#my guy has a charisma of 20 and a wisdom of 10
Explore tagged Tumblr posts
Text
Funny story, this is how I played my last bard. Tired Dad(tm). He accidentally adopted approximately 50k orphans and now runs a major thieves guild. He just wanted to help, ya know? Give back to the orphanage that helped him. And then things... escalated when he became famous and almost got assassinated. So now there are an entire city's worth of feral children who are dismantling the monarchy.
Whoops?
![Tumblr media](https://64.media.tumblr.com/644433cfbf8fbaf3201c5233e0980065/d064efeb713d3191-13/s540x810/63d68941e8692b26b0c15c067646e109cd34e341.jpg)
#d&d character#bards are more than seduction#my guy has a charisma of 20 and a wisdom of 10#i miss him
77K notes
·
View notes
Text
would anyone wanna hear my thoughts on how well suited grant would be for every single ranger subclass? yes? okay awesome because i already spent 20 minutes writing it all out on discord then realized i could post that on tumblr for attention
general notes: i am, lightly, in the camp that grant shouldn't be a ranger. i think fighter or rogue would have been just fine for a shooting build and would have made more sense, i really would have liked to see him as an artificer because that would be so cool, and i think just doing the critrole gunslinger handbook would have been the smartest move, even if it isnt quite made for snipers afaik. grant would have been a terrible gunslinger stats wise, assuming from what we've seen (he's mentioned as being the strongest kiddad in this episode which isn't optimized for gunslinger), but it still would have made more sense to me. also lark should have been a ranger. regardless! grant is the ranger, and rangers are one of my favorite classes in base d&d, so i am going to infodump now
Beast Master - Severely unlikely considering Grant isn't shown to have any animal companion. Also Linc would be furiously jealous. 0/10
Drakewarden - Also severely unlikely for the same reasons as above, but I think it would be really cool. Give Grant a dragon pleeease. Linc would still be furiously jealous though. 2/10
Fey Wanderer - Unlikely since it's more Wis/magic-focused than a traditional fighting ranger build. Grant is not a wisdom/charisma guy, he is a 'shoot people' guy. 0/10
Gloom Stalker - Not one of my top three, but one that I REALLY LIKE for Grant. The emphasis on ambushing and the idea of disappearing into the background fits snipers well, and I think the... edginess LOL just suits him. It would definitely set off his "I'm evil and terrible forever and nothing can change this" intrusive thoughts if he had magical blend-into-the-darkness powers. This is what I like to headcanon Lark as having generally, but I think if Grant is the ranger of the group, then it works for him really well. 7/10
Horizon Walker - This one is, if Lark was also a ranger, what I think Lark would be canonically. Once again, this means it also works for Grant. It's more likely to me than Gloom Stalker since Horizon Walker has a lot of focus on swapping planes, and that seems to be something that the kiddads put a LOT of focus on. It also deals heavy damage, which is fitting for Grant. I can see Anthony flavoring Distant Strike as a sniper shot purely based on the name then realizing his mistake later and pretending he was right anyways. (Additional note: This is what Taylor is, which I forgot until I googled it after writing this whole long post! Good job Freddie, I did not have faith in you to make that good of a decision (joke)) 8/10
Hunter - What is most likely because it is the most generic ranger. Anthony will never think about this as much as I do. It's also good for taking lots of damage, which doesn't make sense for a sniper but I think fits Grant's general vibe of being the toughest of the kiddads. 10/10
Monster Slayer - Just Hunter but without the flexibility. So once again, makes sense, and since it's suited for archery builds, that makes it even more fitting since it can even replace the Sharpshooter feat in some ways. 10/10
Swarmkeeper - Extremely unlikely but it would be so funny and also MADE FOR ME because this is my favorite ranger subclass. Come ooon Anthony, give my silly little guy a swarm of bees or something. 0/10
#dndads#dndads s2#dndads spoilers#grant wilson#grant li wilson#mine#I REALLY. LIKE RANGERS.#i did this for sparrow too btw but thats not as thought out LMAO
79 notes
·
View notes
Text
MCYT as D&D Characters 6 - Scar
Well. The ending of Secret Life sure was something, huh?
Hello one and all and welcome to this very strange series where I turn various MCYTs into playable D&D characters! This was originally going to be someone else, but in light of recent events I decided, hey, I should dedicate this to the S-Tier player himself, GoodTimesWithScar.
A few ground rules for this thing:
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be little to no homebrew in these builds, just for my own ease of use.
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters, also for my own ease of use.
Character Traits to Emulate
Conman extraordinaire
Jellie
Somehow always a wizard???
No thoughts head empty
Race, Class, Background and Stats
Race: Half-Elf (There were a couple options for Scar, but I decided on half-elf as a sort of compromise between his depictions as an elf and the fact that Scar has the most “just a guy” energy.
Ability Score Increase: +2 to Charisma, +1 to two other stats (We’ll go Dexterity and Constitution)
Darkvision: You can see in the dark! Not super important for the character, but pretty useful
Fey Ancestry: Advantage against being charmed and you can’t be put magically to sleep
Skill Versatility: You can have proficiency in any two skills. (It doesn’t matter what you pick, but I’ll chose Persuasion and Intimidation)
Background: Charlatan (In nearly every server Scar has appeared on, he has been a liar or a con man or a salesman. This is perfect for him!)
Proficiencies: Deception, Sleight of Hand, Disguise kit, Forgery kit
Class: Bard 20 (I debated on Ranger or Bard, but I decided on Bard because Scar is not wise. I’m sorry, he is the least perceptive, least insightful man I’ve ever seen. Obviously said with love.)
Stats:
Strength: 13
Dexterity: 12 + 1 = 13
Constitution: 14 + 1 = 15
Intelligence: 10
Wisdom: 8
Charisma: 15 + 2 = 17
An important note: Considering that Scar is a disabled content creator and has shown positivity towards his disability being incorporated into fanart, I find it very important to add that this build works in tandem with the Combat Wheelchair by Sara Thomson. While I don’t normally go into homebrew, mostly for my own sanity, this is a well-made piece of homebrew and as such, I feel it’s important to link here while making a D&D character based off of a wheelchair user. I won’t be touching on this further, as any upgrades that can be made to the wheelchair are based on how much money a party has, rather than level.
Level 1: Bard
Bardic Inspiration! You can inspire your allies and give them an extra die a number of times equal to your Charisma Modifier
Spellcasting! I’m not really going to focus on this, but at the end I’ll list some key spells for Scar. If I remember lmao
Level 2:
Bardic Inspiration! You can inspire your allies and give them an extra die a number of times equal to your Charisma Modifier
Spellcasting! I’m not really going to focus on this, but at the end I’ll list some key spells for Wilbur
Level 3:
Subclass time! Potentially the best time. Or at least a good time. Regardless of the quality of the time, one thing that is undeniable is that it’s time for Scar’s subclass. The subclass, of course, being…
College of Glamour! Coming straight at you from Xanathar’s Guide to Everything, College of Glamour bards focus on deceiving and trickery and are as flamboyant as the Feywild, where they often originate. Sounds very much like Scar, and in previous characters, Grian did also originate from the Feywild…
Mantle of Inspiration - As a bonus action, you can use one of your Bardic Inspiration die to give a number of creatures equal to your Charisma modifier within 60ft who can see you 5 temporary hit points. They can also use their reaction to move without taking opportunity attacks.
Enthralling Performance - If you are able to perform for at least one minute (singing, performing a poem, dancing, etc) you can select a number of creatures equal to your Charisma Modifier within 60ft of you who paid attention to your performance. They make a Wisdom saving throw, and on a failed throw they are charmed by you after an hour. The creature is not aware of being charmed or you attempting to charm them.
Expertise! You get double proficiency with skills you are already proficient in. We’ll go with Deception and Persuasion
Level 4: Bard
Ability Score Improvement. Let’s add a +2 to Charisma, for hopefully obvious reasons, bringing Scar’s Charisma score up to 19
Level 5: Bard
Bardic Inspiration Improvement. The die you use is now a d8
Font of Inspiration: You regain all expended Bardic Inspiration after a short rest
Level 6: Bard
Countercharm: You can play a tune to give any allies within 30ft advantage against charm effects
Mantle of Majesty - As a bonus action, you can cast Command without expelling a spell slot and take on the appearance of someone beautiful for one minute or until concentration on your spell ends. A creature charmed by you automatically fails it’s saving throw against the spell and once you use this feature, you can’t use it until you finish a long rest.
