa: That's a Good Point, Actually - You or any ally automatically succeed on your next charisma check.
Um: Sneaky Fucker - You may choose to gain +10 to your own stealth checks, or focus your efforts on helping your team, so you and all allies gain +5. Lasts for one hour.
Carlos: Shake It Off - Grant yourself or any ally an immediate saving throw, healing surge (spend up to half their hit dice + Con), and action (without changing their initiative order).
Averlyth: Director's Shield - The Director’s power shields you from all harm, or grants you and all your allies resistance to all damage types. Lasts until the end of your next turn.
On the Job Board, we find three new jobs:
Mysterious Drug - a new drug is sweeping through decadent cities, known for producing euphoria and terrifying nightmares. The Dragon Queen wants to know the origin of the drug.
Druid Attacks - the mayor of a small town is offering a reward for why the neighboring druid tribe has been sending wild animals to attack the town.
Extradition - a man offer powerful knowledge about a cult for help escaping the compound
We have selected job #2!
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Warlock Week: Warlocks in the Game
image credit: Vadim Marchenkov (GreyHues)
As a Player
Warlock Strategy: Try to get at least two rests per day to maximize damage output. Learn how to get the most out of each spell you cast. Only use your crowd control magic once you know that you need it. When you are outnumbered and the enemies have proven to be relatively strong, use it. Otherwise it might be a waste of a spell slot. Use your debuffs on tough monsters where you know you will get the full length out of your spells' durations. If you are in a random encounter or a wilderness encounter where a rest is likely to happen soon afterward, you can safely burn through your spell slots.
Your playstyle will change dramatically based on which pact you take.
Chain Pact: Your familiar is essentially your scout and situational disabler against weak CON targets. They have flight and invisibility (except the pseudodragon) to aid in their stealth and spying. An imp deals the most damage if targets fail their save, while the other three options have either sleep/poison or fear/poison to disable their foes. Besides scouting and situational attacks, you will most likely be having your familiar take the Help action for your attacks since your damage is far better. You can also deliver Touch spells but this is very situational as you don't have any damaging spells with Touch range, but it can let you buff your allies while maintaining your position. If you take a feat that gets you a cantrip (Magic Initiate, Spell Sniper, or Dragon Mark), take Shocking Grasp as that will allow your familiar to get a nice attack in and get out without risking an opportunity attack. Your touch spells are as follows: Remove Curse, Invisibility, Gaseous Form, Fly, Spider Climb, Protection from Evil/Good, Illusory Script.
Tome Pact: Your tome is all about versatility, which means choosing the best spells for the party; filling in blanks where they might be lacking. Shocking Grasp lets you get out of combat easily. Shillelagh lets you have as much power as a blade warlock (for a while). Spare the Dying protects party members. Friends is fantastic paired with the Mask of Many Faces invocation or if you don't mind losing friends once the duration is up. The Book of Ancient Secrets invocation is immensely powerful and opens up many doors by giving you access to eventually all ritual spells if you don't mind playing Wizard and searching for spells to copy. Overall
Blade Pact: This pact is numerically the weakest of the bunch and least versatile without multiclassing. You need to waste all of your invocations on combat buffs to actually function and it still trails behind any other warlock that has Agonizing Blast. You also need good stats in more ability scores (STR or DEX and CON). It takes an action to summon your pact weapon, which means you should do some scouting if you expect combat so you can choose the best weapon for the job. You should be aware that you will be in melee most of the time so defensive spells are useful for you. Be prepared to essentially be playing a fighter with a different flavor. That's not to say that isn't good, it's just usually not what people look for in a warlock.
Invocations can change your playstyle as well. For instance, Devil's Sight pairs well with the Darkness spell, which you can either take as a warlock or get from being a Tiefling or Drow. Mask of Many Faces lets you use Friends without fear of repercussions. Repelling Blast lets you take advantage of difficult terrain or allied area of effect spells by pushing enemies back into them or further in. Vision of Distant Realms gives you Arcane Eye at will which can replace the scouting part of a Pact of Chain warlock. Other great and versatile choices are Misty Visions, Sculptor of Flesh, and Mire the Mind.
