#i don’t know paladin subclasses because i again hate them but
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just saw a youtube comment saying soldier would be a paladin and i hate to say it as i hate paladins but yeah….
#not a heritage post#i don’t know paladin subclasses because i again hate them but#feel free to shoot your shit with ideas
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I’m stuck with Ireena, actually. She severed her soul from Tatyana’s and she should continue having a (or even have an increased!) zest for life and she’s been... quiet. I forgot she was there for an encounter the other day.
I hate to ask for advice on R/e/ddit because so many of the DMs get negative or at least unhelpful about my plans... but... I need to do something with her.
I guess the thing is that in my game, both she and Ismark have been horribly traumatized by Strahd and even though Ireena has learned to face her trauma and fight the forces of evil, Ismark is behind the learning curve and it’s brought Ireena’s mood down. Her exuberance has been dimmed as she’s stepping into taking care of her brother... right before her own wedding to the party Fighter, Dorinn, who she wholeheartedly loves and wants to start a life with and explore the world with.
If Ismark stays in Vallaki, Ireena will be forced to choose between going to see “the world” with her new husband or staying in Vallaki to get her brother onto stable ground. I already know the Cleric’s new husband will be staying behind (which is the plan) but I’m just thinking about whether the party is at a level where they don’t need an extra sword-slinger around.
The party itself is actually really well balanced with an OP ally in Rahadin. I’m wondering what would be most narratively interesting:
Ireena stays in Vallaki to tend to her brother, which will make Dorinn’s fated encounter impactful af, but which will also mean Dorinn won’t have his wife with him.
Ireena and Ismark go to Krezk with the party and the two Krezkovas that are in Vallaki, swelling the party size to 4 PCs and 5-7 NPCs for two days of travel. Ireena then leaves Ismark in Krezk and the party returns to 4 PCs and 2-3 NPCs again.
Ireena and Ismark go to Krezk with the party and the two Krezkovas that are in Vallaki, swelling the party size to 4 PCs and 5-6 NPCs for a while. Ireena brings Ismark with the party, which puts the party at 4 PCs and 3-5 NPCs.
Ireena leaves Ismark in Vallaki and has Lucian tend to him (because Lucian is clearly not busy enough) and joins the party. This means the party is 4 PCs and 5-6 NPCs for travel, returning to 2-3 NPCs when all is said and done.
The problem is that we are martial heavy AF with the NPCs that are going with the party at any given time. The party contains a fighter, a rogue, a paladin, and a cleric. I statted Ireena and Ismark both as fighters. Sometimes Ez is with them. Vallakovich will no longer be traveling with them. I know the rogue has plans to multiclass into sorcerer, but... It balances fights weirdly when your only full caster is your cleric. It will be especially weird if/when the party fights Strahd or one of the remaining consorts. So far, he’s been content to let his minions fight for him... Last game they showed they struggled against casters. He would possibly seize the opportunity (if they hadn’t given him a lot to sink his fangs into about self-reflection) or Ludmilla would.
I need to figure out what the plan with Ireena is so she doesn’t become a useless NPC or if she has become useless, I can give her a satisfying reason and place to stay out of the way.
Should I:
Reclass Ireena and send her with the party?
Leave Ireena’s class alone and take her send her with the party?
Leave Ireena’s class alone and leave her behind?
Make Ireena’s fighter subclass Eldritch Knight and send her with the party?
Should Strahd:
No longer care about Ireena since she is no longer Tatyana and he’s looking for Alek Gwilym now?
Care about Ireena as a consolation prize or thing to revenge himself on Dorinn with, while continuing to search for Alek?
Stop fighting the party (lmao no)?
Personally try to annihilate everyone except Scout and Rahadin because they’re family?
Hmm. I feel like if I put this out as needing advice, a bunch of people will whine at me about “Why is Rahadin traveling with the party?” and “What do you mean Ireena and Tatyana aren’t the same soul?” and “Why is Strahd looking for Alek Gwilym?” and a bunch of insults to how I run my table.
But if you are gonna be kind about it, I’ll happily hear ideas!
#player: DM#cos#curse of strahd#ch: ireena kolyana#ch: ismark kolyanavich#ch: strahd von zarovich#I feel like a 2004 fanfic writer when I say 'no flames!'#but seriously.... I've been burned so badly by the r.e.d.dit bunch#that i'm scared to ask other DMs for help#... help?#g: saturday
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Predictions for classes played by the cast next campaign/what I’d like them to play
Sam- Monk, Subclass unknown
don’t know the subclass but the entire campaign he’s been shocked everytime Marisha/Beau does something cool as a monk since she revealed how high her ac was at a low level and now he just assumes that monks can do anything. Even in the darrington brigade oneshot he declared in the immortal book of Taryon Darrington that monks were overpowered as shit
Liam- Druid/Circle of the Moon
I think he likes playing a spell caster but hates how squishy they are. as a transmutation wizard he really likes to turn into a polymorphed beast to whale on something physically so a druid would fit him great. also Keyleth was his love interest from the fight campaign, he was always impressed by the things she did, I could see him playing a great druid as a homage to her.