Level 7: Bard
Nothing happens here, just more spell slots
Level 8: Bard
Ability Score Increase! We’re taking a Feat now, we’re gonna go with Fey Touched. This gives you a +1 to your Charisma, Wisdom or Intelligence, we’re going with Charisma bringing you to 20. You also learn Misty Step and another 1st level enchantment or divination spell.
Level 9: Bard
Song of Rest buff! It’s now a d8
Level 10: Bard
Bardic Inspiration buff! It’s now a d10
Expertise: You can get expertise in two more skills! I’m not sure what would be fitting, maybe Arcana and Sleight of Hand
Magical Secrets: Hey. Hey you. Sad that Bard doesn’t have Counterspell naturally? Now you can have it! You can choose two spells from any spellcaster. These spells count towards your known spell and have to be within your spell level, but aside from that, the world is your oyster! You could also get Find Familiar and get your very own Jellie familiar!
Level 11: Bard
Again, nothing happens here other than more spell slots. But who’s complaining about more spell slots?
Level 12: Bard
ASI Time babyyyyyyyy. We’re gonna grab another feat, this time the Actor feat. This gives you a +1 to Charisma as well as giving you advantage whenever you’re pretending to be someone you’re not. Like maybe a certain pirate on a certain pirate server. Also, your Charisma is now 21. Amazing.
Level 13: Bard
Song of Rest is now a d10!
Level 14: Bard
Remember what I said about Magical Secrets above? Yeah, do that again.
Unbreakable Majesty - Your appearance permanently gains an otherworldly appearance, like that of the fey. Along with this, as a bonus action, whenever a creature tries to attack you for the first time on a turn, they must make a Charisma saving throw vs your spell save DC. On a failed save, they cannot attack you and must attack someone else. On a successful save, it can attack you but has disadvantage on any saving throw against your spell next turn. This lasts for a minute and you can only use it once per long or short rest.
Level 15: Bard
Bardic Inspiration buff! It’s now the big, beefy d12. Oooooo. Ahhhhhh.
Level 16: Bard
ASI Time baby! We’re taking yet another feat, and this time it’s the Lucky feat! It’s undeniable that Scar is a very lucky person, and this feat gives you three free rerolls every long rest, either a roll you make or an attack made against you. I’m pretty sure since death saving throws are saving throws, this effectively gives you free rerolls to not perma-die. Pretty useful, considering how prone to death Scar tends to be.
Level 17: Bard
Song of Rest is now a d12
Level 18: Bard
Magical Secrets. See above Magical Secrets.
Level 19: Bard
Here we are, the final ability score improvement. We’re taking one last feat, and that’s the Shadow Touched feat. You can add a +1 to Charisma, Intelligence or Wisdom, obviously we’re going for Charisma. You also learn invisibility and another 1st level illusion or necromancy spell, and there are some fun ones out there. Even at higher levels, upcasting 1st level spells can be powerful. This also bring’s Scar’s Charisma to a monstrous 22. That’s a base +5 to every Charisma check you make, not factoring in proficiencies and expertise.
Level 20: Bard
Superior Inspiration: Whenever you roll initiative and you have no more Bardic Inspiration die, you regain one use. I still think this is a lame capstone ability, but whatever. The rest of this has been insane, we can be a bit lame.
Key Spells:
Cantrips
Vicious Mockery
Friends
1st Level
Disguise Self
Silvery Barbs
Speak With Animals
Find Familiar
Charm Person
2nd Level
Crown of Madness
Gift of Gab
3rd Level
Counterspell
Hypnotic Pattern
4th Level
Charm Monster
5th Level
Seeming
Modify Memory
Dominate Person
6th Level
Mass Suggestion
7th Level
Project Image
Mordenkainen’s Magnificent Mansion
8th Level
Mind Blank
Dominate Monster
9th Level
Wish
And with that, we conclude yet another one of these! Feel free to request more CCs to D&D-ify, and I truly hope that you enjoyed this. I put quite a bit of thought into this, and I got to look into both a subclass and a gamestyle that I don’t normally go for.
#mcyt dnd#myct#dnd#hermitblr#gtwscar#goodtimeswithscar#honestly the feywild desertduo parallels make me go insane#but i really cant get into it right now#d&d character
7 notes
·
View notes
Text
okay. someone asked so god help you all.
THE OCT2GANG AS DND CHARACTERS: TEMENOS AND THRONÉ
Naturally, Temenos, as the singular cleric, is quite broad on his clerical abilities - so much so that pinning him down in a single subclass is... tricky. I'll be honest, there's multiple ways to go here. Life, Light and Twilight cleric all fit aspects of his kit (prayer for plenty, sacred effulgence, and moonlight judgement respectively) but neglect the others...
Knowledge domain seems to fit best. less in terms of combat accuracy, but more with him in general. He's quite the detective, so Knowledge's extra skills and languages at level one is helpful. Also makes him bard- ajacent, which would no doubt help with the role of inquisitor. Second, knowledge's given spells included Command and Suggestion, very befitting of his Coerce and Guide path actions.
The channel divinity skills for Knowledge Domain is two skills - Knowledge of the Ages, which allows you to gain a proficiency in one skill or tool, and Read Thoughts, which is also similar enough to his Coerce action.
Finally, Knowledge Domain has Speak With Dead, Scrying, and Visions of the Past. .... I don't know what to tell you guys. Visions of the past is just deadass his true sight ability. look at it.
Personally, I want to make him a Drow. I'm a sucker for characters with dark/light contrasts, and Drow gives not only the Darkness spell (moonlight judgement's blinding effect) but a boost to charisma as well.
Stat-wise I'd prioritise Wisdom and Charisma - backline clerics don't need much Constitution, and we can dump strength. Dexterity is a good third option - he's a sneaky little shit. Intelligence is good too, but it's not immediately needed, as most of it's skill bonuses are supplemented by Knowledge Cleric.
Particular spells I'd pick are as follows:
- Bane (1st level, enchantment)
Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled.
- Shield of Faith (1st level, abjuration)
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
- Borrowed Knowledge (2nd level, divination)
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill.
- Death Ward (4th level, abjuration)
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
- Guardian of Faith (4th level, conjuration)
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.
- Dawn (5th level, evocation)
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one.
Throné! My lovable little snake. Throné's combat skills are a little tricky to replicate all at once, but I've tried my best.
Firstly, Throné starts with three levels in Fighter. This may seem counter-intuitive, but Action Surge gives her another action in combat, similar to Leave No Trace. Usually I'd leave it there, but I'm tempted to bump her up another level to Battlemaster. Battlemaster gives Throné access to Maneuvers, which allow a bit of in-combat buff-debuff skills, similar to Armor Corrosive and the like. Maneuvers I'd choose are as followed:
- Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature.
- Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn
- Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
As for the rest of her levels? Rogue, obviously. The Expertise is a must-have for stealth and arguably deception, and the extra speed is very befitting of Throné's playstyle. The way I see it, there are two main paths depending on which part of Throné's skillset you want to build. You can choose either Assassin Rogue, which hits first and hits hard, reminiscent of her Speed-based skills, like Aeber's Reckoning. Or, you can focus on the more magical aspects of her kit, like Disguise and Aversa's Night Darkest Night with Arcane Trickster.
I'm personally siding with arcane trickster. call it personal bias. Arcane Trickster gives her an invisible Mage Hand for extra help in thievery, stronger spells if she's hidden from an enemy, and the ability to steal spells from other casters.
Arcane Trickster spells I'd pick are as followed:
- Friends (cantrip, enchantment)
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.
- Disguise Self (1st level, illusion)
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it.
- Invisibility (2nd level, illusion)
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
- Shadow Blade (2nd level, illusion)
This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
- Fear (3rd level, illusion)
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
Stats wise, as a rogue you'll want to prioritise Dexterity. Throné seems to have decent Deception and Perception, so Charisma and Wisdom aren't out of the question, but you'll ideally want high Intelligence for the arcane trickster route. Dump strength.
race-wise I'm tempted to say yuan-ti, given her connection to Claude and, well, snakes. Yuan-ti also gives her more inbuilt magic, allowing her the spell Animal Friendship as well as magic resistance and poison immunity which allows for a little survivability (and is just funny if you remember her chapter 2.)
