#easily a top 3 fgo finale of all time
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ziracona · 1 year ago
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Live footage of James Moriarty, Epic of Remnant: Shinjuku - Final Act
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smokeybrandreviews · 7 months ago
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Faerie Tales
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I am in full Fate/Grand Order mode right now and it's paying off nicely. I think. It's an odd thing to juggle three mobile titles (FGO, Azur Lane, and Ever Crisis), Baldur's gate 3, Persona 3 Reload, and my millionth run at Mass Effect Legendary. I got too many games on my plate right now. I feel like i should pull back on something but, at the same time, nah? Like, P3R is my sh*t and i am absolutely in love with BG3. I dunno, maybe I'll reassess eventually but my crippling gaming addiction has only a nebulous effect on my choice to continue grinding through the admittedly frustrating and horrifically pay-walled world of the Grand Orders. I do it because i shill hard for Nasu and have for actual decades. Plus, some of the stories are really cool. F*cking Avalon le Fae was peak Type Moon and i cannot wait until the Dragon Slayer money runs out so they have UFOtable animate that sh*t. Interestingly enough, the Faeries are kind of why I'm even writing this update.
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Yo, i popped Barghest! Tam Lin Gawain is easily my favorite of the Faerie Knights. I mean, Melusine is but Barghest is definitely right there with her. Of the newer Servants released since i lost my first account, She ranks right up there in the top ten. Actually, i think she was number nine. Albion was number one, but making it into that top ten is a feat in of itself. Dozens of dope ass servants were added in my years long hiatus and the Black Dog made it to the top of the top. It just kind of blows she's a Saber. I'm lousy with Sabers. A good portion of my Five-Stars are Sabers. Like, i already have Mordred, she will NEVER leave my party, and Artoria. They are powerhouses in their own right but i also have Okita and Altera as back up. That's four Five-Star Sabers. Where the f*ck does my Hellhound even fit? Still, i am mad hype to pop her off the Artoria Caster Banner, because i did it with some bullsh*t Summon Tickets! Pretty sure i got Artoria doing that, too, but that's not why I'm happy.
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You see, that Caster Banner is part of the Twenty Million Downloads campaign. Also [art of that, are two special summon tickets, one for a Four-Star Craft Essence and the other for a Four-Star Servant. I was going to use that ticket on Barghest, even though i already have a ton of Sabers. That's how much i like the character. Popping her off that banner allows me to choose a different Servant now, one that i actually need. I have one Avenger and it's Hessian Lobo. That guy sucks. I mean, it's fine, but it ain't Demon Nobu. However, there is another Four-Star Avenger who i had on my old account. An Avenger that happens to be a Medusaface, and we all know how much of a sucker i am for Medusa. Not only did i get a Barghest on one of the most improbable ways possible, but i was able to outright choose Gorgon! I was able to secure a much need Avenger option AND the Black Dog I've wanted since Avalon was released! Honestly, I wish I had one more of those free tickets. I'm set on Gorgon, for sure, but Lancer Artoria Alter is an option, too, and she's kind of my favorite Artoria. There's just something about an Alter which really does it for me.
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I'm actually really very pleased with this account right now. Sucks I'm still missing a ton of Servants that i want, but progress is being made. I mentioned in my last update i was able to finally acquire Anastasia but, since then, I've also added Ivan the Terrible, Anne Bonny and Marie Reed, Assassin Okita, and Lakshmibai. These are all solid additions, even though they aren't necessarily Servants i would personally choose for myself. I mean, Ivan is, that gigantic motherf*cker is a powerhouse, but considering i don't run at FGO Banners like i do Azur Lane ones, the fact that i have any Five-Stars is kind of a blessing. Obviously, my Mordred is coming along nicely. I've been able to both unlock and max out her second Append Skill, while grinding away at the monumental task of getting that eleventh Bond Level. Right now, that's the current quest. Oh, somehow, i was able to naturally roll a second Mordred so she's got a level two Noble Phantasm now. Just three to go! I'm just chipping away, man. Slowly but surely, I'll have my max Mordred.
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smokeybrand · 7 months ago
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Faerie Tales
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I am in full Fate/Grand Order mode right now and it's paying off nicely. I think. It's an odd thing to juggle three mobile titles (FGO, Azur Lane, and Ever Crisis), Baldur's gate 3, Persona 3 Reload, and my millionth run at Mass Effect Legendary. I got too many games on my plate right now. I feel like i should pull back on something but, at the same time, nah? Like, P3R is my sh*t and i am absolutely in love with BG3. I dunno, maybe I'll reassess eventually but my crippling gaming addiction has only a nebulous effect on my choice to continue grinding through the admittedly frustrating and horrifically pay-walled world of the Grand Orders. I do it because i shill hard for Nasu and have for actual decades. Plus, some of the stories are really cool. F*cking Avalon le Fae was peak Type Moon and i cannot wait until the Dragon Slayer money runs out so they have UFOtable animate that sh*t. Interestingly enough, the Faeries are kind of why I'm even writing this update.
