#draconic sorcery
Explore tagged Tumblr posts
Text
Draconic Sorcery (Formerly Draconic Ancestry) (5.5e)
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
Level 3 Draconic Resilience: The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3 Draconic Spells: When you reach a Sorcerer level specified below you thereafter always have the listed spells prepared
Level 3: Alter Self, Chromatic Orb, Command and Dragon's Breath
Level 5: Fear and Fly
Level 7: Arcane Eye and Charm Monster
Level 9: Legend Lore and Summon Dragon
Level 6 Elemental Affinity: Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
Level 14 Dragon Wings: As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 18 Dragon Companion: You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Spells
Alter Self is a level 2 Transmutation spell for Sorcerer and Wizard. Casting Time is 1 action Range is self Requires a Verbal and Somatic component. Duration is Concentration up to 1 hour.
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Chromatic Orb is a level 1 Evocation spell for Sorcerer and Wizard. Casting Time is 1 action Range is 90 feet Requires a Verbal and Somatic and spell ingredient is a Diamond worth at least 50 gold pieces. Duration is Instantaneous.
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Command is a level 1 Enchantment spell for Bard Cleric Paladin. Casting Time is 1 action Range is 60 feet Requires a Verbal component and Duration is Instantaneous.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target is Prone and then ends its turn. Halt: On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.
Dragon's Breath is a level 2 Transmutation spell for Sorcerer and Wizard. Casting Time is a Bonus Action Range is Touch Requires a Verbal and Somatic component and Spell Ingredient is a hot pepper. Duration is Concentration up to 1 minute.
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2.
Fear is a level 3 Illusion spell for Bard Sorcerer Warlock and Wizard. Casting Time is 1 action Range is self Requires a Verbal and Somatic component and Spell Ingredient is a white feather. Duration is Concentration up to 1 minute.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and be Frightened for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Fly is a level 3 Transmutation spell for Sorcerer Warlock and Wizard. Casting Time is 1 Action Range is Touch and requires a Verbal and Somatic component and spell ingredient is a feather Duration is Concentration up to 10 minutes.
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.
Arcane Eye is a level 4 Divination spell unique to Wizard. Casting Time is 1 action Range is 30 feet Requires a Verbal and Somatic component and Spell Ingredient is a bit of bat fur. Duration is Concentration up to 1 hour.
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Charm Monster is a level 4 Enchantment spell for Bard Druid Sorcerer Warlock and Wizard. Casting Time is 1 action Range is 30 feet Requires a Verbal and Somatic component and Duration is 1 hour.
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target is Charmed until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 4.
Legend Lore is a level 5 Divination spell for Bard Cleric and Wizard. Casting Time is 10 minutes Range is Self Requires a Verbal and Somatic component and Spell ingredient is Incense worth at least 250 gold pieces which the spell consumes and 4 ivory Strips worth at least 50 gold pieces each. Duration is Instantaneous.
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Summon Dragon is a level 5 Conjuration spell unique to Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic component and spell ingredient is an object with the image of a dragon engraved on it worth at least 500 gold pieces. Duration is Concentration up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.
Draconic Spirit stat block
AC: 14+the spell's level
Hp: 50+10 for each spell level above 5
Speed: 30ft on land a flying speed of 60 ft and a swimming speed of 30 ft
Strength: 19 (+4) Dexterity: 14 (+2) Constitution 17 (+3) Intelligence 10 (+0) Wisdom 14 (+2) Charisma: 14 (+2)
Resistance to Acid Cold Fire Lightning and Poison damage and can't be Charmed Frightened or Poisoned.
Has Blindsight to a range of 30ft and Darkvision to a range of 60ft
It only speaks Draconic but understands any language you know but can't speak them
Traits
Shared Resistances: When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.
