#don't damage your eyes they're the only ones the human body has unfortunately
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theriancultureis · 8 months ago
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Fish therian culture is practicing holding your breath and opening your eyes underwater as long as possible (safely ofc)
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lexpressobean · 4 years ago
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Thoughts on Kikaichu as actual Parasites.
Knowing how skin and the body generally works on a medical level, the "hive" aspect of the Aburame clan really drives me crazy. 'Cause parasites are real, obviously, but the size of Kikaichu beetles makes absolutely no sense in comparison to irl skin parasites. At least not in a bee hive sort of way lol
rambling because my mind craves logic and I'm specializing as a wound care nurse but it's literally anime so what do I expect lol
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No, wounds don't freak me out, I'm more terrified of generally handling vomit and babies than I am a dehiscence of a 15cm long surgical site lol. The human body can literally take so much abuse before it really starts to give and try to alert you that you need help! And once you give it help, it really can come full circle to the wound 100% looking like it was never there. The body is an amazing thing <3
However the first thing that comes to mind when I hear the word "parasite" is always going to be "tapeworm". That's not gonna change. However, kikaichu are not worms and CERTAINLY don't grow that fucking huge or live that long. (A tape worm can live long enough to graduate with a fucking PhD. Can you believe?) I haven't been exposed to any urgent situations involving parasites yet, however, the one I would compare a Kikaichu to that is (unfortunately) also common is the scabies mite.
Very briefly, scabies mites (Sarcoptes scabiei) are technically a type of arachnid that grow no bigger than a bout 0.5mm in size, but CAN be seen with the naked eye if you're looking for them. They crawl around the skin and burrow specifically in the top layer of skin, called the epidermis. The epidermis is that protective layer of skin and can be between 0.5mm to 1.5mm thick depending on which part of the body you're looking at. After the epidermis, you have the dermal layer, which is where sweat glands, nerves, and capillaries are found. Scabie mites will not burrow that deep because they only burrow to lay their eggs and such. As they do this they can cause visible tunnels and other marks that can be mistaken for acne or other skin conditions if not properly identified. You'll most likely know because the itch is VERY BAD.
They're very easily spread by close contact and a scabies infestation needs to be treated with a prescribed pharmacological means.
However, kikaichu are definitely a lot bigger than 0.5mm. In the case of size, I would compare them at minimum to fruitflies/medflies, which grow up to 3-5mm and maximum to ladybugs 4-7mm.
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3-7mm > 0.5-1.5mm... obviously. And the holes which Kikaichu swarm out of that the audience has seen before are about a size comparable Shino's nostrils, IT DOESN'T MAKE SENSE!!
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You're telling me those things were in his mouth?????????? S H I N O N O
That would mean, in realistic terms, the Kikaichu are fucking around in Shino's body to the bone and muscles and THAT'S A REALLY SCARY THOUGHT. Even just passing the epidermis to the dermis is alarming! Compared to the dry, protective epidermis that can and does take damage, the dermis can be 1-4mm thick depending on where you're looking and is where skin does it's business. All together that becomes 0.5-5.5mm of space BARELY big enough for a fruit fly do mess around in. It makes just enough sense in terms of THAT size, but last time I checked, having the skin penetrated to the dermal layer is just asking for infection to happen. You're first natural line of defense has been breeched, there's a pretty good chance you're gonna be bleeding (blood vessels) and general body fluids are going to be draining, which is bad for a multitude of reasons, and there's damage that gonna affect the nerves, and realistically this shit is going to be ABSOLUTELY painful if they're constantly manipulating those areas near nerves. These kinda of things CAN make new connections and things like that, sometimes damage is forever. (Case by case basis).
So my first thought to more or less "magically" solve the problem with anime logic, is that first of all, it's an anime and logic doesn't have to apply haha.
On a more sci-fi level, in which kikaichu are smaller than we've seen them shown, maybe they have been purposefully been allowed to burrow into the dermal layer of the skin at least because the blood vessels seem to be in direct contact with the chakra system. Kikaichu's prefered food is chakra, but they WILL mutiny and eat their respective Aburame from the inside out if they don't balance their chakra smartly. So it's safe to say Kikaichu are at least carnivorous as well, and so I only imagine these absolute nightmares would swarm their prey in the wild, and actively bite through and burrow into the body of the prey until they found the chakra system and went to town on that poor unfortunate soul. Eaten alive, how the hell did they "tame" them in the first friggin' place??