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Yo, i popped Barghest! Tam Lin Gawain is easily my favorite of the Faerie Knights. I mean, Melusine is but Barghest is definitely right there with her. Of the newer Servants released since i lost my first account, She ranks right up there in the top ten. Actually, i think she was number nine. Albion was number one, but making it into that top ten is a feat in of itself. Dozens of dope ass servants were added in my years long hiatus and the Black Dog made it to the top of the top. It just kind of blows she's a Saber. I'm lousy with Sabers. A good portion of my Five-Stars are Sabers. Like, i already have Mordred, she will NEVER leave my party, and Artoria. They are powerhouses in their own right but i also have Okita and Altera as back up. That's four Five-Star Sabers. Where the f*ck does my Hellhound even fit? Still, i am mad hype to pop her off the Artoria Caster Banner, because i did it with some bullsh*t Summon Tickets! Pretty sure i got Artoria doing that, too, but that's not why I'm happy.
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You see, that Caster Banner is part of the Twenty Million Downloads campaign. Also [art of that, are two special summon tickets, one for a Four-Star Craft Essence and the other for a Four-Star Servant. I was going to use that ticket on Barghest, even though i already have a ton of Sabers. That's how much i like the character. Popping her off that banner allows me to choose a different Servant now, one that i actually need. I have one Avenger and it's Hessian Lobo. That guy sucks. I mean, it's fine, but it ain't Demon Nobu. However, there is another Four-Star Avenger who i had on my old account. An Avenger that happens to be a Medusaface, and we all know how much of a sucker i am for Medusa. Not only did i get a Barghest on one of the most improbable ways possible, but i was able to outright choose Gorgon! I was able to secure a much need Avenger option AND the Black Dog I've wanted since Avalon was released! Honestly, I wish I had one more of those free tickets. I'm set on Gorgon, for sure, but Lancer Artoria Alter is an option, too, and she's kind of my favorite Artoria. There's just something about an Alter which really does it for me.
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I'm actually really very pleased with this account right now. Sucks I'm still missing a ton of Servants that i want, but progress is being made. I mentioned in my last update i was able to finally acquire Anastasia but, since then, I've also added Ivan the Terrible, Anne Bonny and Marie Reed, Assassin Okita, and Lakshmibai. These are all solid additions, even though they aren't necessarily Servants i would personally choose for myself. I mean, Ivan is, that gigantic motherf*cker is a powerhouse, but considering i don't run at FGO Banners like i do Azur Lane ones, the fact that i have any Five-Stars is kind of a blessing. Obviously, my Mordred is coming along nicely. I've been able to both unlock and max out her second Append Skill, while grinding away at the monumental task of getting that eleventh Bond Level. Right now, that's the current quest. Oh, somehow, i was able to naturally roll a second Mordred so she's got a level two Noble Phantasm now. Just three to go! I'm just chipping away, man. Slowly but surely, I'll have my max Mordred.
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grailfinders · 3 years ago
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Fate and Phantasms #202
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(Woof, we were almost a day late. Sorry about that, just got a second job. The first one at Facebook isn't working out that great. Anyway!)
Today on Fate and Phantasms we're getting a little bit beastly with the help of Atalante (Alter)! Move fast, hit hard, and outlast anyone who gets in your way. She's a Beast Barbarian for some beastly armaments and extra mobility, plus a Brute Fighter to hit harder and last longer.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: They say every mentor learns from his students. This next servant really took that lesson to heart.
Race and Background
This Atalante is still a Shifter, but thanks to that beast's hide she's wearing, she's now a Beasthide Shifter, giving her +1 Strength and +2 Constitution (Thanks, Tasha!) She also gets Darkvision, Keen Senses for Perception proficiency, and a Toughness that gives her proficiency with Athletics. The big purpose of the class, however, is Shifting. You can transform into a fuzzier version of yourself for up to a minute once per short rest. Because you're a beasthide, your shift is a bit tougher than most; you gain 1d6+your level+ your constitution modifier temporary hit points, and your AC goes up by 1.
You're also still an Outlander, giving you Survival proficiency to live off of hydras. You would normally get athletics too, but you've got that already, so grab Persuasion instead. You're able to keep Yagas together, that's no small feat.