Actions
Multiattack: The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend: Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon: Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage
@doodl3
0 notes
Text

Different colors across the different scales
#fanart#baldurs gate 3#bg3#dragonborn#bg3 dragonborn#dragonborn tav#eligar#zeri#dirge#dragonborn dark urge#dragonborn durge#durge named dirge#i got a friend of mine to create a whole ass list for all the scale colors#so far only the chromatics got a color palette for the tongues#im still debating how it works for draconic sorcery#way too fun giving them there gummy coded tongues xD
110 notes
·
View notes
Text

After such a long break from drawing anything i present u yet another wip :)
#fadeshock#valorant#fantasy au#a tiefling fade is more likely than drow fade right? right??#neon is a sorcerer#im going for a draconic bloodline here cuz why the hell not#though storm sorcery sounds more like neon#but on the other hand her ancestor CAN be a lightning dragon...#its a tough one for sure#especially since i have no idea about dnd#bg3 is the only thing i have as a slight representation in my head im sorry#so yeah#and not me taking mage hawke's champion armor for neon#and minthara's armor for fade#listen i just cant with clothes and armor in general so u gotta excuse me for that#ah and i used reference#so im pretty much shit at art in general lol#my art#wip
47 notes
·
View notes
Text
has anyone considered
#there's some potential there#you could make some lore around astarion actually being a sorcerer#that maybe cazador locked his wild magic away so astarion had to do with what he had left#but after the tadpoling maybe the lock cazador put on his magic loosened#idk i feel like sorcery kinda suits him#and the draconic bloodline subclass gives him such charming scales#bg3#bg3 astarion
20 notes
·
View notes
Text
Slapping down the fact that Ren and all the Angemonts do not have infernal characteristics, but rather…more Draconic characteristics. As a treat
#save game; ooc.#//that storm sorcery bloodline bay bee#//I’m just realizing that#//the Angemonts and this curse#//makes it so that they could be both#//Draconic sorcerer and storm sorcerer#//and that is very sexy of me
3 notes
·
View notes
Text
here's my tav's relationship chart, with the original linked here! catarina's the descendant of a cursed green dragon so things are a bit complicated in the bonding with people department. he is slow to trust but once you've got it it's pretty unbreakable :( he loves his dearest bestfriends so much, lot of funny little creatures that they are.
#fun rinitav fact: rini has 5 brothers! but out of all of them she is the one who resembles her ancestral dragon most/has draconic sorcery#very curious about how rini would get on with minthara but until i get access to the mod where u don't have to betray the tieflings#that's just not happening because... UHM#yeah he's very protective of them.. u know!#🦑.txt#ch: catarina raverre
9 notes
·
View notes
Text
#they really said huh you know what draconic sorcery dragonborn should look sexy as all fuck#and they were right#the adventures of tav'el stormborn#this may not be a bioware game but the LI's are still getting the clawhammer one way or another
6 notes
·
View notes
Text
God damn it. I was one off from The Land of Ooo

You've been isekai'd into a fictional setting. Spin this wheel to find out which one.
#who even gives a shit about the Frozen kingdom#cool i get to be in the Disney Princess Cinematic Universe#i guess I'll go learn draconic sorcery from maleficent or smth
35K notes
·
View notes
Text
Now that I've boned up on artificer subclasses, I'm wondering if Noel wouldn't have a few levels of Alchemist Artificer. She is a brewer, and likes to heal people; Alchemist is the most supportive artificer subclass.
HMMMMM.
#Maybe even swap her from sorcerer to artificer entirely????#idk#I mean I'm definitely swapping her subclass anyways#from storm sorcery to draconic bloodline#but still#hm#Noel#Out of Dragons
0 notes
Text
i sure would like to make a basic program to optimise and make consistent my music collection
shame i'm looking into literally every obscure thing i can think of to enable stupid dnd combinations instead
the upside of ADHD is that it makes you a fucking genius
the downside is that you don't get to decide when and for how long you're a genius.
#one recent one i really like the idea of is getting lightning lure on a tempest cleric#lightning lure pulls it in and then tempest cleric's feature yeets it away again#it's very silly. but if you want lightning lure on a stat you'll use you have to be a kobold or take one of two feats#initiate of high sorcery for wis or aberrant dragonmark for con#draconic kobolds facilitate so many stupid combos just by having a sorc cantrip. it's great
54K notes
·
View notes
Text
The Elden Ring brainrot is rearing it's head again. I want to start a new game and make my Ashen One in the CC with an according build.
#.txt#Faith(Pyromancy)/Strength is gonna be fun after having to use every trick in the book to get through the game#(until M*liketh) with my glasscannon Sorcery/Dex/bit of Faith build#I'm gonna let Bryony chill until the DLC comes out#Then I'll drag her through all that and hopefully come back strong enough to get past Maliketh#And also the Draconic Tree Sentinel at his door while I'm at it.