Choice Spells: You don't need too many offensive spells as you can cast them so often, so just rely on Eldritch Blast. It's good to have a toolkit of crowd control for each situation (against low WIS, low DEX, and low CON, and against multiple enemies) so when you need it you can whip it out. At least one defensive spell will save your skin. Utility spells are best when versatile. Fly is unnecessary if you take the invocation that lets you cast Levitate on yourself at will which will make you pretty much immune to melee combat. Remember, you only have a few spell slots to work with at a time so make sure they count!
Single Target Crowd Control: Charm Person, Command (Fiend), Hold Person, Banishment, Dominate Person (Archfey/Great Old One), Dominate Monster [Arcanum], Feeblemind [Arcanum], True Polymorph[Arcanum]
Multiple Target Crowd Control: Hypnotic Pattern, Darkness, Wall of Fire (Fiend), Evard's Black Tentacles (Great Old One), Mass Suggestion [Arcanum], Forcecage [Arcanum]
Defense: Armor of Agathys, Invisibility, Mirror Image, Misty Step, Blink (Archfey), Foresight [Arcanum]
Debuff: Hex, Faerie Fire (Archfey)
Utility: Dispel Magic, Fly, Telekinesis (Great Old One), True Seeing [Arcanum], Plane Shift [Arcanum]
Pact of the Blade: Vampiric Touch, Fire Shield (Fiend), Greater Invisibility
Offense: Eldritch Blast, Fireball (Fiend), Finger of Death [Arcanum], Power Word Kill [Arcanum]
Roleplaying a Warlock: Warlocks have some of the best roleplaying potential. Their power source is often controversial compared to sorcerers and wizards. It might be necessary to hide your powers in a lawful-good city that frowns on fey, fiends, or aberrant gods (this of course, omits the Celestial subclass). When in combat mode, it's always fun to play up your pact magic with cool incantations and invoking your patron and their allies. Think Dr. Strange announcing his All-Seeing Eye of Agamotto or his Hoary Hosts of Hoggoth. I mean, "Hunger of Hadar" is pretty much already there.
The Pact of the Chain warlock has a familiar to roleplay with who might even be actively fighting against their master's wills, which can be great for some back-and-forth commentary. For the other pact boons, try to refer to your boon often. Theoretically, this is the object that was bestowed by your deity that gives you your power, not just some little bonus for your effort. It should be personalized from your patron and have deep meaning to you. Make a big to-do when you cast a spell by flipping through your Book of Shadows and have it hover in the air before you and glow with eldritch power. Assume that all of your spells are in the book rather than just three cantrips. For your pact weapon, point it toward your target and have the magic surge through the weapon with arcane spillage dripping onto the ground as you cast spells. Make your boon meaningful!
Specifics of the Pact: Who, specifically, is your patron, or do you even know? The different subclasses are intentionally broad to allow you to choose (I’ll go into this more in a post later this week). Write your pact into your backstory, detailing how you came to meet this patron and how the deal came about. Consider why you made the pact. Was it for power? Faith? Was it out of desperation? Better yet, what did you give your patron in return? Your character must understand these things are never free... right?
How do you feel about your patron? You two might be willing or unwilling allies. Perhaps one side was tricked into service of the other. Whatever the case, your patron is likely working on some plan behind the scenes because DMs can't resist such a tempting opportunity.
Moreover, how does your pact with your patron affect you? Does it affect your mind? Maybe a fiend tempts you with vices while a great old one causes you to slip into madness. An archfey might cause your emotions to surge. Your pact might affect you physically, as well. You might have dark rings around your eyes, tiny horns or spines, warped skin, a strange marking on your body, or be supernaturally beautiful.
As a DM
Challenging the Warlock: Warlocks don't do well over time. With only a handful of spell slots between rests, the easiest way to run them ragged is with making resting difficult. Spread out potential safe rooms in your dungeon and make resting dangerous with wandering monsters or a patrolling guard.