Ability Scores
You might be a wild animal now, but your speed is still your greatest asset, so your Dexterity should still be pretty high. Second highest now is your Constitution, that hide you've got on is really tough. And distracting, I mean you look like a goddamn Power Rangers villain. You kill things with your bare hands, so your Strength has to be up to snuff too. Your Wisdom is also above average, the Yaga seem to like you fine. This means your Intelligence isn't that great- you're not Chiron's star pupil this time. Finally, dump Charisma. You're a terrible liar, and you're hard to get along with.
Class Levels
Barbarian 1: Starting off as a barbarian makes your AC even better, thanks to Unarmored Defense. Now you can add your constitution and your dexterity modifiers to your AC while unarmored. (I know you technically get armor later, but it completely avoids your vital organs, so I'm not counting it.) You also get Rage, spending a bonus action to make you stronger (advantage on strength saves & checks), tougher (resistance to physical damage) and more brutal (bonus damage from strength-based attacks). Oh right, you also get proficiencies. Strength and Constitution saves, plus Intimidation and Nature skills. You're a scary wild animal, yes you are, yes you are!
Fighter 1: You still need weapons though, and rather than wait for two levels for your subclass, we'll go into Fighter right now for an Unarmed Fighting Style. You can punch people for 1d6 damage (1d8 if you have two hands free), and you can deal damage to grappled creatures if you start your turn holding onto them. You also get a Second Wind, healing yourself as a bonus action.
Barbarian 2: Second level barbs can make Reckless Attacks; you get advantage, your enemies get advantage, everyone wins! Except your enemies, because they'll all be dead before they get a turn. You also get a Danger Sense that gives you advantage on dexterity saves. You're still kind of a cat, I guess.
Barbarian 3: Third level barbarians set down a primal path, and the path of the Beast is for those who want to rip and tear, until the job is done. Right now you get a Form of the Beast when you rage, giving you one of three natural weapons. You can bite, dealing 1d8 piercing damage and regaining HP once per turn if you're bloodied. Otherwise, you can use your Claws to deal 1d6 slashing damage, and you get one extra attack with them per turn. The last one's less in character, but you can still grow a Tail if you want, dealing 1d8 piercing damage on attack, and you can use your reaction to apply a d8 to your AC against an attack that hit you. You also get Primal Knowledge in another barbarian skill. Pick up Animal Handling, it might help with the Yaga.
Barbarian 4: Bump up your Strength for better fighting. Real simple.
Barbarian 5: Fifth level barbs get an Extra Attack each attack action, as well as Fast Movement giving you an extra 10' of speed each turn. Turns out, you're fast! Who knew!
Barbarian 6: Sixth level beastbarians find their Bestial Soul, making their rage weapons magical against resistances. Whenever you finish a rest, you can also Self Evolve in one of three ways. You can gain a swiming speed and breathe underwater, a climbing speed that negates the need for climbing checks, or you can add an Athletics check to your jump distance once per turn. Normally, you can make an 8 foot long jump without runnig. Now you can jump a distance between 15' and 34'. It's a pretty good jump boost. The jump is the most in-character, but feel free to evolve whatever you need for the situation.
Barbarian 7: Seventh level barbarians grow even faster, with their Feral Instincts giving them advantage on initiative rolls, and you can ignore a surprise round by raging. Which you'd probably do anyway, so just roll with it. Speaking of raging, when you do so, you can make an Instinctive Pounce to move half your speed as part of the bonus action. You're not as fast as your archer self, but this'll help close the gap.
Fighter 2: Yep, we've got enough primal stuff, time to make it hurt. Bouncing back to fighter now gets you an Action Surge. Once per short rest, you can add an extra action to your turn, no strings attached. Use this to attack and you can hit people four times per turn, or five times with your claws!
Fighter 3: Third level fighters get their martial archetype, and becoming a Brute makes you a bit more heavy-handed. Your Brute Force lets you add a d4 to every damage roll you make with your weapons, and the die grows as you level up. This means your teeth are now arguably as strong as a greatsword.
Fighter 4: Another ASI! Bump up your Strength.
Fighter 5: Unfortunately, the fifth level of fighter gets you absolutely nothing. Extra attack doesn't stack like that. :(
Fighter 6: Use this ASI to grab the Mobile feat, for extra movement and the ability to shut down the attacks of opportunity from anyone you tried to hit this turn. Getting hit is for slow people.
Fighter 7: Seventh level brutes get Brutish Durability, adding a d6 to every save they make, up to and including death saves. If this brings a death save to a total of 20 or higher, you automatically pop back up with 1 HP. Barbarians tend to make the most death saves out of any party member, might as well be good at it.