Shadar-Kai elves are also an option, supplying here with resistance to necrotic damage and a magical teleport. again, depends on what theming you want to lean into.
Overall these two compliment eachother quite well mechanically, much like they do in-game! I think I just talked myself into playing another cleric...
I'll be doing this in Crossed Chapter pairs for now to lighten my workload a little.
Part 1 (you are here!) / Part 2 / Part 3 / Part 4
12 notes
·
View notes
Note
LUKAAAA do the whole thing for lost npcs pspspsps
youre insane <333333 i love you
under the cut for obvious reasons
have the highest and the lowest strength score?
highest is scruggs and lizzie with +5 and lowest is kelsey and davey with -2 :o)
2. have the highest and the lowest dexterity score?
highest is latrowe and annalise :D with +5 <3 lowest is lizzie with -2
3. have the highest and the lowest constitution score?
highest once again scruggs and lizzie with +5. they are tanks. lowest once again davey with -1 (he's just a little guy!!! he has 4 hit points!!!)
4. have the highest and the lowest intelligence score?
lizzie and kelsey both have +5 and scruggs and colter have -2 (the waylon squad siblings are,,,, so minmaxed)
5. have the highest and the lowest wisdom score?
latrowe has +5 and kitten, davey, and hawk all have -2 <33 hawk does not have the excuse of being 7 years old he's just autistic
6. have the highest and the lowest charisma score?
brandi, sarah, and annalise have +4 <33333 hawk and kelsey have -1 for autism reasons and davey has -1 for he is a shy deaf 6 year old reasons
7. is the fastest?
of the mortals, scruggs has 40ft of movement and can move his speed again as a bonus action towards an enemy. however of all the characters, latrowe has 60ft move and 60ft hover fly but he is. kind of a ghost so. he cheats
8. is the tallest? the shortest?
scruggs is the tallest at 6'9 (hehe) of the "adults" brandi and kelsey are both 5'1
9. is the oldest? the youngest?
waylon is 95 and davey is 6 and juniper is a baby!!
10. is the hottest?
scruggs <33333 & im correct
11. is the biggest flirt, or has had the most romantic stuff going on?
brandi is by far the biggest flirt but she does not have as much romantic stuff going on as she would like <333
12. is the best singer?
formerly waylon :o) i think hawk is a good singer and you will learn this over his cold dead body
13. is the best dancer?
formal dances, waylon. for just Goin For It, sarah
14. lies the most?
oh brandi for sure
15. lies the least?
cat :( it makes her tummy hurt
16. has the most scars?
probably tied scruggs and lizzie but scruggs has more small ones and lizzie has more big ones
17. has killed the most?
brandi <33333 he is An Assassin
18. needs the most therapy?
im not sure i can answer this question.
19. would be the best therapist?
scruggs :D
20. has the most siblings?
also scruggs. 5 bio sisters and 2 adopted sisters
21. is the best cook?
scruggs is the best at making fancy stuff and sarah is the best at good downhome cookin
22. would be the best to get a beer with?
once again either scruggs or sarah. ideally both of them
23. is the most likely to start a fight?
hawk :o)
24. would win a battle royale with all the others?
hard to say. brandi and lizzie would be the last two standing, thats for sure
25. is the most likely to charge right into battle?
scruggs <3 that's what he's there for
26. takes the most risks?
brandi,,, not for healthy reasons
27. is the most careful?
a lot of the characters are careful in very specific ways but just like. generally. probably cat <3 she's a very careful person
28. is the most competitive?
lizzie for sure
29. is the most girlboss?
help. brandi
30. is the biggest jock?
probably lizzie. scruggs is like i am just Built This Way
31. has the most theatre kid energy?
julian :o)
32. is the most likely to be a twitch streamer?
sarah <3 she exclusively plays farming sims and her fanbase is incredibly wholesome. she frequently goes on tangents about like. you are stronger and smarter than you think and you need to believe in yourself and you'll start seeing progress if you try but you need to let people in to help look after you too- MY CHICKEN IS LOOSE!!
33. is the most likely to be an instagram influencer?
kelsey is simply so so popular on gothic lolita instagram
34. would have the most fun playing a ttrpg?
okay so here's what i imagine. fake saloon vignette. stay with me. hawk is the dm. he is running a module that quickly goes off the rails. imagine his dm style is extremely anthony burch. sarah is having a great time but has literally no idea how this game works at all, is trying to make friends with every npc including the villains and also unionize every workplace ("they dont even have dental" ass). scruggs is playing a bard and his response to everything is "i play little song about it what happens" and is mostly there to egg sarah on. lizzie is so frustrated the entire time and keeps only trying to use her character abilities because she doesn't understand how roleplay works until the second they need to like. intimidate a guard or something and her character steps in and is like okay listen here-- and makes everyone at the table a little nauseous at the threats she's coming up with. cat is so so so so scared the whole time and keeps getting too shy to talk to npcs and just ends up attacking them but being soooo upset about it. and then after the game she's like hawk you did such a wonderful job that was so impressive. and hawk is like you people are all insane this is never happening again
35. is the funniest?
personally i think sarah i do just fully turn my brain off when i say things as her
36. is the most empathetic?
sarah!!!
37. takes the least shit?
probably sarah again and not even in a tough guy way but completely in a if youre mad at them Even A Little theyre gonna climb in your lap and be like ARE YOU MAD AT ME @n@ WHY ARE YOU MAD AT ME??? she simply doesnt let things escalate Ever you Will be talking about it Right Now Immediately. but like also if she hears people like. gossiping at market they have no issues being like HI WANT TO SAY THAT LOUDER <333 and scaring them off
38. is the best with kids?
a good chunk of the characters are good with kids actually!!! doesn't say anything about me. cat, sarah, scruggs, and brandi are all like ough babbies <33 and waylon was good with. kelsey specifically but also theyre a weird little freak so it worked
39. is the best with animals?
probably hawk! both in a caretaking way and also humane hunting way. he really misses his childhood dog
40. is the best at making Hard Decisions?
probably. lizzie.
41. is the best leader?
gonna throw a curveball and say annalise
42. is the worst leader?
cat. sorry bbygirl i love you she would make herself sick trying to tell someone what to do
43. would you most like to be friends with?
probably sarah <3 i think we would get along
44. is the most like you?
hawk :(
45. is the least like you?
simply a very hard question when you do put a little of yourself into every npc. of the ones we've met so far probably lizzie. she is simply so so hard for me to play
46. would you most like to trade places with?
horrible question. scruggs probably. has his own house and has an adoptive family and a boyfriend(?) and a job where he doesnt have to work too hard and is starting to make some nice friends. also magical transition would be pretty dope
47. would you least like to trade places with?
mmm. brandi <33
48. do you consider the most sterotypical/classic example of their class?
BAD QUESTION FOR ME SPECIFICALLY. i think baby cleric cat makes the most one to one sense?
49. is or was your favorite to roleplay?
HMMMMM. i think sarah. simply. no filter. they just Go. also latrowe though he doesn't have much screentime because he is just a very placid coyote who has no godly idea what to do with maeve and it's very very funny 2 me
50. is or was your favorite to play in combat?
well i've only played brandi in combat so far and my ass got so so kicked but i have learned my lesson and annalise wont be so easy. of the characters on the table i simply really want lizzie to wreck some shit. smites my beloved
3 notes
·
View notes
Text
Today I went to a "beginner's guide to D&D" event at a local board game store, because I've been looking for a D&D group to join to try and make friends in a new city (I have no idea how to find friends who aren't coworkers or classmates). I'm not actually new to D&D, technically I started playing almost 20 years ago. But I figured I could probably use a refresher, since I haven't played D&D since like 2015, and that was just two short sessions with a friend from boy scouts and his high school group. I've played other RPGs in the meantime, and there's a ton I've absorbed through cultural osmosis by being somebody online who's interested RPGs and fantasy, but I haven't actually played it myself for a while so I figured my understanding of the rules was probably a little rusty.