1 note
·
View note
Text
Draconic bloodline sorcerer wyll

So I always thought Wyll’s companion quest being around Ansur was a little random, but I do like the concept of Wyll maybe having some suppressed draconic sorcery? Anyone down with that?
He can definitely sprout little bronze wings that drawing is next 🙏
#wyll ravengard bg3#wyll ravengard baldur gate#wyll baldurs gate#wyll bg3#wyll ravengard#wyll my beloved#bg3 ansur#baldur gate 3#baldur’s gate 3#baldurs gate fanart#baldur's gate 3#bg3#baldur’s gate fanart#bg3 fanart#bg3 art#digital art#artists on tumblr#Ulder Ravengard fucked a dragon?? scandal
82 notes
·
View notes
Text




bro is too ok with being toyas lil guinea pig
txt ver (420 words, lets go) and translation notes under cut
~~txt/fic version~~
”Can’t hide more than this, sorry,” Akito said to Toya, “Though, I don’t know why I’d need to, I can take em.” He muttered the last part, tilting his head to the guards letting Kohane and An in. Frankly, he didn’t understand why Toya was so worried. If the village people didn’t take note of his appearance, then why would those in the city?
“I see.” If Akito couldn’t change his appearance any further, there must be something in the spellbook about it. He recalled his dream, the details lost but a sound that pricked at his heart lingered. ‘I think I recognize that melody,’ Toya thought, flipping through the book for a page he remembered struggling to decode.
‘—there !’ In the book was a passage that lined up with the sound he heard. He wasn’t sure how he knew this was the right spell, or what changed for him to even be able to read the passage, but it was worth a try.
“May I?” He asked Akito, lifting his hand at the ready.
“Huh?”
“Try something, I mean,” Toya explained.
“Oh, uh, sure.”
Toya waved his hand and began to sing. Verse by verse, he saw a transparent veil form above Akito, falling over his features and replacing them with human ones. It elongated to hide horns, scales, then his wings and tail. “Bine tsu a i de ii no ni.. ” his mouth formed syllables in a language neither of them were proficient in. But as Akito stood, he recognized the roots of some words: ‘love’, ‘not knowing’, ‘villain.’
If he had ever been to a concert before, Akito would describe Toya’s movements to be akin to that of a conductor leading an orchestra. He would weave the energy of his words through his fingers and command them into place. After a short while, Toya ceased the encantation and they both broke out of their respective trances.
“Did something happen?” Akito asked. He felt no different and yet Toya had a pleased grin on his face.
“I removed your draconic features-“
“HUH?” Akito looked down. His hands lost their grit and their claws, his feet were bare on the stony ground. He had no tail or wings or- he ruffled his own hair- horns.
“Now I can keep us from being recognized!”Toya failed to notice Akito’s momentary panic. But, as he continued feeling through his scalp, he realized that while his fingers grabbed and felt at nothing, his horns could feel his grabbing. ‘they’re there but… not…????’
~~translation + general notes~~
yes, on Toya’s spellbook “Amia�� is written (アミア)
yes, the song he sings is Villain. they don’t know that bc like no one understands sheet music and sorcery at once, or the fact that they’re essentially the same thing
the text surrounding the veil is ~about~ the same reading as what i wrote in the txt and is an excerpt of villain. i got the lyrics from this site
I just need a little love / No one knows, I don’t want anyone to know what’s under my skin
(びねつ愛でいいのに/誰も知らない、知られたくないひふの下)
i only wrote the kanji i know ToT. chose these lines because they were the ones most directly referencing a disguise or a change in one’s appearance, for the appearance change spell
the two words around Toya’s hand just say “Villain” (ヴィラン)
#i needed this OUT of my system#please look at readmore but also know that i’m afraid lol#wizard toya au#prsk five kingdoms au#toya aoyagi#akito shinonome#prsk akito#prsk toya#pjsk akito#pjsk toya#an shiraishi#kohane azusawa#a Very limited amount sorry#pjsk white day#my art#vex draws#comic
77 notes
·
View notes
Note
Archwizard Gale lore???