Fighter 8: Another ASI! Grab the Martial Adept feat for a superiority die (1d6) that you can use to perform one of two Battle Master Maneuvers once per short rest. A big part of this build is adaptability, so the final say in what maneuvers you get is up to you. That being said, I highly recommend Ambush for a boost to stealth and initiative rolls, or Maneuvering Attack for even more mobility. It adds damage to your attack, and you can let one friendly creature (including you) move half its speed without provoking opportunity attacks from the target.
Fighter 9: Now that you're Indomitable, you can re-roll a failed saving throw once per long rest. I know berserkers are glass cannons in FGO, but that's just how they flavor their easily tricked nature, really they're hard as hell to fight, even if you've got fireballs and shit.
Fighter 10: Tenth level brutes get a bigger Brute Force die, now you add 1d6 to every attack, so your hands are as powerful as a greatsword. You also get an Additional Fighting Style, so grab Superior Technique for a second superiority die per rest and a third maneuver of your choice.
Fighter 11: Eleventh level fighters get another Extra Attack, and this one does stack, so you can attack up to 6 times per turn, or 7 with your claws and your action surge.
Fighter 12: Use your last ASI to become Resilient to Dexterity saves. You get +1 dexterity, and proficiency with that kind of save. So yeah, you now have advantage, proficiency, and an extra 1d6 against that fireball. Good luck, spellcasters.
Fighter 13: Our capstone level is a second use of Indomitable per day. Not the flashiest way to end a build, but at least you're not a sorcerer.
Pros and Cons
Pros:
When you want to hurt someone, they really hurt. With four claw attacks and three unarmed attacks, all boosted by rage, maneuvers, and brute force, you can deal 3d8+13d6+42. And those are all with advantage, so you've got a good chance of dealing a crit. Even without that chance, you can still deal over 100 damage in a single turn with average rolls.
You've also got plenty of Mobility to stay on top of your prey, with a base movement of 50' per turn and the ability to jump an absolute minimum of 20', or you can swap in other kinds of movement if you're going to the sea or a cliff face. You've also got several ways to pour more speed in if you need it. You won't be able to win a race against your archer self, but you'll definitely make her work for it.
Your saves are ridiculous, especially your physical ones. You've got proficiency in all three, good scores, an additional 1d6, and your strength and dexterity saves probably have advantage. If people try to get through your hide, they'll find your skin is just as tough, with an AC of 16-17, damage resistance, almost 200 HP, and plenty of ways to heal yourself.
Cons:
If you can't catch up to a person, your range means you're screwed. Your best weapons are all melee range, and you'll just end up chasing them around like a fool. (Technically you can just... pick up a bow and use it, you're a fighter after all, but we're playing to character.)
Despite your save shenanigans, your low charisma means you still might end up getting shunted to another dimension. That would explain how you got to the lostbelt, though....
We spent a whole feat and fighting style on those superiority dice, and to be honest they're probably not worth the effort. Bumping up your strength and picking up the Mariner style would be just as useful, if less customizable.
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grailfinders · 4 years ago
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Fate and Phantasms #81: Jekyll and Hyde
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As we get closer to Thanksgiving, it’s important that we all take a moment and think about what we’re thankful for. Despite this year, I’m thankful I don’t have an alternate personality that wants to kill everyone around me. Jekyll & Hyde will have to think of something else.
Their build’s breakdown is under the cut, or you can check out their character sheet over here!
Next up: Bodybuilding gone wrong! (or right, depending on your point of view.)
Race and Background
Jekyll is a Human, giving him +1 in all ability scores. He’s also the textbook definition of a Haunted One, giving him Arcana and Investigation proficiencies as well as severe trauma.
Ability Scores
Your highest stat will be your Intelligence- you’re smart, if a bit reckless when choosing test subjects. Your Strength comes second, you may be a Victorian Englishman, but half of you is a serial killer, that has to count for something. Third is Dexterity- both versions of you are good with a knife, and you only want your other half dead, so your AC shouldn’t be too low. You’re repressed as hell, but the other half of your is terrifying, so that averages out your Charisma a bit. Your Constitution’s not too great- again, you’re a Victorian Englishman. Finally, dump Wisdom. One half of you tested chemicals on yourself, the other’s a berserker, it’s just not your strong suit.
Class Levels
1. Rogue 1: Jekyll’s an assassin in FGO, and a rogue here. He would be a good fit for a certain hunter of blood subclass, but I like to save the non-canon or technically rule-breaking bits for joke levels, so they can be easily taken out if needed- I’m not building half a character as a blood hunter. 