Travis- Fighter/Eldritch Knight
I think Travis likes being a spellcaster but hates being squishy, which is probably why as a hexblade Fjord barely used his Falchion as a Falchion, he stuck with Eldritch blasts. As a Eldritch Knight I’m sure he’d appreciate the extra ac he could pile onto himself along with the shield cantrip (think Theo from a crown of candy) while still doing magic spells, he wouldn’t get as many spells but I think he’d get more spell slots than Fjord. He also seemed one of the most enamored by Percy as a fighter/gunslinger so I think playing a fighter would be good for him because he likes to attack so much and that’s a fighter’s bag. I would add battlemaster but I think he was playing one as Bertand and I think this is a more even ground between a caster and martial class that he’d find instead of a hexblade that he seemed nervous to be a frontline with
Ashley- Paladin subclass unknown
I think a paladin would be really good for Ashley especially now that she’s back at the table permanently, she always seems a bit shy and scared of doing something wrong which is a shame. I know she’s an introvert but she has some of the best lines and she seems to be detatched sometimes from the others since she doesn’t have the full 5 years of experience of being on the show the others have. Paladins need charisma, but as a secondary ability score compared to str or dex. This way she wouldn’t need to be the face of the party but she could be one of the talkers. She also just seems to enjoy being a badass and looking after her friends as a healer support, all which fit a paladin, especially a pc that is a pureblood paladin
Talisen- Artificier Artillerist
Just saying there would be something really poetic about Talisen playing a class that focused on cannons something that is related to Percy’s biggest regret. Not to mention that Tal has mentioned that as much as he loves playing Caducues he has the shut up the percy in his head because Cad is wise not smart and percy had to be the smartest person in the room and let everyone know it. Artificers need Int as the primary ability score so he can go back to playing that. Also it’s very similar to what he was doing as percy anyway, as much as Percy fiddled with his gun, he enjoyed making contraptions like traps or almost magic items with science, which would fit as an artificier and let him do things again but with science and magic.
Laura- Warlock or bard subclass unknown
Laura is incredibly clever and a great cleric, but while she’s a much better cleric than people give her credit for, she just doesn’t like healing and that’s okay. As someone who plays a cleric, we are not your heal bots, if you can’t keep yourself alive for a round than you don’t deserve to be doted on by a cleric. with that out of the way, Laura wasn’t able to play a warlock this campaign and it’s a shame since Travis is a fine warlock, he also ditched his patron and multiclassed paladin, which is a good choice for Fjord, I can’t help but feel like Jester could have been such a great warlock and not getting yelled at by the internet everytime she doesn’t heal everyone. As a warlock she doesn’t get the spell slots so she can use hers as powerful spells instead of to heal her party and with eldritch blast as the warlock bread and butter no one can complain to her about focusing on attacking. Also added Bard because one thing that Laura loves to do that the internet harped on her for is haggaling and making mischief with a cha class she would be able to talk her way out of situations and with npcs more which can lead to a lot of fun for a player as clever as laura
Marisha- sorcerer subclass unknown
Despite a lot of assholes saying she was a bad caster, Marisha was amazing as a caster class, her problem was the druid spell list was immense and would trip up anyone, she had to spend a lot of time reading spells in between turns instead of paying attention which lead her to make mistakes sometimes. However she was far more helpful than hurtful as Keyleth and saved the party on multiple occasions. I think being a sorcerer would be good for her because she only has a few spells to use and she can get those down cold and use them to the great affect she has done in the past. Also I think playing a high charisma character would be good for Marisha since she has the notes already she just needs to be able to roll well when convincing people or lying to people which she could as a sorcerer instead of a character with charisma as an unneeded stat
#critical role#the mighty nein#sam reigel#liam o'brien#travis willingham#ashley johnson#talisen jaffe#Laura Bailey#marisha ray#critical role meta
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5e Rell, the Iron Maiden build (League of Legends)
(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
(Artwork by @dreadstardraws on Twitter.)
#dnd#dnd 5e#dnd build#dnd guide#League of Legends#League of Legends Rell#Rell#ferromancy#dnd paladin#dnd bard#dnd sorcerer#fuck#Noxus#bisexual#iron stands eternal
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Hargreeves + DnD
I started playing DnD earlier this year and it’s become my weekly escape and obsession, and because my brain is a *dumpster* I’ve been thinking about each of the Hargreeves siblings and which DnD class + subclass they’d be if they were characters. In fact, I have spent TOO MUCH time thinking about it. Call it a US election coping mechanism. Spoilers for the show under the cut.