Okay, SO! My personal headcanons for Gale's powers, both as archwizard and Chosen of Mystra, are based upon the following:
D&D makes a distinction between "archmage" and "archwizard," with the former being a spellcaster dedicated to the arcane arts and either: the counsel of royalty, a lich tyrant, or a reclusive hermit, all with multiple apprentices, and the latter being "an arcane spellcaster of extremely high power who successfully claimed a floating enclave," that specification coming from the time of Netheril.
Gale is NOT royal counsel, NOT pursuing lichdom, NOT a hermit (willingly), does NOT have apprentices when he first makes the claim, and does NOT have a floating enclave.
Despite these, he still claims "archwizard" as a title. This is significant, especially from Waterdeep, where the most powerful wizards in the world gather, including Laeral Silverhand (another of Mystra's Chosen, immortal to a degree, and Open Lord of Waterdeep) and Vajra Safahr (current Blackstaff and Archmage of Waterdeep).
Bonus points for his significance, he is Gale of Waterdeep. His personally chosen moniker marks him as outstanding among Waterdhavians. There might be a handful of people named Gale in Waterdeep, but there is only one Gale of Waterdeep. This is further backed up by Lorroakan recognizing him, with his only reason for Gale being lesser than someone who supposedly figured out immortality being that Gale was Mystra's discarded lapdog.
Gale is skilled in all manner of magic. This is confirmed directly in his epilogue, where you can question him about his choice teaching the School of Illusion, and he says that he wanted to teach ALL the classes there, but the staff told him no. That includes schools you wouldn't normally associate with him, like Divination and Necromancy.
Based on all of that, I've decided that "archwizard," as Gale means it, is a term referring to a wizard who's multiclassed into all their subclasses.
Does this make him overpowered? Yes. But he's an archwizard, prodigy, and Chosen, he's MEANT to be within the bounds of his own lore.
In addition, I also believe him to be an untrained Storm Sorcerer, based upon the following:
Sorcerers and wizards differ in that sorcerers know magic intrinsically, while wizards study it to use it.
When talking to Halsin as Origin Gale, you can tell him that as a baby, you summoned a whole pack of rabbits. Presumably, baby Gale was NOT reading and comprehending arcane textbooks.
Gale has an intrinsic understanding of the Weave, by his own admission, saying he could compose it rather than just control it. He was also casting third level spells like Fireball at eight years old.
Gale's theme is all about storms: his name is Gale, he occasionally says "A rough tempest I will raise" in combat, almost all his official art has him controlling lightning, and his robe is thunder purple. This continues into God!Gale's design, where he has literal glowing lightning bolts framing his eyes, and his outfit is lightning blue.
K'ha'ssji'trach'ash: On his own, the mephit is pretty self-contained; it's a magma mephit capable of revealing the true form of a True Ressurection scroll. However, the key to getting him to do this is to respond to the question "what is my name" in Ignan with the correct answer. After which, K'ha'ssji'trach'ash says "T'i n'uthrantha m'ahthra Gale." We don't know what this means, but it's clear that he's talking to us, about Gale, possibly thanking us or asking us to pass a message along. This implies that he doesn't speak Common, or else he would, because we answered correctly. Why do I bring this up? Storm Sorcerers have an innate ability called Wind Speaker, which allows them to speak Primordial (including Aquan, Auran, Ignan, and Terran). Thus, Gale can speak to/understand K'ha'ssji'trach'ash, despite his known/studied languages being Common, Celestial, Giant, and Draconic.
Because he's untrained, and rather than Storm Sorcery being just a Lv1 flavor bit that does little, I've decided that Gale has access to the class features of Storm Sorcery without access to its spell slots or Metamagic, that way it's reflective of his power without training.
With both of these conclusions, both archwizard and sorcerer, I've decided to pick and choose which class features are from which iteration of both classes, because BG3 and official D&D have a few key differences that were mostly changed for gameplay reasons. I've then taken those and added more flavor to them, based on the already-given flavor of D&D and effects of BG3, doing away with the mechanical side of things for storytelling reasons.
On top of this, because the maximum level you can reach in BG3 is Lv12, and we know that the Orb consumes "the greatest of [his] talents," I've decided that the Orb consumes any ability beyond Lv12 until its removal.