I like to think two things:
1) Kikaichu are passed down from parent to child, and the parent has control over the Kikaichu until they have been RIGOROUSLY trained for generations to comprehend that this baby/child isn't food, it's a new hive. If bees can comprehend time, Kikaichu can comprehend what an Aburame is. If they insist on trying to drain the babe or the babe just can't tolerate them, the parent takes the Kikaichu back and the babe is assigned another insect or position in general. Like hell they're gonna try to force a relationship like that.
2) As part of the successful symbiotic relationship, Kikaichu regularly debride the tunnels and borrows that they carve into their respective Aburame, and are naturally intuitive in avoiding as many nerves and blood vessels as possible. The chance of infection is never 0%, however, kikaichu are pretty good about taking care of their tunnels, and so it gives the Aburame more time to focus on their things, like increasing the amount if chakra in their system. To ensure that they stay healthy, Aburame are encouraged to eat as much protein and Vit C possible every day, whether it be meat, beans, lentils, eggs, oranges, tomatoes, or even supplements as times modernize. The dermis is living tissue and as long as debridement/tunneling is going on, it needs to be nourished as much as possible.
I don't know how the hell Aburame deal with the obvious drainage that would be coming from their bodies, assuming the dermal layer really is free game for the Kikaichu. But the magical solution is that... they don't? Because... drainage is minimal. The Kikaichu just do such a good job lol. Maybe they purposefully... carve entrances to be flappy, or they purposefully create pocket spaces underneath seemingly healed areas of skin to easily burst open when necessary. That's the biggest thing for me, leaking body fluids. There's no way around that shit besides straight up denial lol Maybe they wear a special kind of dressing underneath their clothes, or that's directly applied with their clothes. Maybe that's what that cute little backpack is filled with, who knows!!
Idk man. I'm sure the Aburame authority forces encourages many of their non-hive members to pursue medical nin training in order to give the clan more privacy in general too. All medics that claim the Aburame name are exclusively used by the Aburame Clan. A non-Aburame medic may end up healing tunnels and burrows that were meant to stay open because "oops" and now you have an X amount of insects possibly suffocating within a completely sealed pocket of the skin, and also now there's a very good chance that after those insects die, that whole area is gonna frickin' abscess and cause infection induced tunnels the longer it's left alone and GROSS THAT WASN'T SUPPOSED TO HAPPEN! THERE IS A DELICATE, ORGANIZED, SELF-SUFFICENT PROCESS TO ALL THIS!! A PROCESS!!!
Like... the other ninja in the NartVerse can make as many jokes, jabs, and comments about the Aburame as they please (INO? BITCH??? but to be honest I still love her lol). But these MFers are constantly playing Russian Roulette with these high maintenance demon spawn from hell, and there are VERY little defences against Kikaichu, virtually none. Like the only thing I've ever seen actively thwart Kikaichu across all media is killing them with mass fire, countering them with large amounts of poison gas (both very exterminator like) or literally just feeding them chakra until they're so stupid full, they can't move, the little gluttons. As far as genjutsu, it's been stated that it's both effective and ineffective, so idk about that. But the Aburame are just SO set up to be the living breathing embodiment of Shinobi as defined by the NartVerse. They're whole clan culture relies on the threat of enemies. If they have no enemies, the whole relationship is an exhausting endeavor for literally no reason. It's not worth it if there's no one to fight or protect! But when there is a threat, you want them on YOUR side.
I suppose the best bet is to incapacitate the Aburame individual asap and the Kikaichu will tend the individual, making escape easier. But, if you DID manage to kill that Aburame right away, that particular Aburame's swarm is now suddenly without its food source and without restraint.
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What do you THINK is gonna happen, bro?? The second an Aburame loses their grip on their consciousness due to external influences, the bugs go bonkers because I'm pretty sure Kikaichu are simply persuaded to be in this relationship and have NO tolerance for bullshit like alcohol and overheating temps. If their Aburame dies, they probably cause just as much chaos as they would as a wild, unattended swarm. Then YOU BETTER HAVE fire or poison gas or SOMETHING handy. The only way to calm them down is to offer them chakra and a new host with equal or even more chakra reserves. Otherwise the mutineers must be eradicated.