The event ended up being a one-on-one thing, since nobody else showed up but me. I told the guy beforehand about my previous experience and that I really just needed to be reminded how it works instead of being taught. His response was basically "oh okay cool" and then he launched into the same starting-from-square-one spiel he's probably given every Sunday for the past two years, explaining to me that can pick different classes and races and what it means to act in character. Some of the stuff he said was helpful, because I'd either forgotten it (like how hit dice work) or has just never learned (my friend only taught my the standard array method of picking stats and not point buy or rolling your stats).
But some of what he said wasn't even right, like when he said spellcasting ability is always based on either intelligence or wisdom, even though sorcerers warlocks bards and paladins all have their spellcasting ability based on charisma. And some of it was technically correct but wasn't conveyed in a way that would be useful to new players, like when he told me the mathematical formula for determining ability modifiers instead of just saying it's +/-1 for every even number above/below 10. I also felt like I couldn't correct him or even ask any high level questions past a certain point, because after you let someone prattle on explaining how attack rolls work it would have felt like a faux pas to hear him recommend the 2014 starter set for new players and say "Personally I think Dragons of Stormwreck Isle from the new starter set is a better introductory adventure than Lost Mines of Phandelver, it puts a greater emphasis on character agency and as a first-ever encounter the drowned sailors are a lot more balanced than the goblin ambush."
0 notes
Text
@blanche-elizabeth-devereaux You gave me IDEAS!!!
Here we go:
Dutch: Half-elf warlock/paladin with 20 charisma
Hosea: Elven Druid/Bard/Cleric, literally good at everything with a max performance stat
John: Gunslinger all the way with intelligence as a dump stat (but we love him anyway)
Sadie: Half-elf paladin/gunslinger, she's just beautiful and deadly
Micah: Tiefling Rogue/Hexblade/Gunslinger whose guns ARE the demons ("gotta get my guns!!")
Lenny: Human Rogue/Artificer, level 10, he's getting there. Get em Lenneh!
Sean: Half-elf rogue, wants to be a gunslinger or artificer but he's a little dense, and he and Lenny disagree on tactics
Charles: Human Druid/Monk *chef's kiss, he's perfect for this* Maybe paladin, too?
Susan: Level 20 Tiefling Sorcerer, she's got the LOOK
Bill: Half-orc barbarian/gunslinger with a strength and con of 18, but wisdom and intelligence of 6...LOL
Javier: Half-Elf Bard/Gunslinger, magical guitar boah!
Josiah: Elven Bard all the way. Illusion magic!! He has an 18 charisma, but ~12 in everything else.
Abigail: Half-elf Rogue with maybe a little sorcerer eventually, she is a BADASS.
Kieran: Half-elf Druid because I want to put him in my pocket and then have him turn into a horse!
Tilly: Elven Rogue/Gunslinger with 20 constitution. She's GOT THIS.
Mary-Beth: Half-elf Bard/Wizard who writes magical tales of the gang's adventures and that's how they get famous in D&D world.
Molly: Very fancy/beautiful elven monk/bard who writes poetry as spells.
Reverend Swanson: Washed up half-elf cleric, is level 20 but doesn't really have powers anymore because he didn't use them, poor guy.
Strauss: He's a halfling warlock/bard and I would NOT trust him.
In D&D world Arthur is a multi-class druid and gunslinger you can't tell me overwise
#d&d au#dnd#rdr2#rdr2 x d&d#rdr2 headcanons#i might have to write this as a fic because holy crap you inspired me
11 notes
·
View notes
Text
Still one of my fav things that in my Dnd my wizard has a better constitution than the party’s barbarian. That’s just. How things are.
14 vs 13 if I’m remembering right. That shit’s hilarious
#speculation nation#like it’s wizard stereotype to have shit constitution#but my general play style is to . when assigning stats.#dump the highest into whatever the makn attack stat is#and always always Always have the next two highest be dex and con#so nico has like. 18 int and 14 for both dex and con#it helps him survive better!!!#of course hes got some not great charisma and wisdom. but thats just him#10 for those. the guy makes bad decisions and talks bad#and hes got an 8 for strength. which DOES fit with wizard stereotype and also for him#someday i will get my int up to a 20..... Someday...#i usually dont like having negstive modifiers but the strength thing is just so hilariously fitting. how could i change it?#itd b nice to have a higher wisdom since hes a medic and medicine skill ties in directly with wisdom#but he makes do. it’s fine.#im level 5 rn and i play to take feats at lvl 8 and lvl 12#i took healer’s feat for level 4. was originally planning to take keen mind but changed my mind#cause we got two magic healers for six ppl and the extra healing ability has done us So much good#i wanna take keen mind for lvl 8 and then theres this language one i want for lvl 12#both those each give me one int bonus in addition to the benefits of the feaf#feat*#at level 12..... i will have my 20 int...#nevermind the fact that it’s been over a year and we’re only lvl 5................#we like our character interactions! cant help it.
2 notes
·
View notes
Text
Fruit Basket Characters as D&D Classes Part 1
For the sake of time Tohru will be the only non-zodiac member of this list. If you want me to do other characters please request in the comments!
Tohru Honda: Life Domain Cleric
![Tumblr media](https://64.media.tumblr.com/9e99cf9f7cab9f210afcfea247d47e93/18f05d5f94428eba-90/s540x810/913ced37a07e55cad5e31ea4fc251c90f2ea0ba4.jpg)
The delegated healer of the show, I can definitely see Tohru as a life domain cleric due to her desire to heal those around her. I contemplated her being a light domain cleric, but I felt that the life domain suited her more. I personally headcanon that she was originally a light cleric but became a life cleric after her mother died so she would always raise dead and revivify prepared. Her Devine patron is definitely her mom.
Stat wise I can see her having high wisdom and charisma with an average constitution and intelligence. I feel her lowest stats would be strength and dexterity due to her clumsy nature and weak strength as shown both times she hit Kyo. And ‘remove’ curse would definitely be a spell she always has prepared ;).
Stats:
Strength: 8 (-1)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 12 (0)
Wisdom: 20 (+5)
Charisma: 18 (+4)
Kyo Sohma: Way of Mercy Monk
![Tumblr media](https://64.media.tumblr.com/9b978c8a4002563c67d6727472ab0c2f/18f05d5f94428eba-23/s540x810/c6172cc8dc2ea2c9a020947574653b22956af35a.jpg)
Was there any doubt that he’d pick a class focused on martial arts? I will admit I had trouble picking a subclass that fitted his character. So I headcanon that he was a level 2 monk up until he got to know Tohru, and then as a result of her influence and his desire to help her, he ended up choosing the Way of Mercy path. Also because he felt mega guilt for not being able to save her mom.
Stat wise he probably has a high strength and dexterity, with strength being a little higher. He’d probably have a high constitution with an average intelligence and wisdom. I’d recon his lowest stat would probably be charisma, due to his general social awkwardness, but it wouldn’t be low enough where people don’t like him. Overall fairly good stats :)
Stats:
Strength: 19 (+5)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 15 (+2)
Charisma: 13 (+1)
Yuki Sohma: Way of the Cobalt Soul Monk/Transmutation Wizard
![Tumblr media](https://64.media.tumblr.com/36ba388d1f0584a81eb03d8b9d6b8944/18f05d5f94428eba-4c/s540x810/59bd7a5bc57888ae25f315d0ffb66707f9d69186.jpg)
Again another tricky one to figure out, but I can definitely see him as a more intelligent fighter so I imagine he would use the ‘extract aspects’ feature of his subclass a lot. Especially against Kyo. However, I couldn’t see him as only a monk so I imagine he would multiclass into wizard due to his high intelligence score. I felt transmutation suited him the most due to his desire to change himself for the better and become more open to people.
Stat wise I feel his highest scores would be dexterity and intelligence. I personally headcanon that his strength is lower than Kyo’s but his dexterity is higher. charisma and wisdom would be his more average score with constitution being his weakest score due to his poor health.