That being said, beyond whatever spells and slots you care to give him, the powers I think Gale has pre-tadpole are:
Abjuration
Arcane Ward: When Gale casts Abjuration spells, residual magic shields him from the worst of incoming hits
Projected Ward: Gale can extend Arcane Ward to someone nearby instead of himself
Improved Abjuration: On short rest, Gale can strengthen Arcane Ward to sustain itself beyond a single hit
Evocation
Sculpt Spells: Gale can control his Evocation spells and keep them from harming allies
Potent Cantrip: Gale can force enemies that resist his cantrips to take half damage from them anyways
Empowered Evocation: Gale's Evocation spells are particularly deadly (based on +INT modifier to damage rolls)
Necromancy
Grim Harvest: Gale can harness the power released when a spell kills a creature to heal himself, UNLESS it's undead or a construct
Undead Thralls: Animate Dead: Gale can reanimate a corpse
UT: Additional Undead: Gale can efficiently harness the power it would take to reanimate one corpse to reanimate two corpses with Animate Dead
UT: Better Summons: Gale's reanimated dead can take more of a beating than others' dead
Inured to Undeath: Gale's been exposed to necromancy enough that he's resistant to necrotic damage, and his life force capacity can't be reduced (this one in particular helps with the "Netherese bile" flowing through his veins)
Conjuration
Create Water: Gale can call forth rain at will (BG3's feature over D&D's to align more with storm sorcery)
Benign Transposition: Teleport: Gale can teleport up to 30ft, and can use that to swap places with an ally
Focused Conjuration: Gale's concentration on conjuration spells can't break due to pain
Enchantment
Hypnotic Gaze: So long as Gale holds eye contact with someone, he can charm them into stopping everything they're doing and staring at him in a daze
Instinctive Charm: Reflexively, Gale can make a split-second charm attempt to redirect an attack at someone directly nearby
Split Enchantment: Gale can efficiently harness the power it would take to enchant one person and instead enchant two targets at once
Divination
Portent: Gale can focus and gain split-second glimpses into the immediate future (such as the next blow about to be thrown in a fight)
Expert Divination: Casting divination comes naturally enough to Gale that he can cast divination spells using a lower spell slot
Third Eye: Gale can increase his powers of perception and gain a very limited Darkvision/Ethereal vision at will, as well as read any language
Illusion
Improved Minor Illusion: Gale can cast illusory effects with incredible ease
See Invisibility: Gale's experience with illusions lets him detect invisibility spells at work, focus on them, and see through them
Illusory Self: Gale can create an identical double of himself reflexively to confuse opponents
Transmutation
Experimental Alchemy: Using transmutation magic, Gale can more efficiently refine potion ingredients, occasionally enough to create a second potion
Transmuter's Stone: Gale can lock some of his transmutation magic into a stone, granting whoever holds it an effect of his choice from the following: Constitution proficiency, Darkvision, extra speed, resistance to acid/cold/fire/lightning/thunder damage
Shapechanger: Gale can polymorph himself once a day without consuming a spell slot (only into beasts with a CR of 1 or less)
Storm Sorcery
Wind Speaker: Gale can speak, read, and write Primordial (Aquan, Auran, Ignan, and Terran)
Tempestuous Magic: Gale can summon gusts of wind around him immediately after casting a spell greater than a cantrip. These winds are strong enough to propel him in flight for ten feet
Heart of the Storm: Gale has resistance to lightning and thunder damage. In addition, whenever he casts a spell that deals lightning or thunder damage, the magic that erupts is stormy and more powerful than other kinds of magic at equal level
Storm Guide: Gale can subtly control the weather around him, causing rain to stop falling in a 20 foot sphere centered on him, or wind to blow in a different direction in a 100 foot sphere centered on him
Feats
These are based on what I, personally, think make the most sense for him pre-tadpole:
Ability Increase: +2 to INT score
Elemental Adept: Thunder: Spells/attacks ignore resistance to thunder, and when a spell he casts causes thunder damage, it can't critically fail
Elemental Adept: Lightning: Spells/attacks ignore resistance to lightning, and when a spell he casts causes lightning damage, it can't critically fail
Okay, so Gale's crazy powerful, right? What could he have possibly lost that's greater than all this?
Well...