And for serious... Like, any deeper and the kikaichu would be in the hypodermal/subcutaneous layer of the skin and that's where a lot of connective tissue is located. Let's NOT mess with that shit, shall we? NOT a good idea. It's called connective tissue for a reason first and foremost...
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nerdythebard · 3 years ago
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#12: The Doctor [Doctor Who]
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Brother, I disown you...
I don't know what my friend/chosen brother was thinking when he made this request... Actually, no, I know exactly what he was thinking! Well, no time to dawdle, let's do this Time Warp. Again.
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Next Time: Before we return to the gods, I want to make a character very close to my heart. He is also a Doctor... only, word of warning, he's a little... Strange.
Well then... sigh, let's see the goals we need to meet to make the most brilliant alien in television playable in D&D:
Heroes Never Die: The signature ability of a Time Lord (and the most problematic), a way to cheat death and return to life. Yes, somehow we need to make a virtually immortal character in Dungeons & Dragons...
Bunny-Ears Lawyer: Even in his relatively serious regenerations, the Doctor is prone to flashes of randomness, acts of nonsense, mixing puns and physical comedy to often hide the incredibly fast and advanced brain processes.
Go-Go Gadget Galore: Do I even need to say anything? Besides his trusty TARDIS (which will not be included here, we're making the Doctor, not his equipment!), the Doctor also brandishes sonic devices of multiple varieties, psychic paper, the thing that goes DING, etc.
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As you can imagine, finding the right race replacement for Time Lords wasn't easy. I'm definitely not using The-Movie-That-Does-Not-Exist solution, and making the Doctor... half-human, urgh. All we need to do is find a humanoid, almost-fossil race that can come back from death a limited amount of times.
The Doctor is a Human Revenant, a playtest race from Unearthed Arcana: Gothic Heroes. In-game, Revenant is an undead that came back to life to pursue a certain goal, whether it's vengeance, retribution, or to make amends. Putting some flavour into it, and turning it into a long-living, mysterious being who perhaps came from the Astral Plane to search for a way to save his home planet... why not? Regular Revenants get only a +1 to Constitution, but if we're using pre-existing race (such as Human), there's another set of rules. So, we get a +1 Constitution and +1 Intelligence, and we don't get to pick a skill or a feat. Not yet.
What's most important here is the Revenant's Relentless Nature feature. We are assigned a goal, a very specific one, that we must complete in order to achieve peace. Work with your DM on that one (the saving-your-home-world one from before sounds like a good start). Until we complete the goal:
If we are below Hit Points Maximum, at the start of our turn we regain 1 Hit Point;
We know the distance and direction to any creature involved in our goal (perhaps a fellow, once-friend Time Lord?);
When we die, we come back to life within 24 hours with 1 Hit Point. If our body is destroyed, we come back in a spot within 1 mile of our place of death (unfortunately, our equipment is destroyed);
BOOM! JUST FLAVOUR EACH DEATH AS A CHANGE OF FACE AND PERSONALITY, AND WE HAVE THE REGENERATION SYSTEM! HAH! YOU SEE THAT, BROTHER!?
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Ekhm... back to work, then.
The Doctor is pretty far from home, so giving him the Far Traveller background seems like the right approach. We gain proficiencies in Insight and Perception skills, proficiencies with one musical instrument (perhaps a recorder?)/gaming set, we learn one language of our choice, and we get the All Eyes on You feature; our mannerisms and quirks definitely draw attention towards us and our group, but we can take advantage of that in order to fish for some information, secure an audience with the local nobleman, or... I dunno, snog Madame de Pompadour?
ABILITY SCORES
No surprise there, we start with Intelligence. We have a literal Big Galaxy Brain™ and we use it often, and only sometimes to show off. Follow that up with Dexterity, we're nimble and we're doing a lot of running, especially when being chased (plus, we've invented the Drunken Giraffe dance). Constitution is next, the Gallifreyan biology is significantly superior to that of regular Terrans.