Luther - Paladin, Oath of Devotion. I thought fighter or barbarian would be too obvious of choices. Paladins are hardy adventurers, driven by a belief in something, most typically a divine figure. For most of his life, Luther lives in service to his father because he believes, deep down, despite how cruel and strict Reginald is, it’s all for a better, higher cause. He makes excuses for Reginald’s abuse until he absolutely can’t, which shatters him a bit. It’s only when he transfers 100% of his loyalty, belief, and love to his family, is he righted again. For his subclass, I considered Oath of Redemption, but I think Devotion fits our big guy better.
Diego - Rogue, Swashbuckler. Maybe this choice is a bit obvious, but it’s difficult for me to imagine Diego as anything else! Rogues are more than capable combatants, but are also known for their reliance on stealth and cunning. Now...Diego may have his moments where he is decidedly not cunning, but he wouldn’t be a Hargreeves if he could fire more than 3 brain cells at a time. I almost went with Assassin for the subclass, but I also don’t think my bb is necessarily sneaky enough, hence Swashbuckler. There’s also the stereotype of the Broody Rogue, and while Diego genuinely has a Tragic Backstory™ and Mommy Issues™, his tough-guy-with-a-gold-and-incredibly-soft-heart nature speaks to the class.
Allison - Bard, College of Eloquence. I can hear you now. But Avery, doesn’t Vanya play the violin??? Yes! But Bards are an expansive class when you look beyond their stereotypes. Bards can be accomplished diplomats and storytellers thanks to their natural charisma. Allison’s power of rumoring others lends itself nicely to the class. She is capable of making others do as she pleases and up until a point in S1, we know she’s used her powers enough to provide herself with a very comfortable life outside the Academy. Bards are also capable of filling ability gaps in parties of adventurers in support roles. Need another sword or caster? Bards can fill that spot. Allison’s power, like Klaus’s, is more subtle than Luther and Diego, but as we saw in her fights with Cha Cha and Lila, she’s more than capable of holding her own in a physical fighter when she needs to.
Klaus - Wizard, School of Necromancy. I mean, you knew it was going to be a necromancer of some kind, right? Our spindly boy is our reluctant wizard of the party. Klaus can commune with the ghosts of the dead, and is not only able to speak with them, but also capable of commanding and even touching them. Necromancy is considered taboo in the world of DnD, and most societies frown upon wizards just up and reviving dead loved ones. Klaus, for the most part, hates his power. As a child, Reginald locks him in a mausoleum to be tormented by the long-dead ghosts that live there in an attempt to make him “”stronger””, and he is traumatized. As a teenager and adult, he develops addictions to numb himself from facing the dead. For most of his life, the only positive thing to come from his power is his ability to summon Ben. He doesn’t come into his powers for several years. Klaus would make a fascinating inspiration for a reluctant I’d-rather-not-use-my-natural-abilities necromancer. Runner up: Grave Domain Cleric.
Five - Warlock, no subclass choice at the moment. I struggled with Five as he, to our knowledge, is perhaps the smartest of the siblings. This is partly due to his lived experience, as well as the work he put into figuring out his time traveling abilities. It speaks to the whole “warlocks are driven by an insatiable need for knowledge and power”, wherein warlocks seek to strike deals or create pacts with entities far more powerful than them. After getting himself stuck alone in an apocalyptic future for decades, unable to figure out how to get back, he’s approached by the Handler. She offers him 5 years of service, after which he may retire to any time/place he wants. HMMM. How Warlock-y. Anyway, we know that this isn’t the first deal he is forced to strike with the Handler in exchange for knowledge and power.
Ben - Monk, Way of the Astral Self. I really struggled with Ben. My first thought was a Circle of the Moon Druid, BUT I don’t think of Ben as nature-y as a stereotypical Druid. However, he’s fairly shy, studious, and sensitive. Monks also require a mastery over their own body in order to harness both their physical and magical abilities, which reminds me of Ben’s eldritch power. When you have a kind of void or passageway to another hellish dimension in your tummy, learning self-control at an early age is probably paramount. Way of the Astral Self Monks also struggle with their magical ability (ki). To quote DNDBeyond, “They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.“ We see Ben’s hesitancy to use his power at the bank robbery mission. He doesn’t just kill the perps, he annihilates them, and I’m sure it was not the first time he was forced to do it. Just think of the depressing internal despair that sensitive bb felt after every mission. I’m sure there are plenty of Trauma!Ben fics out there to explain it better.