Abjuration: Spell Resistance: Gale was in tune enough with the Weave that he could resist spells (as well as gaining advantage on saving throws against them)
Evocation: Overchannel: Gale could deal maximum damage on a 1-5 level spell without ill effect on first cast, but suffered unresisted necrotic damage when using it again
Necromancy: Command Undead: Gale could bring undead made by other wizards under his control
Conjuration: Durable Summons: Gale could give anything he summoned a temporary shield against damage (30 temp HP)
Enchantment: Alter Memories: Gale could make someone unaware they were charmed by him, as well as make them forget something that happened during that charmed period
Divination: Greater Portent: Gale used to be able to predict more split second decisions ahead with ease
Illusion: Illusory Reality: Gale used to be able to pull shadow magic together into illusions and make them, temporarily, real. He can still do a limited version of this, but only via concentration to keep the threads together (hence the "anatomically correct" illusory wizard in the Drow twins scene; shadow magic is NOT the same as the Shadow Weave)
Transmutation: Master Transmuter: Gale could consume magic stored in his transmuter's stone in one go, using it to transmute one object into another, remove curses, diseases, and poisons, raise the dead, or reduce a creature's apparent age by up to 30 years
Storm Sorcery: Storm's Fury: Gale could react with lightning damage when struck physically Wind Soul: Gale was immune to lightning and thunder damage, could fly at a speed of 60 feet, and could reduce his flying speed to 30 feet for 1 hour to make four additional people fly
Yeah. Ouch. And that's not even including his former Chosen abilities.
Gale's Chosen abilities
Silver Fire: Gale could command pure energy of the Weave in the form of silver-white flame, which, at his command, could destroy anything in its path, banish dead magic areas, restore torn Weave, purge external magic and psionic effects from his own body, teleport without error to the last location he used the ability at, or cast spells without verbal, somatic, or material components
Mantle: Gale could cast the dangerous Mantle spell without suffering any ill effects, while other wizards casting the spell would suffer a drain of life force as long as it persisted
Weave Detection: Gale could detect magic's presence without the use of a spell
Weave Tapping: Gale could cast high level spells repeatedly without losing a spell slot, although this was discouraged by Mystra
On the page for Mystra's Chosen abilities, it says that sometimes her Chosen gained an immunity to magic, as well as disease and poison. I don't think Gale was so lucky, however; in the House of Healing, he mentions that he once turned himself in to a hospice in Waterdeep for a "bout of ruddy pox." Him having turned himself in implies he was an adult at the time, and should, therefore, already be Mystra's Chosen.
All that to say: behold, Gale of Waterdeep, in his original splendor. How the mighty have fallen.
#bg3#gale dekarios#gale of waterdeep#long post#ask bee#the neat thing about the storm sorcery stuff is that it's JUST close enough in proximity to what gale's already capable of#that he probably didn't even give it a second thought#he can fly at lv18? he could fly at 8yo. doesn't matter#lightning and thunder immunity? well mystra's chosen get magical immunity sometimes. must be that!#his lightning/thunder spells are stronger? they're his specialties! he studied those!#i love it
559 notes
·
View notes
Text
Okay I did take one sideways glance at One D&D and while I think it's objectively good that the Sorcerer subclasses are no longer as concerned with BREEDING as before (they've renamed the ones like "Draconic Bloodline" to just "Draconic Sorcery") probably because like idk maybe talk of bloodlines and stuff like that gives off wrong vibes in the year of our Lord 2024,
But I also can't help but be reminded of @prokopetz's post about how the text of D&D is increasingly trying to dance around the idea of "your peepaw fucked a dragon" which became surprisingly common in D&D 3e,
295 notes
·
View notes
Text
Ninjago DnD parody
Cole -- Half-orc/Half-elf paladin
Kai -- Half human half dwarf fighter
Nya -- Half human half dwarf fighter/artificer
Jay -- Halfling sorcerer(Storm Sorcery)/artificer
Lloyd -- Tiefling monk/sorcerer(Draconic Bloodline)
Zane -- High elf ranger
Mostly based on: https://www.tumblr.com/lydialeereborn/766865865817948160/some-idea-for-ninjago-dnd-au?source=share
#dnd#ninjago#ninjago fanart#lloyd garmadon#kai smith#nya smith#jay walker#zane julien#cole brookstone
63 notes
·
View notes