Next up, Charisma. It usually works, sometimes it doesn't, but even then we're kinda adorkable. Wisdom is a little low, I think we all shall agree to that, the Doctor is a creature of whim. He gets lost in thought, has a hard time remembering to explain his logic to others. Finally, we're dumping Strength. Now, we're definitely physically stronger than humans, I just don't remember any particular feats of super-strength in the show.
Heck, you want even more Time Lord shenanigans? Ask your DM to implement the "every death/regeneration makes all ability scores randomly switch places" rule.
CLASS
Level 1 - Artificer: Once again, nobody is surprised we begin with the Smart & Techy One™ for the Doctor. Artificers were brought to 5e via Tasha's Cauldron of Everything. These magical tinkers have d8 Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with light armour, medium armour, heavy armour, shields, simple weapons, and optionally firearms (although that's definitely not the Doctor's style). We additionally get proficiency with thieves' tools, tinker's tools, and one set of artisan's tools we choose. We can't get the sonic screwdriver (although if you want one, hint to your DM about the existence of the All-Purpose Tool), we have all these tools to replace it with. Our saving throws are Constitution and Intelligence, and we get to pick two class skills: let's get History and Investigation.
Artificers start with Magical Tinkering, an ability to bestow harmless magical properties onto inanimate objects. We choose a Tiny object with no magic in it, and grant it one of the following properties indefinitely:
It sheds bright light for 5 feet and dim light for an additional 5;
Whenever tapped, the object plays a recorded message no longer than six seconds;
The object continuously emits a smell or a sound of our choice;
A static image (picture, lines of text, shapes, etc.) appear on the object's surface.
Artificers are also casters, so at the first level, we get Spellcasting. Our casting ability is, of course, Intelligence and the number of spells we can prepare is equal to [our Intelligence modifier + half of our Artificer level rounded down]. We also know how to cast rituals.
We start with two cantrips:
Magic Stone lets us imbue three pebbles with magic (or perhaps, in this case, kinetic energy?) for 1 minute. We can then use the pebbles ourselves, or give them to somebody else. On a successful hit, the target suffers [1d6 + our Intelligence modifier] bludgeoning damage and the spell ends on that particular pebble.
Prestidigitation is a cantrip of plenty varieties, which very well could be disguised as the Doctor's tinkering with his sonic screwdriver. It can be used to warm or chill food, clean or soil objects, or perhaps lighting and snuffing our small flames.
We start with two 1st-level spell slots, and we get three 1st-level spells:
Alarm sets up a secured perimeter, no larger than a 20-feet cube, for 8 hours. Whenever a create not-designated as safe while setting the spell, crosses its boundary, we get a signal informing us about the intrusion, which also wakes us up if we're sleeping. The signal can be set to inform only us, or everybody around.
Detect Magic informs us of any magical activity within 30 feet of us for 10 minutes (concentration). We sense magic lingering on objects, people, as well as locations, and we can determine the type of magic present (but not a particular spell, for example, we sense that a spell on the object is enchantment-type, but not that it's Power Word: Kill).
Identify is... pretty much the one function of the sonic screwdriver we've all seen. It lets us learn about an object we choose, including its magical properties (if any) and if it's affected by any spells. And it works on wood!
With a spell list like that, we can safely say
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Level 2 - Artificer: We continue with the Tech Savvy Class, and we learn the Artificer's signature skill, Infuse Item. It lets us bestow magical properties onto mundane items. Similarly to Warlock's Invocations, Artificers have Infusions they can select and put into items. Starting from this level, we can infuse two items at once, and we get to pick four Infusions from the list. For the Doctor, let's pick:
Replicate Magic Item: Bag of Holding is probably the most useful infusion in the early game. The infusion does exactly what it says, and a Bag of Holding is always a good item to own (just watch out for the Bag Man!)
Enhanced Defence infusion puts some extra protection (+1 to AC) onto an armour or a shield.
Mind Sharpener is a helping hand for any spellcaster. The infusion put onto an armour, or woven into a robe, sends a jolt to re-focus the mind. When the wearer fails a Constitution saving throw to keep their concentration, one charge (out of four) of the infusion expends, to make them succeed instead. The charges are refilled at dawn.
Returning Weapon gives a +1 to attack and damage rolls of the weapon it's applied on and makes it return to the wielder's hand immediately after it's used to make a ranged attack. With the keyword "immediately", it gives your Rangers and other bow-users infinite ammunition with just one arrow.