Vanya - Sorcerer, no subclass choice at the moment. Sorcerers are supposed to be rare in the world of DnD, and if you look at the player’s handbook or do a little reading, you’ll get the gist why. Sorcerers have raw and unpredictable magic flowing beneath their skin. It can be frightening at first, much like Vanya’s discovery of her powers and their suppression, but maybe even intoxicating. Difficult to control when triggered by external forces. Sorcerers are akin to the rage ability of barbarians, and prefer to blast enemies into kingdom come. Sound familiar? I would imagine Vanya much like Klaus in DnD, reluctant to use her powers, especially after finding out just how sideways things can go when she uses them. Yet I also think she’d be excited to be *special* after a lifetime of being told she’s useless.
If you made it this far -- thank you! I am a DnD newbie so I’m sure more veteran players have better choices/ideas/explanations than I do.
#dungeons and dragons#DnD#D&D#tua#The Umbrella Academy#text#luther hargreeves#diego hargreeves#allison hargreeves#klaus hargreeves#five hargreeves#ben hargreeves#vanya hargreeves#reginald hargreeves#subclasses are HARD#i am a dnd newbie so if you are more experienced....have at it#tua headcanon#tua shit#tua shitpost#cha cha#hazel#the handler#lila pitts#be gentle lmao
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so!!!! you have 4(?) characters on this blog who you haven't played or haven't played for more than like a oneshot. these questions are for Them: 62, 84 (feel free to double up or not). for the others: 20, 36, 59, 80, roll or choose!
Thank you so much morgan, and buckle in for a long boy of an ask!!!! 62. What’s something that really repulses them? Gent: I can’t remember if I’ve already said this, but he’s one of those people where if he sees someone throw up, he also throws up.
Stella: Not a lot can get to her after years in the criminal underground working as an assassin. But she fucking HATES when you bite into food and it’s the wrong texture. Like something is mushier than you’re expecting, or there’s a crunch when there’s not supposed to be.
(Were these supposed to be answered with like “murder”? Probably. But I gave you their worst sensory inputs instead).
84. What would they do if they had a really bad nightmare?
Hedja: Dream journal it away baybe!!! They have like. A bajillion notebooks, they LOVE to write stuff down, and they’ve found that writing down dreams is a really good way to process and move on from them, because you have to recount and face in physical words on a paper how nonsensical the things happening are.
Udoora: Back home, she’d smell flowers from her garden to calm down. On the road, if she doesn’t have any flowers on hand (i thought she got a plant creation spell as part of her paladin subclass smh she doesnt, she likes fresh air and singing to herself, and it makes her feel like bed time when she was really little.
Gent again cause he’s sexy: He would go onto the deck of the ship and stand at the bow and look out at the water and watch the stars reflected in them and count them as they bounced in the waves until his heart came back down from his throat and the ocean breeze had dried up the cold sweat and he remembered all the beauty in the universe that outweighs the terror.
20. How would your character define love? SO many people asked this one, I already did Craving and Roona and it’s also in Rebekah’s ask which I haven’t done yet. I’m just rolling for it tho. Ezra: I’ve talked about this in campaign a little bit, but for Ezra, love is something cultured, and developed, and worked hard at, through acts of service and comfort and intentional joy-bringing. Love is doing things on purpose for people to improve their existence. Love is constant work that you choose to do for others.
36. Tattoos. Do they want any? Do they have any? I don’t have any tattoos myself, so I often leave them off when designing characters so most of them don’t. Gent: does, but I’m not telling you what bc there’s some Backstory Secrets in there. Stella: probably does, I think that over time she’s covered herself in a lot of different forest life that has different significances to her (animals with a symbolic meaning, plants she grew up around and knows well, etc). Gildy: I think also has culturally significant tattoos, because I want to HC that it’s a dwarvish Thing to like get tattoos to a) showcase art and craftsmanship of the tattoo artist (like picking which artist you get your tat from is a Big Deal) and b) show off how much pain you can stand, by getting bigger and more detailed ones. I think Gildy’s got a full back covering of a mountain goddess. Craving: You’d think she would have them, but she doesn’t! Something about “someone is going to come at my vulnerable body with a sharp object and i am not supposed to move away” freaks her the FUCK out.
59. Have they ever had an encounter with anyone that changed their whole life? Well, it’s D&D, so there’s a lot of “changed in a moment” tragic backstory things going on. I will simply list the people for whom that applies, and then not talk about them in detail, bc I don’t want this ask to be an emo fest. Craving, that day in the shop. Tov, with Rax. Stella, getting caught on the job by Geran. Hed’ja, the revelation with Avachel. Ezra, the day Cate died. Udoora, getting chosen as the next Official Paladin. Ebbie, the library fight. Roona, getting sent to purgatory by Sepia Thanos.