When you pick the class, you get proficiency in Dexterity and Intelligence saves, as well as four skills- Acrobatics and Stealth go to Jekyll, and Deception and Intimidation for Hyde. On top of all those proficiencies, you can double up on that with Expertise in two skills. Let’s buff up Arcana so you can learn how to make that potion already and Deception so no one knows when you’re the other you. You also get a Thieves’ Cant to help you talk to other rogues, and a Sneak Attack which you can use if you have advantage with a finesse weapon, or there’s another ally within 5′ of the target.
2. Barbarian 1: After you get some of that good murder juice, you also become a barbarian. You can go into a Rage, getting advantage on Strength saves and checks, extra damage on strength based attacks, and resistance to physical damage types. Also good to note: sneak attack only requires a finesse weapon- you don’t have to use dexterity on the attacks, so you can rage and sneak at the same time. You also get an Unarmored Defense, giving you an AC based on your Dexterity and Constitution When not wearing armor. It’s not any better than your normal AC, but we’ll work on that.
3. Rogue 2: Second level rogues can make Cunning Actions, letting you dash, disengage, or hide as a bonus action. You’re not one for fighting, until you suddenly are.
4. Barbarian 2: At this level, Hyde can make Reckless Attacks, getting advantage on all attacks this turn in exchange for enemies having advantage on him until his next turn. He also gets a Danger Sense, giving him advantage on dexterity saves from effects he can see.
5. Rogue 3: We’re making Jekyll a Swashbuckler rogue this level. It’s admittedly a strange subclass, but you could say this is part of Hyde’s intimidation tactics leaking into your normal way of doing things. When you take the subclass, you gain Fancy Footwork, preventing creatures you attack from making opportunity attacks against you for the turn. You also have Rakish Audacity, adding your charisma modifier to initiative rolls. You can also use your sneak attack if you and your target are the only creatures within 5′ of each other. Speaking of your sneak attack, it increases to 2d6 at this level.
6. Barbarian 3: At this level Hyde becomes a Berserker. I mean, he was one already, but now he’s one in D&D too. This lets him go into a Frenzy when he rages, letting him make a weapon attack as a bonus action at the cost of gaining a level of exhaustion after the frenzy ends. Thankfully Frenzy is optional, and you probably shouldn’t use it. 
7. Rogue 4: Use your first Ability Score Improvement to become an Actor, increasing your Charisma by one and getting advantage on Deception checks to pose as your other self. You can also mimic other creatures you’ve heard for at least a minute requiring an insight check contested against you deception to see through it.
8. Barbarian 4: Use your next ASI to round out your Strength and Constitution scores for better brawling.
9. Rogue 5: Fifth level rogues can make an Uncanny Dodge as a reaction, halving incoming damage from one attack. Combine this with your rage resistances, and you can eat up a lot of damage. Also, your sneak attack deals 3d6 this level.
10. Barbarian 5: Fifth level barbarians get an Extra Attack with each attack action, letting you make two attacks per turn (or three if you really want to w/ Frenzy). You also get Fast Movement, giving you an extra 10′ of movement speed.
11. Rogue 6: At sixth level, rogues get another round of Expertise. Pick Intimidation for Hyde, and Stealth for Jekyll.
12. Barbarian 6: Sixth level berserkers can go into a Mindless Rage, preventing you from being charmed or frightened for the duration of your rages. If you’re charmed when going into a rage, you’ll still be charmed when you come out. Be careful though, just because Hyde isn’t charmed doesn’t mean he won’t stab you.
13. Rogue 7: Seventh level rogues learn Evasion, so you take half damage on failed dex saves, and no damage on successes. When combined with your proficiency, Danger Sense, and good dex score, fireballs won’t be an issue for you. Also, you deal 4d6 when you sneak attack.
14. Barbarian 7: Seventh level barbarians have a Feral Instinct that gives you advantage on initiative rolls, and you can ignore being surprised by raging. Hyde’s always waiting for a chance to break free, and a good shock might be enough to do it.
15. Rogue 8: Use this ASI for more Strength, giving you stronger and more accurate attacks.
16. Barbarian 8: Also bump up your Dexterity with your next ASI for a better AC and stealth.
17. Rogue 9: Ninth level swashbucklers get Panache, letting you make a Persuasion check against a creature’s Insight check to either make you the focus of their fighting or charm them for a minute. It’s unfortunate that you can’t use Intimidation for this instead, but that’s for homebrew to decide. Also, your sneak attack goes up to 5d6.