We can also get one more 1st-level spell: Disguise Self changes our appearance for 1 hour, or until we choose to dismiss it as an action. The spell affects our body, clothing, and items we carry (including weapons). It is not a physical disguise, just an illusion woven around us; if we make ourselves thinner than we really are, and somebody was to touch the space where our regular body would be, they're going to feel the body, albeit invisible. For the Doctor, this seems like a combination of psychic paper and the Chameleon Circuit.
Level 3 - Artificer: At this level, we get the Right Tool for the Job feature. If we have thieves' tools or artisan's tools in hand, we can create any other set of artisan's tools.
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We also get to pick our subclass, our Artificer Specialization. The Doctor is no alchemist, and we'll probably build Tony Stark at some time in the future, therefore we're picking Battle Smith. Those tinkers are masters of protections, being able to put up defensive mechanisms on the spot. Since the Doctor is a diplomat first, runner second, and combatant very close and reluctant third, focusing on support is a good option.
As a Battle Smith, we gain proficiencies with smith's tools, and we gain some more magic with Battle Smith Spells:
Heroism imbues the willing creature with bravery. Until the spell ends (1 minute, concentration), the target is immune to being frightened and gains Temporary Hit Points equal to our Intelligence modifier at the start of each of their turns (AKA every six seconds). When the spell ends, any Temporary Hit Points remaining are lost.
Shield creates an invisible barrier as a reaction to getting hit. It adds +5 to our AC until the start of our next turn.
Although a reluctant fighter, the Doctor as a Battle Smith also gets the Battle Ready feature. We gain proficiency with martial weapons, and when we attack with a magic weapon, we can use our Intelligence modifier instead of Strength or Dexterity for attack and damage rolls.
Finally, Battle Smiths get the Steel Defender. With our tinkering, we create our first companion, a steel defender; it is friendly to us and our companions and obeys our commands. With that, we got ourselves the one and only K9
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Level 4 - Artificer: At this level, we get our first Ability Score Improvement! However, instead of upgrading our abilities this time, we'll grab a feat. The Telepathic feat from Tasha's Cauldron of Everything will represent the Doctor's limited psychic abilities: we increase one of our non-physical abilities by 1, let's go for Intelligence. We can speak telepathically to any creature within 60 feet, but the creature cannot reply (unless they're telepathic too, of course). Finally, we can touch a Detect Thoughts spell once per long rest, without a need to expend spell slots. Give your target a good headbutt, and learn their surface thoughts.
We also get our final spell: Catapult turns one inanimate object that isn't worn or carried (and weighs from 1 to 5 pounds) and turns it into a remote projectile. The object flies in a straight line for 90 feet before losing its momentum and falling. If it hits a creature, they have to make a Dexterity saving throw or take 3d8 bludgeoning damage. Distract your pursuers with a head of cabbage flying at their heads.
Level 5 - Rogue: We say goodbye to the Artificer, as we move onto Rogue for the rest of the build. Rogues use the same Hit Dice as Artificers, so nothing really changes when it comes to our Hit Points. We already have proficiency with light armour and thieves' tools, but we can pick one class skill – let's pick Acrobatics for better running and parkour chances when escaping aliens and responsibilities.
Rogues start with Expertise, which lets us double our proficiency bonus (NOT ability modifier) for two skills of our choice: let's boost Insight and History, to best utilize our centuries of living. We also learn how to speak Thieves' Cant, a special system of phrases and signals used by other Rogues to communicate without revealing their secrets. Finally, we have Sneak Attack: once per turn we can add 1d6 extra damage if a) we have an advantage on our roll, or b) the target is within 5 feet of another creature hostile towards it. The attack must be done by either a ranged weapon or one with the finesse property (like a dagger or a rapier).
Level 6 - Rogue: We get Cunning Action, which let us turn some Actions we can do in combat into Bonus Actions. That way, we still have an Action to spare if we decide to use Dash, Disengage, or Hide. Considering how much running the Doctor does, it's good to have something else to do just in case.
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Level 7 - Rogue: Our Sneak Attack changes to 2d6.