Those not mentioned are Gildy, Nissy, and Gent. For them, I can certainly come up with cutesy “the day they met [insert romantic interest]” moments or something similar, but I don’t think any of them have had moments that are like well, i have to change my entire worldview now thanks. Those changes were much more gradual with these three.
80. How do they spend a rainy day? Nissy: Bitching And Whining!!!!!! It Is Gross And He Is Wearing VELVET! For real though, while he was in Rosohna, he was constantly studying and practicing, so a rainy day was no excuse to take time off. Since leaving the city, he’s found a VERY self-indulgent pleasure in declaring do-nothing days and so I think he really likes rainy days, where he can stay in his kushy inn and/or definitely enchanted tent and lie around. He also likes the cloudiness that comes with them! Good for his drow complexion. He won’t go out when it’s raining but after it’s passed he likes to just stand outside for a few minutes and look at stuff and not be having to squint the whole time.
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Grey's Anatomy: Whistlin' Past the Graveyard (16x06)
As always, there is a lot to cover.
Cons:
I continue to be annoyed by everyone hating on Koracick, although there were things I liked about him this week and I'll get to that in a moment. Owen and Teddy still bore me. I like the idea of Teddy carving an identity for herself as a surgeon who isn't going to be sewing costumes for her kids, but Owen and Teddy's relationship just seems really unstable and uninteresting.
Jo's fake-out about being pregnant was uncomfortable. It felt like a meta joke, because Amelia and Bailey are both pregnant and people have been worried about more pregnancy story-lines. But that feels like the kind of weird joke that could backfire. Does Alex not want kids? Does Jo not want them? Have they discussed this? I don't know. That moment just felt very strange, and totally took me out of the cuteness of their Halloween marriage ceremony.
Pros:
I liked all of the Halloween-themed chaos at Alex and Richard's hospital, with Jo wandering around as a zombie bride, an old burial ground being uncovered, patients in danger for no apparent reason. Alex manages to hold on through the chaos, and impresses the board members with his management skills. He gets the funding he was looking for, and then goes off to marry his wife, for the second time! Very sweet, very triumphant. And Jo looked great in her costume.
Speaking of getting married for the second time, it appears that Link's divorced parents have gotten back together and are planning on getting remarried. They totally step on Link and Amelia's big news about being pregnant, and Link is upset with them for the hell they put him through as a child, and for making the annual "cancer free dinner celebration" all about them. Amelia meets Link's parents for the first time, witnesses this fight between them, reveals that she's pregnant... and then she's able to be there for Link and help him process his anger. While the dinner predictably blew up in their faces, it was nice to see Link and Amelia being there for each other as a couple.
Meredith has been spending time in jail, getting to know her cellmate, and waiting to be released so she can spend Halloween with her kids. There are delays, and while she's complaining about her woes, her cellmate tells her own story, which is also keeping her separated from her kids. In the end Meredith goes home, and also posts bail for her new friend. This was another one of those plot threads where Meredith has to get some perspective on her own privilege. I liked it a lot, and it was nice to see her suffering some consequences for her behavior, even though we know she still has the moral high ground. She also learns a lesson about how important her family is, and how blessed she is to have them, even if she does end up losing her medical license.
Meanwhile, Andrew is having a hard time with Zola, who keeps asking for her mom and seems resentful of his attentions. Eventually, they have a good chat about Derek, and how much Zola misses him and worries about forgetting him. It was nice to spend some time remembering Meredith's great love, the father of three who left the world too soon. And it's nice to see Andrew putting real effort into cultivating relationships with Meredith's kids, even if he's not trying to step into that fatherhood role immediately.
Schmitt got a cute little subplot where he worries that his mother doesn't want the family to know he's gay, but after helping a little boy realize his dream of being a Sunflower for Halloween, he remarks that joy should be shared, posting a picture of himself and Nico on social media. I want more of Nico and Levi, of course, but this was cute just as it was! (Although, Levi's D&D knowledge is out of date... he says that a Paladin is a subclass of Fighter!)
We see how Alex and the other doctors being gone continues to effect Grey Sloan Memorial, as one little girl misses Alex as her doctor. Jackson does a funny impression of him to get the girl to open up about how she went out in the sun, despite her severe condition that prevents her from doing so safely. We get to see this kid have a fun Halloween at the hospital, promising never to break the rules again. This was a bit of a nothing story, but it was fun to see this girl, and the rest of the Halloween-themed patients, have a successful good time in the pediatrics ward, all dressed up.
That's all I've got for the time being. This was a nice Halloween-themed episode, that advanced several stories while leaving some of the more annoying ones in the background.