18. Barbarian 9: Ninth level barbarians get a Brutal Critical, letting you add an extra die to critical hits. That’s not much for you, considering you’re already throwing 10d6 onto your crits, but every bit helps.
19. Rogue 10: Use your last ASI to bump up your Constitution for more health and a better AC.
20. Barbarian 10: Your capstone level nets you the berserker feature Intimidating Presence, letting you frighten a creature as an action. If it fails a wisdom save based on your charisma, it’s frightened until the end of your next turn. However, you can use your action each turn to extend the effect without needing another saving throw.
Pros: 
Unless you’re super into RP (or into playing half-level characters), you’re not going to be playing Jekyll or Hyde completely separate from each other. And that’s great, because Barbarians and Rogues mix very well. Rages and Danger Sense mix with Uncanny Dodges Evasion, respectively, to make you very hard to damage, even when your AC makes you easier to hit than a standard tank. Plus, barbarians love to deal crits, and rogues love it too, so you’ll be dealing tons of damage thanks to Sneak Attacks mixed with Extra and Reckless Attacks
You’re an expert in impersonation and stealth, so you’re great at getting the drop on people, a useful skill for serial killers.
Combining Fast Movement with Fancy Footwork and Uncanny Actions can make you very mobile on the battlefield, dealing damage while keeping yourself in a good position.
Cons:
The way we set up this build isn’t the most graceful way to level up a character, shoving all your ASIs into the same general area means you’ll be weaker than the rest of the party in the levels immediately before them. Also, you’re waiting until level 5 just to get your subclass features.
Your Low Wisdom means you’re very easy to charm and fool. Your rages can keep you from fighting the rest of the party (more than usual), but they can’t help against illusions.
Your main source of damage is still a regular Dagger, so flying enemies or ones that resist nonmagical damage can be a pain. But you’re just as much of a pain to kill, so it’s only fair.
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grailfinders · 4 years ago
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Fate and Phantasms #61: Elisabeth Báthory (Halloween)
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Welcome back to Fate and Phantasms, where we’re bringing every servant in FGO to life in Dungeons and Dragons 5e! Today we’re building the Blood Countess Elisabeth Báthory, Halloween Edition! For this build, we have three goals:
Part-time Dragon: Because of the Báthory crest, Elisabeth is part dragon. This means she’ll need a sonic breath weapon, and the ability to fly.
Part-time Torturer: She may have been waifufied in FGO, but she still has trouble treating people like people, so she’s going to have plenty of ways to not only fight people, but make it hurt
Full-time Idol: As the pop star princess of Hungary, Elisabeth needs plenty of ways to frighten charm and drive to madness enthrall her captives audience.
As usual, a spreadsheet for this build can be found over here, and a full explanation will be below the cut!
Edited due to fitting casliz better; will be remaking lancer liz in a bit.
Race and Background
You start things off as a Dragonborn, giving you +2 Strength and +1 Charisma. Some people would say this is leaning too far into the dragon bit, but if we want that Breath Weapon, this is the race we need. Pink dragons don’t exist in DnD, so we’ll say the Báthory family is descended from a Red Dragon, making your breath weapon a 15′ cone of fire that requires a dex save of 8 + your constitution modifier + your proficiency. On a fail, creatures in your way take 2d6 damage, or half on a success. This bumps up to 3d6 at level 6, 4 at 11th level, and 5 at 16th level. You can use this once per short rest. You’ll also be resistant to fire damage, which is pretty cool since it’s a common element in dungeons and your stage productions. 
You’re also a Noble, giving you proficiency in History and Persuasion. A complete lack of empathy for the poor is not mechanically enforced, but appreciated nonetheless.
Stats
We use the standard array around here, but feel free to roll if you want to. I’d say keep multiclassing minimums in mind, but if you can’t this build isn’t going to work out for you anyway. Put your highest score in Charisma. It’s literally one of your skills, and you need it for most of everything you do. Next is Dexterity, you don’t wear armor, so your best bet for not dying is to not get hit. Follow that up with Strength. You don’t look it, but you can fly while carrying people, so you’re actually pretty buff. After that is Constitution; those dance sessions need stamina. Next is Intelligence, you don’t need no education to know the pointy end goes into the peasant. Finally, dump wisdom. You're so easily distracted you’ve accidentally wandered into the wrong servant class twice now.
Class Levels
1. Sorcerer 1: As a first level sorcerer, you are proficient in Deception, Arcana, and Constitution and Charisma saves. First level sorcerers also get their first spells. Grab Control Fire, Green Flame Blade, Create Bonfire, and Burning Hands for some offensive spells, as you won’t actually be able to use a spear all that well for a while. Also grab Friends for some early charm points and Jump for your first foray into flight. Don’t worry, you’ll get actual wings later.