We also get to pick our second subclass, our Roguish Archetype. Now, initially, I considered going Swashbuckler, as it combines nimble footwork and gives us some charm abilities. However, since we're going with the build that emphasizes support and actual combat as a last resort, we'll go with Inquisitive.
We start this subclass with Ear for Deceit, whenever we roll Insight checks to determine if a creature is lying to us, we treat each roll of 7 or lower as 8.
We also get Eye for Detail. This is mostly to be used in combat (or if your DM runs dungeons in Initiative Mode), as it allows us to use Perception or Investigation checks as a bonus action, where it would normally take an action.
Finally, Inquisitive Rogues get Insightful Fighting. As a bonus action, we can make an Insight check, contested by the enemy's Deception check. If we succeed, for 1 minute we can use our Sneak Attack on the target even if we don't have an advantage or the target isn't near another of its enemies.
Level 8 - Rogue: Time for another ASI! Let's raise our Intelligence by 1 point, and use the spare one for Strength.
Level 9 - Rogue: Our Sneak Attack changes to 3d6.
We also get Uncanny Dodge. Whenever we're being hit by an attack, we can use our reaction to halve the damage dealt.
Level 10 - Rogue: Halfway through the build, and we get another shot at Expertise. Once again, we get two skills to which we can double our proficiency bonus. Let's go with Perception and Investigation.
Level 11 - Rogue: Our Sneak Attack becomes 4d6.
We also get one of the better abilities in the game, Evasion. If we're being targeted by an AoE attack that would deal half damage on a successful Dexterity saving throw, we take no damage if we make the save. What that means is, we can now take a Fireball face-on, shrug it off and loudly proclaim
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Level 12 - Rogue: We get another ASI. Let's improve our Dexterity by two points this time.
Level 13 - Rogue: Our Sneak Attack becomes 5d6.
We also get another subclass feature. Steady Eye gives us an advantage on Perception or Investigation checks if we move no more than half of our movement speed on our turn.
Level 14 - Rogue: Time for another ASI. Let's focus on getting some more Hit Points this time, and get +2 points to Constitution.
Level 15 - Rogue: Our Sneak Attack becomes 6d6.
At this level, we get Reliable Talent, which upgrades our abilities to almost anime protagonist-level. Whenever we make a check for a skill we're proficient in, we treat all rolls of 9 and lower as 10.
Level 16 - Rogue: We're getting one more ASI. Let's raise our Dexterity again, putting 2 points in it.
Level 17 - Rogue: Our Sneak Attack becomes 7d6.
We get our final subclass upgrade for this build, the Unerring Eye. We can now sense illusions and magical tricks within 30 feet, as well as shapechangers not in their original form. We can detect there is an effect trying to trick our senses around us, but we don't know its nature (i.e. if we meet a creature that activates our sense, we cannot distinguish whether it's a Disguise Self spell, or a natural shapeshifting ability, or a Druid's Wild Shape).
Level 18 - Rogue: We get another one of the best abilities in the game, Blindsense. We can now detect the presence of invisible and hidden creatures within 10 feet radius of us.
Level 19 - Rogue: Our Sneak Attack becomes 8d6.
Our mind becomes more slippery with Slippery Mind. We gain proficiency in Wisdom saving throws.
Level 20 - Rogue: Our build's capstone is Rogue 16, which is also our final ASI. Let's finally cap Intelligence, as it should've been from the start when it comes to Time Lords.
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There it is. My take on how to play as the Doctor in Dungeons & Dragons. I believe I've covered most if not all of the important features the Doctor has, but let's see:
Let's face it, we're not a frontline fighter... we're not even a backline fighter. We support. With 14 AC (without armour), 151 Hit Points on average, and a +4 to Initiative, our job is to manoeuvre, around the battlefield and let our friends take care of the enemy, while we do other things. With Reliable Talent and Expertise we are great at sweeping the room for clues and hints, even if in the heat of battle. Thanks to Unerring Eye and Blindsense, our senses aren't that easy to fool.
Unfortunately, our Strength is not great, and that means some weapons are just a hindrance (unless we pick a finesse weapon, which replaces Strength with Dexterity). While we have late-game proficiency in Wisdom saving throws, throughout the earlier stages those might prove a little problem.
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And that is it for this build. I hope that you guys enjoyed it, and I'll see you for the next one!
- Nerdy out!
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