8.5/10
#review#grey's anatomy#grey's anatomy review#greys anatomy#greys anatomy review#grey's abc#greys abc
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5e Nasus, the Curator of the Sands build (League of Legends)
(Artwork by Riot Games)
(Joke about stacks goes here.)
I wrote that in as a placeholder but genuinely that was about as good as I’m going to get with the stacking jokes for Nasus.
GOALS
More souls for the pyre - We’re going to have to hit really hard with stacks, stacks, and more stacks.
Your spirit is hollow - You’ll need some Ascendant power to keep you healthy while your foes wither and die.
The sky is naught but dying stars - The ascendant tower over mortals as if they were gods. Going to need to be a very big doggie.
RACE
When making a furry go for Shifter. All Shifters have Darkvision and the Shifting ability to turn into a more bestial form, gaining temporary hitpoints equal to their level plus their constitution modifier.
And to play a more tanky Shifter go for Beasthide: you gain proficiency in the Athletics skill, a +2 to Constitution and a +1 to Strength, and when you shift you gain an extra d6 of temporary hitpoints and a +1 to your armor class!
ABILITY SCORES
15; STRENGTH - The ascended have the strength of gods with a lot of upper body strength to bonk enemies with a big stick.
14; CHARISMA - You have a level of gruff charm to you but are far more skilled at being fierce. Also Charisma is a requirement to multiclass.
13; INTELLIGENCE - You were a skilled scholar and while I’d like this to be higher to start out intellect is nothing if you don’t develop it.
12; CONSTITUTION - Nasus is a tank so you’ll need to be able to take a hit.
10; WISDOM - Becoming ascended leads to you being rather cold and aloof, but you’re still knowledgeable enough to take care of a horse.
8; DEXTERITY - Nasus is a very slow boy whose ultimate specifically exists to make him an easier target.
BACKGROUND
Nasus was many things before becoming ascended: military tactician, skilled soldier, right-hand man to Azir. But above all Nasus was a scholar, and the Sage background will give us the intellect we’ll need with proficiency in Arcana and History along with two languages of your choice.
Your Researcher background feature will allow you to recall exactly what book, tome, or manuscript you read that contains information you might need in the moment. This of course doesn’t mean that you have it on you: just that you know where to find the information.
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off the stacks with Paladin. Just about any of the Paladin skills make sense for you bar Persuasion, but I personally opted for Religion and Insight to round out your intellect. Regardless Paladins get some life “steal” with Lay on Hands, giving them a pool of healing to use when touching an ally or themselves. You can choose to heal for any amount from the pool, or use 5 points to cure a disease or neutralize a poison. You have an amount of Lay on Hands points equal to your Paladin level times 5, and regain all expended points on a Long Rest. You can also spend an action to use Divine Sense and detect any celestials, fiends, or undead within 60 feet of you that are not behind total cover. You can use this ability a number of times equal to your Charisma modifier plus one, and regain all expended uses on a Long Rest as well.
LEVEL 2 - PALADIN 2
Level 2 Paladins get their Fighting Style and it’s up to you: if you want more AC choose Defense. If you want harder hits choose Great Weapon Fighting, because I’d suggest wielding a melee weapon with reach like a Halberd. Because Nasus does use a Halberd.
You also get access to Spellcasting: you can prepare a number of spells equal to your Charisma modifier plus half your Paladin level (so 3 currently.) To strike harder with your stacks grab Divine Favor, and to strike more precisely cast Bless instead on both you and your allies. And to stop getting hit cast Shield of Faith for some more AC.
LEVEL 3 - PALADIN 3
Third level Paladins can choose their Sacred Oath and to protect Azir you need a bit of vengeance. The Oath of Vengeance will give you two Channel Divinity options: Abjure Enemy will let you Wither an enemy, filling them with fear and making them unable to move. For a more offensive Wither Vow of Enmity will grant you advantage on all attack rolls against the targeted enemy for 1 minute or until one of you fall unconscious.
You also get the Bane and Hunter’s Mark spells innately as a Vengeance Paladin, allowing you to further cut through foes with more stacks. And you get Divine Health, making you immune to disease because you can’t stop farming for a sick day.
LEVEL 4 - FIGHTER 1
Now that we’ve properly ascended it’s time to learn how to fight for our lord Azir. First level Paladins can choose another Fighting Style so pick whatever you didn’t take from level 2 of Paladin. (Again either Defense or Great Weapon Fighting.) You also get Second Wind to heal for a d10 plus your Fighter level as a bonus action, furthering your life not-quite-steal. Second Wind comes back on a short rest, so use some ascended healing whenever you’re hurting.
LEVEL 5 - FIGHTER 2
Second level Fighters get Action Surge, letting them take one additional action per short rest.