Having monsters with a variety of different good saving throws will eventually for the hand of a warlock that doesn't have the best spell choices. Even if they have a good toolkit for every type of monster, they will have to put extra thought into each spell they cast to get the most bang for their buck.
Monsters with different vulnerabilities and resistances won't challenge the warlock much as their have a Force damage cantrip in Eldritch Blast. Bigger or more monsters is the only real way to make combat more difficult in that respect. Adding enemy spellcasters to the mix will force warlocks to choose when to use their Dispel Magic spell, since the enemy will likely be buffing the monsters while harassing the PCs with offensive spells.
Roleplay the Patron: The warlock always has a patron except in potential homebrew situations. As the DM, you are this patron. How do you communicate with your warlock? If you don't, you should. Otherwise you miss out on roleplaying and character development. Think of a cool way to speak to the warlock, like the ones below.
The patron writes in blood in the warlock's Book of Shadows
The patron speaks in their dreams
The patron speaks through mirrors whenever the warlock is in front of one
The patron speaks through smoke or fire whenever it is present.
The patron causes the warlock to collapse and enter the Astral Plane to converse with them personally on neutral ground
The patron sends an avatar representative
The patron speaks through the warlock's familiar
The patron scribes runes on the warlock's pact weapon
When the patron speaks to the warlock, you have to think about why they are bothering to do so. Presumably, a patron is more powerful than a warlock since it's giving some of its own power, but it must have a reason it gave some of its power to a mere mortal. Create the patron's goals, ideals, and bonds to guide the conversation. Most likely, a patron cannot easily or safely enter the Material Plane, meaning they need a warlock to exercise their will there. A patron might have extraplanar enemies who also have plans for the mortal world, and is using the warlock to thwart them. Maybe the patron has a plan that it needs the warlock to set into motion.
But what happens when a warlock goes against their patron's wishes? Well, this depends on the nature of the pact. Only a breakage of the pact will actually forfeit the warlock's powers (at least in my book). Therefore it might be beneficial to actually define what the limits of the pact are, and what failsafes might be in place in case the pact is broken and remedying a broken pact (most good contracts are specific about every eventuality). In the worst case, a betraying warlock would lose their powers or have angered their patron to the point where it sends minions to kill them. For a slap on the wrist, a patron might curse the warlock until it becomes loyal again.
Arcane Relations: How do other spell casters treat the warlock? Wizards might see warlocks as lazy at best, or evil at worst, as they took the easy way towards power rather than learning. Sorcerers might empathize with warlocks, knowing that everyone's situation is different. Other warlocks might recognize another warlock's potential or their ambition and seek an alliance. Maybe two warlocks seek to be rid of their patron masters, or maybe seek to overthrow them and usurp their power. However, warlocks with patrons who dislike one another might not be so friendly. Their patron may have even instructed them to kill one another.
Divine casters have many similarities to warlocks, with the only real difference being that a divine caster will borrow their power from a deity, while a warlock gets it from a lesser extraplanar being. A deity won't directly communicate with a cleric except when asked by a Commune spell, while a patron has ample time to scheme directly with a warlock. A deity also has ample power to spread around like confetti to all their worshippers, while a patron might only have a handful warlocks beneath them. This means a patron can offer a bigger percentage of their power to fewer individuals to make up for their difference in power compared to a deity. A cleric, paladin, or druid might then assume a warlock has some sort of ulterior motive since their patron has taken such an interest in them. A deity asks only for worship. A patron requires the warlock for a specific plan usually unknown even to the warlock.
A DM should also consider who else might support a warlock's particular patron. Just because Mephistopheles is an archdevil, not a deity, doesn't mean there are not cults that worship him. The warlock could find potential allies in such circles. A DM should put these allies in their world and keep track of where they are so a warlock can eventually meet them. They could be invaluable to revealing a patron's true intentions.
#Warlock Week#D&D 5e#Dungeons and Dragons#Warlock#Roleplaying#patron#DnD#DnD 5e#D&D#DMG#Dungeon Master#Noblecrumpet#Dorkvision
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