Stats:
Strength: 13 (+1)
Dexterity: 20 (+5)
Constitution: 9 (-1)
Intelligence: 17 (+3)
Wisdom: 15 (+2)
Charisma: 12 (0)
Shigure Sohma: Mastermind Rogue
![Tumblr media](https://64.media.tumblr.com/8717414cb5ac3ece952ce1cdd4d8fb81/18f05d5f94428eba-21/s540x810/dcf8e80b04d4da17853f233ff6cf0d3ce936d20c.jpg)
Conniving, devious and willing to do whatever it takes to get what he wants, the rogue class would definitely suit him. Due to him not liking to get his own hands dirty and general manipulative nature, I figured he would definitely be a mastermind rogue.
Out of all the characters I 100% believe he would be the type to fudge his rolls, having high stats in dexterity, charisma, intelligence and wisdom with his only average rolls being strength and constitution. Shigure probably fucked god to get good rolls in D&D along with the luck feat, min-maxing bastard.
Stats:
Strength: 14(+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 19 (+5)
Wisdom: 20 (+5)
Charisma: 18 (+4)
Momiji Sohma: College of Eloquence Bard
![Tumblr media](https://64.media.tumblr.com/45786a48cdd1c0a2c3e0a7302d3ea235/18f05d5f94428eba-60/s540x810/79d7f57a5f8951bc9f81e572c376b08cf0cd1e57.jpg)
With charisma in spades and brilliant musical skills, no other classes suits him but bard. I chose the college of eloquence for him due to it being a class that focuses more on a person’s ability to say the right thing and affect people with their words. Something which I think fits him really well. He refuses to use the modify memory spell for obvious reasons.
I feel like Momiji’s highest stats would be dexterity, charisma and wisdom. His constitution and intelligence would be fairly average with strength being his lowest stat.
Stats:
Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 12 (0)
Wisdom: 18 (+4)
Charisma: 20 (+5)
Hatsuharu Sohma: Path of the Beast Barbarian
![Tumblr media](https://64.media.tumblr.com/9db251c794835412bd7373ffd3931d4f/18f05d5f94428eba-1b/s540x810/9c1dd1a0bffaa8177e8fdbc4e202923811669c9b.jpg)
Although Haru studied martial arts along with Yuki and Kyo, I personally don’t see Haru being a monk like Kyo and Yuki. My first thought was barbarian due to his dual personalities, with one being incredibly aggressive. I chose the path of the beast for Haru due to it fitting him turning ‘black,’or into a beast in this case, when angry. Plus the idea of barbarian Haru turning into a cow when angry was too hilarious to pass up.
Haru’s highest stats would be strength, constitution and wisdom with dexterity and charisma being more average. His lowest stat would definitely be intelligence though cause let’s face it, this guy is always getting lost.
Stats:
Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 17 (+3)
Intelligence: 12 (0)
Wisdom: 17 (+3)
Charisma: 14 (+2)
Kagura Sohma: Path of the Beserker Barbarian
![Tumblr media](https://64.media.tumblr.com/2a83a809138ded8c615c23c63896588f/18f05d5f94428eba-37/s540x810/b1fb0d9278e99c3bae88f9f15fcafbb410c64171.jpg)
Another character whom I immediately thought barbarian upon seeing them. She definitely fits this class well due to her aggressive personality. I put her as the path of the berserker due to her frenzy-like tendencies when she sees Kyo or feels incredibly passionate about something. Her and Haru are barbarian buddies.
Her highest stats would definitely be strength and dexterity, with a fairly average constitution, intelligence and wisdom. I feel like her lowest stats would be charisma.
Stats:
Strength: 20 (+5)
Dexterity: 17 (+4)
Constitution: 15 (+2)
Intelligence: 12 (0)
Wisdom: 14 (+2)
Charisma: 11 (+1)
Isuzu/Rin Sohma: Oath of Devotion Paladin
![Tumblr media](https://64.media.tumblr.com/d9d372ff1941cd3a3747c7fe7d53c269/18f05d5f94428eba-10/s540x810/647f8fd1e04ed8439ee012be9011b9c042a7a10f.jpg)
Rin was another hard one to figure out. But I eventually settled on her being a paladin due to her desire to fight against the evil of the curse and protect Haru. I feel like the oath of devotion really suits Rin due to her devotion to freeing Haru from the curse no matter the cost. If only protect from good and evil could have saved her from Akito.
I feel like her highest stats would be dexterity and wisdom, with charisma, strength and intelligence being more average. Her lowest stat would definitely be constitution though due to her tendency to get sick.
Stats:
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 9 (-1)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 15 (+2)
Ayame Sohma: College of Creation Bard
![Tumblr media](https://64.media.tumblr.com/424011653bae28f7cd7cb593a59199e8/18f05d5f94428eba-b7/s540x810/3ba50ab4e473a69a88be9a1680e1974637f757e6.jpg)
This man is definitely a bard and no one can tell me otherwise. I was tossing up between college of glamour and college of creation, but I felt creation suited him more due to his love of creating fashion and incredible passion. He also wants to create a better bond with Yuki but unfortunately the mending cantrip does not work on human relationships.
His highest stat would definitely be charisma and dexterity, man is real slippery. His constitution would be pretty average along with his intelligence. Strength and wisdom are definitely his lowest stats though.
Stats:
Strength: 9 (-1)
Dexterity: 17 (+3)
Constitution: 12 (0)
Intelligence: 13 (+1)
Wisdom: 10 (0)
Charisma: 18 (+4)
Hatori Sohma: Order Domain Cleric
![Tumblr media](https://64.media.tumblr.com/e68b54a63be6cefcb31e5976b8fd5735/18f05d5f94428eba-a0/s540x810/6cdb93aa51f97339f831ba1204fe481fa3d2c32b.jpg)
Due to him being the family doctor I can definitely imagine him being a cleric. I can also see him under the order domain due to him being in charge of ensuring that the curse remains a secret ergo keeping order. Modify memory is the one spell he always has prepared.
His highest stats would definitely be wisdom and intelligence, but he would have average dexterity, constitution and strength. His lowest stat would definitely be charisma though, the man is not even remotely smooth.
Stats:
Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 18 (+4)
Wisdom: 20 (+5)
Charisma: 8 (-1)
#fruit basket#dungeons and dungeons#tohru sohma#kyo sohma#yuki sohma#shigure sohma#momiji sohma#hatsuharu sohma#kagura sohma#rin sohma#ayame sohma#hatori sohma
28 notes
·
View notes
Text
5e Dr. Mundo, the Madman of Zaun build (League of Legends)
(Artwork by Alex “alexplank” Flores made for Riot Games.)
Honestly with my new summer job I’ve been having less and less time to both write builds and play League. I could really use a character who requires very little effort to play in LoL, who’s also very easy to translate into D&D...
Oh wait!
GOALS
Mundo's pain always at zero - Above all else Mundo is a big bulky boy with many an option to become bigger and bulkier.
Take two of these! - We need to throw a lot of bonesaws. Like, a lot of bonesaws.
Electricity make the brain work good - The only truly “magical” effect in Mundo’s arsenal is the ability to charge the area around him with lightning.
RACE
Mundo’s hardly a human anymore, and I can’t just make every character a variant human or custom lineage. I’m not going to get a chance to make a Goliath anytime soon so Mundo may as well be one! As a Golliath you get a +2 to Strength and a +1 to Constitution. You are a Natural Athlete with proficiency in the Athletics skill, and have a Powerful Build to carry more Bonesaws.
You can get some innate magic resistance, as being Mountain Born gives you resistance to Cold damage. But most importantly you can choose to just not take damage thanks to Stone’s Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
ABILITY SCORES
15; CONSTITUTION - Mundo is a tank above all else, and additionally you have a +1 in CON thanks to your race so you’ll have nice even stats to start out!
14; STRENGTH - Healthy boy building a healthy body~
13; DEXTERITY - Don’t get me wrong Mundo is a slow lad, but DEX saves are useful as is having good AC.
12; CHARISMA - Charisma is tied to intimidation as well as good bedside manner.
10; WISDOM - Isn’t Medicine a Wisdom skill? Why, I don’t believe this man has ever been to medical school!
8; INTELLIGENCE - "Mundo not remember Mundo before Mundo was Mundo."
BACKGROUND
There isn’t a doctor background... but Plaintiff from Acquisitions Incorporated is surprisingly close! You get proficiency with Medicine and Persuasion (feel free to swap this out if you desire) as well as an Artisan’s Tool of your choice (you say Carpenter’s Tools, I say medical tools!) and a language of your choice (pick your poison.)