LEVEL 6 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and to ascend to the height of giants go for the Rune Knight. You learn how to use Smith’s Tools and can speak Giant. You also get access to Rune Magic: whenever you finish a long rest, you can touch a weapon, suit of armor, or a shield to inscribe a rune onto it. An object can only have one rune at a time, and you can inscribe a number of runes equal to the number you know. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. There are several different runes and you can choose two of them at 3rd level:
For knowledge of ages the Uvar (Storm Rune) passively gives you Advantage on Arcana checks and the inability to be surprised. Additionally you can invoke the rune as a bonus action for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.
To be calm and stoic the Ise (Frost Rune) passively gives you advantage on Animal Handling and Intimidation checks. You can also invoke the rune to increase your Strength score by 2 for 10 minutes. During this time your Strength can go over 20, but not over 30.
All your runes regain their uses on a short or long rest. But most importantly to invoke the Fury of the Sands you can activate Giant’s Might. Using your Bonus Action you grow to Large size, have advantage on Strength checks and saves, and do an extra d6 of damage on hit. You can use this feature twice, and regain all expended uses after finishing a Long Rest.
Ise (Frost Rune)(Artwork by Riot Games)
LEVEL 7 - FIGHTER 4
4th level Fighters get an Ability Score Improvement so I’d suggest improving your Strength for more stacked strikes.
LEVEL 8 - FIGHTER 5
5th level Fighters get an Extra Attack, letting them attack twice instead of once with the Attack action. Even if your Siphoning Strike has a limited cool-down more attack speed never hurt. Trinity Force is a good power spike for most brawlers!
LEVEL 9 - WIZARD 1
Sure you’ve honed your fighting abilities, but have you honed your intellect? First level Wizards can learn 3 cantrips and 4 spells:
CANTRIPS
For a Wither that does a bit of damage Ray of Frost will slow an enemy down and do Cold damage.
To resolve diplomatic problems quick and dirty grab Friends: remember that the spell affects all Charisma checks and that includes Intimidation! Who cares if they hate you when you scared them into working for you?
To open up team chat grab Message to, well, send messages!
SPELLS
To protect yourself from physical damage Shield will let you increase your AC by 5 as a reaction.
For an Adaptive Helm grab Absorb Elements to resist an elemental attack and return the damage to your foe!
If Azir is sending you out to do more political missions Comprehend Languages may be useful, especially considering that it’s a Ritual.
And if you find any lost treasures in the sand it would be good to Identify it!
You also get Arcane Recovery, letting you recover a number of Siphoning Stri-I mean Spell Slots back on a Short Rest. You can recover a total number of spells equal to half your Wizard level (rounded up.) The level of the spell slot is equal to the total number of Arcane Recovery points it would require to restore. So for example as a 4th level Wizard you can recover a second level slot or two first level slots.
LEVEL 10 - WIZARD 2
Wizards choose their subclass (or Arcane Tradition as it’s properly called) at second level, and we’ll be choosing the School of Transmutation for a number of reasons. Along with being a Transmutation Savant who doesn’t have to spend as long learning Transmutation spells you are capable of Minor Alchemy. You can touch one object composed entirely of wood, stone, iron, copper, or silver into a different material listed. For every 10 minutes that you touch the object you can transform another 5 cubic feet, and all your transformations revert after an hour. The way I see it your Siphoning Strikes are essentially just turning your enemy’s iron armor into silver to sell?
You can also add two more Wizard spells to your spellbook: to Wither your enemies away grab Ray of Sickness. If you want to buy a Little Legend however grab Find Familiar to summon a Pengu. Basically there aren’t many first level spells I actually want to grab but I’m forced to do so.
LEVEL 11 - WIZARD 3
Third level Wizards can learn second level spells and it’s TIME TO GO EVEN FURTHER BEYOND! Enlarge / Reduce will let you make yourself one size larger! Technically it won’t affect you if you cast it before using Giant’s Might, but if you use it after Giant’s Might you can become Huge size! Yeah you can cast it on other people and objects and all it does is make the target add or subtract a d4 to their damage (based on if you grew or shrunk them) but are you seriously telling me you don’t want to be Huge size?
For your other spell I dunno. Web will Wither a whole bunch of enemies in an AoE, making it harder for them to move. And you can light the Web with Spirit Fire (read: actual fire) to burn them!
LEVEL 12 - WIZARD 4
4th level Wizards get an Ability Score Improvement and seeing as we’re investing in Wizard currently increase your Intelligence by grabbing the Resilient feat for Intelligence. Nasus has a sharp mind as well as a sharp halberd.
You can also learn another two spells along with a cantrip! For your cantrip Mold Earth will let you shift the sands to you whim. (Within reason. You can’t make soldiers out of them.) For your leveled spells Magic Weapon will let you get some stacks on a non-magical weapon to make it a +1, and Ray of Enfeeblement will let you Wither an enemy so that their Strength-based attacks do half damage.