Don’t forget about your Sorcerous Origin, which is appropriately enough a Draconic Bloodline. As previously stated, you have a Red Dragon ancestor, which at this level gives you some languages you already know and doubled proficiency when dealing with Charisma checks against dragons. You also have Draconic Resilience, giving you an unarmored AC equal to 13 + Dex mod, and you get an extra 1 HP when leveling as a Sorcerer. This is great for you, as idol dresses are not known for their combat protection.
2. Sorcerer 2: At second level, you become a Font of Magic, having sorcery points equal to your sorcerer level. Currently these can be used to make spell slots, but they’ll be more useful in a bit. For this level, grab Charm Person for your spell, bringing innocent bystanders under your thrall, if only to make you stop singing.
3. Sorcerer 3: You now have Metamagic, giving you customization options for your spells. Grab the Subtle Spell option so you can cast magic while wielding your spear, and Twinned Spell, because every good idol knows when an encore is necessary (the answer is always). For your spell this level, grab Shatter for reasons that are totally unrelated to your singing.
4. Sorcerer 4: Use your first Ability Score Improvement for a higher Charisma score. For this level’s spell, grab Mending, in case your dress gets ripped, and Crown of Madness. The latter spell forces a wisdom save for one humanoid, otherwise they become charmed, and a must use their action each turn to make a melee attack against another creature you choose. If none are available, it can act normally. You have to use your action to keep the spell going, and the target can roll a new save each turn. They’re just so excited to hear you sing, they can’t keep their enthusiasm to themselves!
5. Sorcerer 5: Fifth level sorcerers get 3rd level spells. Grab Fear to force creatures within a 30′ cone of you to make a wisdom save or else become frightened of you for up to a minute. During this time the only thing they can do is run away from you as quickly as possible. To tell their friends about your talent, obviously.
6. Sorcerer 6: Sixth level dragon sorcerers gain an Elemental Affinity, so now whenever you cast a spell that deals fire damage, you deal extra damage equal to your charisma modifier. You can also spend 1 sorcery point to gain resistance to a damage type you’re already resistant to, if you really want to waste it. For your spell this turn, grab Fly, so you can finally spread your wings (for 10 minutes, at least). Make sure you keep track of that timer, because we won’t be getting feather fall for a bit.
7. Sorcerer 7: Grab your first 4th level spell Confusion. Create a mosh pit in a 10′ radius sphere, causing all creatures within to make a wisdom save or be affected. Affected creatures must roll a d10 before taking their turn. On a 1, they move in a random direction. on a 2-6, they can’t take actions this turn. On a 7-8, they attack a creature at random, or do nothing. On a 9-10, they can move normally. Crowds for top idols such as yourself can get a bit rowdy, so it’s best you get used to this now.
8. Sorcerer 8: Use your second Ability Score Improvement to grab the Dragon Fear feat, giving you an extra point in Strength, and letting you convert your breath weapon into a sonic attack. Creatures within 30′ of you make a wisdom save, using the same dc as your normal breath attack, or become frightened of you for 1 minute. Also, grab Charm Monster for those rare occasions where you actually sing well.
9. Bard 1: Now that we finally have your proper breath weapon, lets get to work on your idol abilities. As you multiclass into bard, you gain proficiency in Light Armor as well as one skill of your choice. I’d recommend Performance. Bards also have spellcasting, so check the multiclassing table to figure out your spell slots. Bards also also have Inspiration Dice, a number of d6 equal to your charisma modifier that you can hand out to friends to help with pretty much any roll of a d20. For cantrips, grab Minor Illusion and Prestidigitation. Your songs are so beautiful now, people see things when you sing! Hallucinations are a good thing, right? For spells, get Animal Friendship to help you deal with any deerlets you find, Dissonant Whispers which you frankly should have gotten a long time ago, Faerie Fire for some special effects, and Feather Fall. You are now free to move about the airspace.
10. Bard 2: You become a Jack of All Trades, adding half your proficiency to non-proficient checks. I say this a lot, but remember that this includes initiative rolls! I think this also is affected by the draconic ancestor bonus, but don’t quote me on that. You also gain a Song of Rest, enhancing your party’s healing during short rests with an additional d6. Turns out you sing really well when it’s for someone else, who knew? Grab Thunderwave for some more musical mayhem.