Your feature of Legalese can be replaced with knowledge of medical terminology like “pharmacistcistist”, “prognosis“, and “anesthesezee.” Who knows? Doctor knowledge may help if you talk to other doctors!
(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - BARBARIAN 1
I hope you weren’t expecting anything fancy from a guy whose kit consists of “hit stuff”, “hit stuff”, “regen health”, and “hit stuff.” You get two skills from the Barbarian list like Intimidation and Survival (which is more just you being lucky and built like a walking tank.) You can also walk around in “medical scrubs” thanks to Unarmored Defense equal to 10 plus your Constitution modifier and your Dexterity modifier (so currently 14.)
But of course the main trait of a Barbarian is Rage to go where you please. A Maximum Dosage of Rage gives you advantage on Strength checks and saves, extra damage with Strength weapons, and resistance to Bludgeoning, Piercing, and Slashing damage. Basically it makes you hit hard while taking no damage. You have a limited number of uses of this ability as shown on the Barbarian table.
LEVEL 2 - BARBARIAN 2
Second level Barbarians can inflict some Blunt Force Trauma with a Reckless Attack, giving themselves advantage while also giving enemies advantage to hit them. You can also further go where you please thanks to Danger Sense, giving you advantage on Dexterity saves against effects you can see coming at you. It’s almost like negating the effect entirely.
LEVEL 3 - BARBARIAN 3
Third level Barbarians get to choose their Medical College-I mean Primal Path, and for those of you who know a thing or two about Barbarians you know of the only way I have to give you Heart Zapper: Path of the Storm Herald. When you pick this subclass you can choose between one of three Storm Auras, and while Desert would work if you want to play pre-rework Mundo Sea is far better for post-rework Mundo and in general. As a Bonus Action while raging you can choose one other creature you can see within 10 feet of you. The target must make a Dexterity saving throw or take a of d6 lightning damage, or half as much damage on a successful save.
Now might be a good time to talk about your choice of weapons as Mundo: your main weapon is definitely a Hand Axe that you can throw around, but the thing about Hand Axes is that they have a low range and cost a ton. So I’d actually suggest using Javelins for your Infected Bonesaw.
As for your secondary weapon I’d suggest a Light Hammer as your Doctor Bag (for Blunt Force Trauma) but as a Storm Herald you won’t have a Bonus Action to use for Two-Weapon Fighting. So you can focus on dealing as much damage with your main attacks using a d8 martial weapon. Basically I’m suggesting you carry a Battleaxe in your main hand and have your off-hand open to throw Javelins at the enemy. Or run in with a Greataxe if you want. Heck you can even pick up a shield if you want: make your own Mundo!
Also Tasha is a very good doctor, as she fixed the Barbarian to give it Primal Knowledge! You can get one more skill from the Barbarian list like Perception, because why not be more useful outside of the medical ward?
LEVEL 4 - BARBARIAN 4
Want to actually be a doctor? Grab the Healer feat to do some doctoring. Want to be a canonically bad doctor? Just take more Constitution and live forever lol.
(Artwork by Marie Magny and West Studios. Made for Riot Games.)
LEVEL 5 - BARBARIAN 5
5th level Mundos can auto attack cancel and attack twice with Extra Attack! You also get Fast Movement to further chase down your foes with cleavers and lighting!
LEVEL 6 - BARBARIAN 6
6th level Storm Herald Barbarians can go where they please thanks to Storm Soul. It grants you resistance to a specific type of damage and for you that damage type would be Lightning. You can also go into a specific environment if you desire, and as a Sea Barbarian you get a 30 foot swimming speed! River Mundo.
LEVEL 7 - BARBARIAN 7
7th level Barbarians have a Feral Instinct for doctoring! You get advantage on initiative rolls, and in addition you can’t be surprised as long as you Rage at the start of your turn!
Tasha’s also gave you an option to reach out and zap someone thanks to Instinctive Pounce, letting you move up to half your movement speed when you Rage!
LEVEL 8 - BARBARIAN 8
You might be thinking I’d grab more Strength at this point... Ha ha no; Mundo goes where he pleases, and more Constitution will give you the health and AC to do so.
(Artwork by Terence Cantal and West Studios. Made for Riot Games)
LEVEL 9 - BARBARIAN 9
9th level Barbarians get Brutal Criticals without building for crit chance! If you crit you roll 3 damage die instead of 2, which is good because your Strength isn’t doing you many favors in the damage department.
LEVEL 10 - BARBARIAN 10
10th level Barbarians can help the comoonity thanks to Shielding Storm. Now all friends and fellow doctors within 10 feet of you get resistance to Lightning damage! Oh and speaking of Lightning damage: your Storm Aura now (finally) increases to 2d6, meaning that you can get some value out of your big CON to do damage!
Additionally Tasha’s lets you have even more Primal Knowledge at this level: Animal Handling will help you talk with your nurse? I dunno; Mundo doesn’t exactly strike me as a knowledgable guy really.
LEVEL 11 - BARBARIAN 11
11th level Barbarians simply have too much health to die! If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead thanks to Relentless Rage! Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
LEVEL 12 - BARBARIAN 12
“12th level Barbarians can finally increase their Strength!” I hear you say. Lol no. The Slasher feat will give you some much-needed slows to keep enemies close, and will let you increase your Dexterity by 1 for more AC. Having the Slasher feat also finally gives a convincing argument for you to throw Hand Axes as opposed to javelins, which is nice.
(Artwork made for Riot Games.)
LEVEL 13 - BARBARIAN 13
13th level Barbarians get even bigger Brutal Criticals that do 4 total damage die of damage! Mundo does as much damage as he pleases!
LEVEL 14 - BARBARIAN 14
At level 14 the Raging Storm of the Sea forces enemies you hit within 10 feet to make a Strength saving throw or be knocked prone. Honestly while the rest of this class was kinda a bust inflicting Blunt Force Trauma on your foes is huge, as being knocked prone gives all melee allies advantage to hit an enemy while also forcing an enemy to spend time standing back up.
LEVEL 15 - BARBARIAN 15
15th level Barbarians are always regenerating health, as Persistent Rage is permanent until the duration expires or you fall unconscious. (Or you choose to end your Rage.) That’s really nice because your Storm Aura now does 3d6 damage, meaning you can keep zapping with your Heart Zapper!
LEVEL 16 - BARBARIAN 16
Strength for damage man; Mundo not damage man! Mundo doctor, and Mundo goes where he pleases! Take the Tough feat for 32 more health now and up to 40 more health when you reach max level!
(Artwork by Xu “Crow God” Cheng and Alvin Lee. Made for Riot Games.)
LEVEL 17 - BARBARIAN 17
17th level Barbarians increase their Brutal Critical to roll 5 die total on a Nat 20. Because whether you want to do the most damage, take the most damage, or you know... fucking both then Barbarian is the right class for you.
LEVEL 18 - BARBARIAN 18
18th level Barbarians get Indomitable Might, letting them replace a roll on a Strength check with their Strength score if their check is lower than their total score. Man this sure would be more useful if we didn’t basically dump Strength.
LEVEL 19 - BARBARIAN 19
So how about we finally stop dumping Strength and bump it up to an 18 with our last Ability Score Improvement... Eh it’s still not great...
LEVEL 20 - BARBARIAN 20
Well thankfully Primal Champion is here to increase your Strength and Constitution by 4. And want to know what’s great about this ability? It also increases your maximums for those abilities to 24, meaning that you will have a grand total of 22 in Strength and 24 in Constitution!
And to top it off your Storm Aura now does a whopping 4d6 Lightning damage, which means you can officially say that Storm Herald was a better pick than Berserker or the Polearm Master feat.
FINAL BUILD
PROS
One-bajillion drops of healing juice, stat! - While I wasn’t able to give Mundo his health regen I still got him some crazy high health values. When I was done with this build I genuinely looked at the character sheet and said “I have never seen a character with 325 health before." 325 health along with 19 AC means that you can damn well go wherever you please.
How we doing patient; you numb yet? Mundo is! - While you don’t have the same near-endless supply of resistances as a Bear Totem Barbarian resisting two types of magic damage is useful. Feel free to play pre-rework Mundo with the Desert Aura if you think Fire damage will be more common in your campaign. And I dunno: maybe try to get some magic items to resist more elemental damage types?