LEVEL 13 - WIZARD 5
5th level Wizards get access to third level spells. Do you want to both Wither your enemies and reduce their AC with Spirit Fire? Well look no further than Slow which reduces an enemy’s AC, their ability to attack, and ability to defend themselves!
Meanwhile if you want some actual lifesteal look no further than Vampiric Touch. For the spell’s duration you can make melee spell attacks to literally steal life from your foes! Simple!
LEVEL 14 - WIZARD 6
6th level Transmutation Wizards can spend 8 hours to craft a Transmuter’s Stone. When you craft the stone you can choose a benefit such as:
60 feet of Darkvision
Plus 10 to movement speed
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
If you cast a Transmutation spell of first level or higher you can change the effect of the stone. You can benefit from the stone yourself or give it to an ally, just in case you didn’t stack enough during laning phase. My recommendation? Keep it on CON saves unless you need elemental resistance, as 10 feet of movement will rarely be worth it and you already have Darkvision so that isn’t an option.
You can also add another two spells to your list: to further scorch the earth grab Erupting Earth to make it harder for foes to walk across the area that you marked with Spirit Fire. And for your last spell I recommend going back to second level for good ol’ Flash: Misty Step ahoy!
(Artwork by Riot Games)
LEVEL 15 - FIGHTER 6
Straight down Fighter now: 6th level Fighters get another Ability Score Increase so it’s time to finish stacking your Strength for maximum stacked smacks.
LEVEL 16 - FIGHTER 7
7th level Rune Knights get Defensive Runes: when another creature within 60 feet of you is hit by an attack you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals your Intelligence modifier plus one. This is a good way to tank for your ADC but remember that you only get one reaction per turn.
You also get another Rune Magic option and for insight of ages the Stein (Stone Rune) gives you advantage on Insight checks and the ability to hit a Sleepy Trouble Bubble on an enemy of choice once per short or long rest.
LEVEL 17 - FIGHTER 8
Hey 8th level another Ability Score Increase: seeing as your Strength is maxed out invest in Intelligence instead for better spells and Rune Magic.
LEVEL 18 - FIGHTER 9
9th level Fighters get Indomitable, letting them reroll a failed saving throw once per long rest. You have good saving throws in just about everything except for Dexterity so this should help you just about anywhere.
LEVEL 19 - FIGHTER 10
10th level Rune Knights get Great Stature. Along with a 3d4 inch increase to your character’s height your Giant’s Might feature now makes you do an extra d8 damage per hit instead of an extra d6.
You also get your final Rune Magic option and you may as well stack armor with the Haug (Hill Rune), which grants you advantage against poisons, resistance to poison damage, and can be activated to give you resistance to Slashing, Piercing, and Bludgeoning damage for 1 minute.
LEVEL 20 - FIGHTER 11
Our capstone is the 11th level of Fighter for another Extra Attack, allowing you to attack 3 times with an attack action. This means three hits empowered by Giant’s Might, three chances to Smite, and that multiplies to six with Action Surge!
FINAL BUILD
PROS
Some spirits are fated to burn - You can apply some strong damage buffs to your weapons fairly inexpensively. Your weapon won’t do much but you can get +2 to your Strength with a short rest, an extra d8 to your damage twice per long rest, plenty of low level damage buffs, and can use all your spell slots to smite as you wish.
Eternity is beyond your reach - You are incredibly tanky despite not investing much into tank stats. Above-average health, Second Wind, a huge stack of Temporary Hitpoints in your pocket, the ability to cut all incoming damage in half, and the ability to get 20 AC by Shifting with Platemail on. All while still doing good damage.
For centuries, I have watched - You are also a surprisingly good team player, with Defensive Runes to protect your allies and tons of utility spells like Bless, Shield of Faith, Erupting Earth, Slow, and of course your Transmuter’s Stone.
CONS
There is such potential in one mortal life - A three way multiclass means that some stats will have to be dropped. Both your spellcasting abilities are subpar, and while I did stick to buffs for the most part spells like Slow, Erupting Earth, and Vampiric Touch will all suffer somewhat compared to whacking enemies with your staff.
Your soul will be measured - You know what else is subpar? Your saving throws. Proficiency saves your low Wisdom but your Constitution saves and especially your Dexterity are really underwhelming. Low CON means that concentration will be dropped frequently.
Ambition is a mirage - Even with proficiency and advantage on certain checks you won’t be providing much utility out of combat.
But your role of advisor has blown away in the sands; your new role is that of a warrior. Smite your foes with the strength of the gods and watch them crumble to dust. You’re a big boy and they are beneath you. A very big, very good boy.
(Artwork by Riot Games)
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