11. Bard 3: You graduate from the college of Glamour, giving you a Mantle of Inspiration and an Enthralling Performance. The former lets you spend an inspiration die to give a number of creatures up to your charisma modifier 5 temporary hit points (8 at 5th level), and those creatures can use their reaction to move up to their speed without provoking attacks of opportunity. The latter lets you charm up a number of humanoids up to your charisma modifier, causing them to give you glowing reviews and hinder those who oppose you. This lasts for an hour, or until it takes damage. The feature can be used once per short rest, and you’ll need to perform for at least a minute beforehand, so start brushing up on the lyrics to Akogare Tion now. 
You also gain Expertise in two skills, doubling your proficiency bonus for them. Pick Performance and Arcana for better knowledge involving songs and spells.
12. Sorcerer 9: With your idol career well underway, let’s head back to sorcery for a bit. At ninth level, you get your next spell Synaptic Static, a blast of white noise which causes creatures within a 20′ radius to make an intelligence saving throw or take 8d6 psychic damage and have muddled thoughts for 1 minute. For this minute, whenever it rolls an attack roll, ability check, or concentration save, it also rolls a d6 and subtracts that number from the d20 roll. 
13. Sorcerer 10: You get another Metamagic option! Grab Extended Spell to keep the party going for twice as long. Also, grab the Gust cantrip for a more powerful singing voice and the Wall of Stone spell to recreate Castle Csejte when you pull off your noble phantasm.
14. Sorcerer 11: Eleventh level sorcerers get a 6th level spell. Grab Investiture of Wind for Fly with benefits. You have all the movement of Fly, plus ranged attacks against you are made with disadvantage, and you can use an action to create gusts of wind around you. Any creatures within a 15′ cube of your choosing makes a constitution save, taking 2d10 bludgeoning damage on a failure or half that on a success. Large or smaller creatures are also pushed up to 10′ away on a failure. Now all of Hungary will fear the beating of your wings! Just keep in mind this also lasts for 10 minutes, and is a concentration spell, so keep feather fall handy, just in case.
15. Sorcerer 12: Use your Ability Score Improvement to buff your Charisma for stronger spells and higher saves.
16. Bard 4: Use your last Ability Score Improvement on Constitution, for more concentration, more health, and a stronger breath weapon. Grab the Thunderclap cantrip for another source of thunder damage, and Magic Mouth, so you can leave your mixtapes lying around for the adoring public.
17. Bard 5: Your inspiration dice become d8s, and you become a Font of Inspiration, regaining expended dice on short rests. Grab Tongues to make your inevitable international following easier to manage.
18. Bard 6: You now have a Mantle of Majesty thanks to your superstardom, letting you cast Command as a bonus action for free each round for a minute, with any previously charmed creature of yours automatically failing the save. You can use this once per long rest, and need to have concentration available for it. Grab Blindness/Deafness for your spell this level. With music this good, they probably wouldn’t want to hear anything else anyway. You also gain Countercharm, giving advantage to your friends against being frightened or charmed. Nobody gets to warp your deerlings’ minds but you!
19. Sorcerer 13: Grab your final spell from 7th level, Power Word Pain. With just a word, you can wrack a creature with less than 100 hit points with incredible pain, reducing its speed to 10′ and giving it disadvantage on attacks, checks, and non-constitution saves. Whenever the creature tries to cast a spell while in pain, it must succeed on a constitution save or waste the spell slot. At the end of each turn it may make a constitution save to free itself. It should be noted this is the only way to end the spell, aside from effects like dispel magic.
20. Sorcerer 14: Finally, 14th level dragon sorcerers get proper Dragon Wings, giving you a flight speed equal to your movement. The loss of speed is made up for by not requiring concentration, and not having a time limit. It’s just a bonus action to make them, and a bonus action to dismiss them. The one downside is any clothing you’re wearing needs to be made with wings in mind, otherwise you might cause some wardrobe malfunctions. That’s not too big an issue, though. It’s really just free publicity. 
Pros: Thanks to your draconic heritage you’re surprisingly sturdy for a mostly caster class, with just over 150 hp if you use the nonrolling option for health and resistance against a common damage type. You also have a lot of flight options, as well as plenty of reach weapons, helping you stay out of the front lines. Finally, you have an arsenal of different spell saves at your disposal, letting you handle many different kinds of enemies. You mostly have wisdom saves for charm spells, but there’s also Constitution saves and  Intelligence saves, so you’re not completely out of a fight against a monk or ranger.
Cons: Fire is a common damage type, but it’s also commonly resisted, meaning a lot of your combat power might not be that useful. You also need to pick which concentration spells you’re using, as most of your charm/madness spells as well as flight options require it. 
All in all, just keep your chin up and I’m sure things will work out for you. Just be ready to beat wings if you need to.
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