Huh? Supposed to be painless - Even without big investment in Strength the Storm Herald Barbarian is quite good at quite good at dishing out DPS, with a big burst of magic damage every round and the ability to knock enemies prone which will really help your melee allies. Not to mention that Brutal Critical means that your Nat 20s will really help you cut off some limbs!
CONS
Beep... beep... beeeep... - Dumping your mental stats has its penalties, and you’ll be failing most of your saving throws. You could’ve perhaps grabbed the Lucky feat for some health insurance (honestly if you can max out your CON and STR before level 20 I’d suggest grabbing Lucky just to reroll some saves), but let’s just say you aren’t completely CC immune.
Me forgot how to doctor... Back to medicine school! - Low mental stats also hurt in roleplay, and while you have a surprising amount of proficiencies (thanks Tasha’s) most of them are for rather niche skills with the exception of perhaps Perception and Persuasion.
Patient; why you out of bed?! - You can throw axes but you’re not exactly a ranged combatant. Most if not all your abilities have very short range, maxing out at around 10 feet. You’re extremely hard to shake off if you can get close but enemies that can kite you will give you a lot of trouble.
But if you want to run in and hit stuff while never dying then Mundo is the man for you! Replace all your brains with brawn to truly go where you please. Just remember that unlike League you’re not completely immune to CC, meaning that it’s more than possible to get put in time out for awhile. But it’s okay if you do; everyone has to take a sick day sometimes!
(Artwork by Terence Cantal and West Studios. Made for Riot Games.)
#dnd 5e#dnd#dnd build#dnd guide#League of Legends#League of Legends Mundo#Dr. Mundo#League of Legends Dr. Mundo#dnd barbarian#Mundo#goes#where#he#pleases
9 notes
·
View notes
Text
Fate and Phantasms #115: Sakata Kintoki (Rider)
This time on “Fate and Phantasms”: We’re always trying to make the best build possible. Little do we know that we’re about to face our greatest challenge yet: building a goddamn motorcycle. Join us as we build: Sakata Kintoki (Rider)!
(As usual, his build breakdown is below the cut, or you can check out his character sheet over here!)
Next up: https://www.youtube.com/watch?v=z8WvSGNEV24
Race and Background
Yes, we’re still doing that bit from the first time. This means Kintoki’s still a Golden Dragonborn, gaining +2 Strength and +1 Charisma. This also gives you a fiery Breath Weapon once per short rest and Fire Resistance. That’s not very in character, but you’re gold, and that’s good enough!
As a motorcycle delinquent/Kamen Rider expy, you’re a Folk Hero, giving you proficiency with Animal Handling and Survival. You can literally talk to animals. Handling them shouldn’t be an issue.
Ability Scores
You’re pretty strong, which is probably why your Strength should be as high as possible. Your preferred method of fighting is crashing into people with your motorcycle, so your Constitution should be pretty high as well. Third is Charisma- bad boys are in these days. Your wisdom isn’t that bad, we’ll need it for multiclassing and also you know animals well enough to speak to them. Your Dexterity isn’t great; despite wearing leather armor, your main defense is your bike being faster than the enemies. Finally, we’re dumping Intelligence. Changing classes didn’t turn you into a professor.
Class Levels
1. Fighter 1: Getting your ride is our top priority, but that’ll take a couple levels. In the meantime we should make sure you’re at least a bit competent off the bike. Your fighting style is Unarmed Fighting, giving your unarmed strikes more power and letting you deal damage by grappling. I’d think grappling someone and running your bike would already deal damage, but now it’s RAW. You can also use your bonus action to gain a Second Wind for a smoke break.
You also get proficiency with Strength and Constitution saves, as well as Intimidation and Athletics. Bikers are scary, man.
2. Bard 1: Okay, now we can get that bike. If you want justification for the class, you did mistake the Rider class for Kamen Rider, so there you go. You’re powered by Saturday morning kid’s shows.
Becoming a bard gives you one skill proficiency of your choice- I’m gonna say Insight. You look like you can read the room pretty well. You can also cast Spells using your Charisma, and you can give Bardic Inspiration to another creature as a bonus action a number of times per long rest equal to your charisma modifier. This is a d6 that the creature can add to an attack roll, skill check, or saving throw within the next ten minutes. You’re a nice guy like that.
This Kintoki’s a bit more thunder than lightning, so for your spells grab Thunderclap and Thunderwave to stay on brand, Friends and Animal Friendship to talk to squirrels, and Heroism and Longstrider to protect your wheels and give them a nitro boost.
3. Bard 2: Second level bards are Jacks of All Trades, giving you half your proficiency bonus on any skill check you’re not proficient in. This includes initiative, so even with your +0 dexterity modifier you can be a bit faster out the gate. You also gain a Song of Rest for extra healing over short rests if you like that sort of thing.
Also you can Speak with Animals now, so they can tell you how much faster you are than them.
4. Bard 3: Time to make some golden creations! As a Creation bard, you’ll find your inspiration dice are a bit more golden thanks to your Note of Potential, gaining extra effects. If used on an ability check they can roll twice and take the higher number, on an attack roll they force an constitution save (DC 8 plus your proficiency plus your charisma modifier) or creatures around them take thunder damage, and if used on a saving throw the creature gains a bit of temporary HP.
The bigger draw this level, however, is the Performance of Creation. As an action, you can create a medium or smaller item worth less than 20 times your bard level in GP. It lasts a number of hours equal to your proficiency bonus, and you can use this once per long rest, or by burning a second level spell slot to use it again. It’s not enough to make a motorcycle just yet, but you can at least make that cool belt buckle.
Finally, you get Expertise in two skills, doubling your proficiency bonus. I’d go with Athletics and Animal Handling. You’ll need some lower body strength to hang onto your bike while fighting.
You can also cast second level spells now, like Enhance Ability to give a creature advantage on a kind of skill check. Give yourself a constitution boost to help with those Thousand Mile Drives.
5. Bard 4: Use your first Ability Score Improvement to round out your Strength and bring your Wisdom up to multiclassing minimums.
You can also cast Mending for another way to fix up your bike, or Shatter to break everything else.
6. Bard 5: At fifth level your inspiration becomes d8s, and you become a Font of Inspiration. This means you regain inspiration dice on short rests as well as long ones.
To celebrate, you learn how to put on a proper tokukatsu Motivational Speech from Acquisitions Incorporated, giving up to five creatures temporary hit points, advantage on wisdom saves, and advantage on its next attacks after its hit. The spell ends on a creature once the hit points are removed, otherwise it lasts for an hour.
7. Bard 6: Now we’re cooking! Now you can finally use an Animating Performance to make your motorcycle, a large Dancing Item. The item stays dancing for an hour, and you can use your bonus action to command it. You can animate an object once per long rest, or by burning a 3rd level spell slot to do it again. Plus, your Performance of Creation can make large items now, so a motorcycle is totally on the table!
The movement speed on a dancing item’s only 30��� which isn’t ideal, but on the plus side your bike can fly, so... I’d say it balances out the cool factor.
Sadly bards don’t get Haste, but if we can’t speed up your bike, at least we can Slow down your enemies.
Oh yeah, you also get Countercharm, spend an action to give allies advantage against being charmed or frightened, not really great but you can always use it for an “I know you’re in there” fight.
8. Fighter 2: Now that that detour’s out of the way, we can get back to fighting. Second level fighters get an Action Surge, tacking an extra action onto your turn once per short rest. Cast two spells, multitask with healing and hitting, or just hit people over and over again. It’s pretty versatile.
9. Fighter 3: Cavaliers get an extra skill proficiency, and Performance will really help you sell your Kintoki action figures. You’re also Born to the Seat, giving you advantage against falling off your mount and mounting/dismounting your cycle only costs 5′ of movement.
As a hero of justice, you can also apply an Unwavering Mark to a creature when you hit them that lasts until the end of your next turn. If the marked creature is within 5′, it will have trouble hitting other creatures, and if it still does you can make a special attack against the creature next turn as a bonus action. The attack has advantage, and deals extra damage as well. You can make these attacks a number of times per long rest equal to your strength modifier.
10. Fighter 4: Speaking of advantage and being good at riding things, use this ASI to become a Mounted Combatant, giving you advantage on attacks against creatures smaller than your mount, the ability to redirect attacks to you instead of your mount, and giving your mount evasion, meaning it takes half damage on a failed dexterity save and no damage on a success.
11. Fighter 5: Fifth level fighters get an extra attack each attack action. It’s not very complicated, but it is very useful.
12. Cleric 1: Your dad’s a god, you get more thunder powers. As a cleric, you can cast and prepare spells using your Wisdom. As a Tempest Cleric, you can channel the Wrath of the Storm. When a creature within melee range hits you with an attack, you can react to blast lightning or thunder back at them with a dexterity save attached. You can use this a number of times per long rest equal to your Wisdom modifier. (So if you’re using the standard array, once.)
You can also cast Thaumaturgy for more dramatic entrances, Resistance so you’ll wipe out less often, and Light because every motorcycle needs a headlight. You can also kick up some dust with your domain spells, Fog Cloud and Thunderwave. You already have a better thunderwave from your bard levels, but hey why not be redundant.
13. Cleric 2: Second level clerics can Channel Divinity in two ways. You can either Turn Undead to make walking corpses into running... away from you... corpses... (not my best work), or you can channel it into Destructive Wrath, allowing you to deal maximum damage when you deal lightning or thunder damage. Your spells are pretty low level, so the extra efficiency is appreciated. You can use this once per short rest, or you can burn your channel divinity use to Harness Divine Power, refilling a spell slot that’s less than half your proficiency modifier as a bonus action.
14. Fighter 6: Use your next ASI to boost your Charisma for stronger spells and more inspiration.
15. Fighter 7: As a more seasoned cavalier, you could react to add a bonus to a nearby allie’s AC when they’re being attacked a number of times per long rest equal to your Constitution modifier. You could, but unfortunately Warding Maneuver requires a melee weapon or shield, and you do things barehanded.
16. Fighter 8: If your hands are going to cause you this much trouble, they’d better be good at their job. Use this ASI to max out your Strength so they’re great at their job.
17. Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. You probably shouldn’t use this on your intelligence saves, you’re not making those either way.
18. Fighter 10: Tenth level cavaliers actually get something we can use, the ability to Hold the Line. This means your opportunity attacks can activate on a creature moving within your reach, and they also reduce the target’s speed to 0 on hit. A good hero keeps the villains focused on them.
19. Fighter 11: We’re almost done, but first you get another Extra Attack for even more punching goodness.
20. Fighter 12: Use your capstone ASI for more Constitution to get more HP and better concentration. You only have so many spells, you’ve got to make the most of them.
Pros:
Thanks to Animating Performance, you can literally make your motorcycle out of anything, as long as its large enough to ride. It also means you’ve got a flying bike, though if you want to keep it closer to canon you could flavor it as having the ability to ride up walls.
You can deal very consistent damage thanks to your high number of attacks and free advantage from mounting your bike. You’re also able to make your limited spell slots count, maximizing their damage with channel divinity.
Your skills as a cavalier make you good at getting enemies’ attention and keeping it away from squishier party members. Mix in a bit of healing from your cleric levels, and you can be a surprisingly good tank in a pinch.
Cons:
You like to ride on things, and you also use a lot of spells with indiscriminate damage. That’s not a good combination, especially since your bike is a construct.
Having, at best, a leather jacket and a +0 to dexterity means your AC is pretty low. Your best defense is not being near the enemy when they get a chance to hit back.
Having to command your bike eats up all your bonus actions, meaning you’ll have to chose between using your unwavering mark or riding.
25 notes
·
View notes
Note
Hey ho how bout questions 1, 8, 26, 27, 42, 56, 57? >:3
Heyo thanks for the ask! Found the time to answer all these questions! But before I do that I would like to gloat over my absolute success last session. (In hindsight my gloating and rage got long and you'll have to read it under the cut)
What does your character typically keep in their pockets?
Hm, good question. Typically, nothing too special. Her coin bag, some things she picked up along the way when travelling, a small notebook and writing utensil. She doesn't carry any big bag, at most a satchel. She's doesn't like carrying all that much weight, not when you have a great axe and 2 hand axes.
What is something they cannot resist?
Karrie couldn't resist a chance to prove herself, a chance to gain glory and honor. If she was given the chance to fight an eldritch being, if it meant giving her a lasting legacy and redemption, she wouldn't hesitate.
What would they want for their funeral?
Somewhere in the mountains, burned on a pyre with all her treasured belonging.
If they were a ghost, how would they haunt in the afterlife?
Another good question. She'd mostly mind her own business, but offer words of wisdom and guidance to those who come across her in the mountains, perhaps some advice for vengeance and schemes.
Is there something your character isn’t very good at, but enjoys doing nonetheless?
She enjoys baking, when she can afford to. Not very good by any account, but still, a nice treat.
If your character had wings what would they look like?
I'm thinking raven wings, ebony. Large compared to her body, short stature, but not actually that big in comparison to other's.
How does the way they act seemingly contradict their ability scores?
She likes to use intimidation a lot, despite having a very low charisma stat. Like a 9 in charisma. Yet, she is proficient in intimidation nonetheless. Scary lady.
We left off in a shady tavern, which I managed to go through unseen, a fucking miracle considering my uncannily low dexterity. Sat down at a grimey ass table(really fucking grimey holy shit my hand stuck to the table) and was like 'Haha hey yo whats up with that murdering guild lately pal?' to the lady sitting there, you know, like a liar. My dumbass failed to foresee everyone in the tavern hating that particular guild, which was unexpected, considering it was a shady tavern. So boom yeah everyone is pissed at Karrie, small misunderstanding, a lack of communication there. They're all so pissed none of my companions can fucking help me, got like 20 of these guys cornering me with their weapons drawn. I take a second to think, like, I have a great axe. If they're all surrounding me, then I should be able to just like.... y'know.... DM says if I rolls above a 12 7 times out of 10 he'll let me do the epic great axe swing and kill them all at once. What he failed to account on this seemingly unprobeable feat is that Karrie is fucking broken, she has a 20 in strength, is proficient in athletics. I receive a +7 modifier to all my hit rolls, there is no way in hell I don't roll below a 12. And thus, que badass Karrie moment where she one shots everyone. Stupid asshole starts screaming his head off (like what the hell dude??? I only murdered 10 people simultaneously calm down) and draws the attention of the city guards. You know, Karrie could've TOTALLY taken them all on by herself, then and there, it would have been fine BUT NO little pasta man had to open his bag containing a pocket dimension that also contained a little goblin that tended to the farm in said pocket dimension. I hate.... I hate that little goblin.... If you're reading this FUCK YOU TERRY I'VE HATED YOU SINCE DAY ONE YOU PIECE OF SHIT. His stupid fucking southern accent, his fucking flannel, the way he chews that piece of hay. I don't think Karrie has ever been more terrified than when Terry stepped out of the bag for the first time, appearing as an absolute eldritch horror, something out of Lovecraft. This bitch stole the spotlight and killed all the guards, how fucking dare he. Fuck that guy. I'm gonna kill him one day.
3 notes
·
View notes
Text
Clockwork Soul Gambler Concept
A bit of an odd mix, maybe, given the whole order vs chaos conflict, but it was my second thought for the clockwork soul sorcerer, after the obvious horologist. A good chunk of the clockwork soul is about negating outside influence, advantage and disadvantage, harmful conditions and spells, and stripping everything down to the raw roll of the dice. And that just … speaks of the gambler to me? When all else is equal, how does the hand of fate fall?
Also, my favourite character in most westerns is the gambler. You can blame Ezra Standish and Hannibal Hayes. So. Have a bit of a half-orc riverboat gambler with a hankering for fair play?
Character Sheet: Emen Moore
Name: Emen Moore
Race: Half-Orc
Age: 34
Background: Riverboat Gambler
Class/Level: Sorcerer 3 (Clockwork Soul)
Statistics: Strength 8, Dexterity 14, Constitution 16, Intelligence 10, Wisdom 10, Charisma 16
Ideal: “Fate and chance only truly show their hand when all else is made equal. The only true gamble is on a level playing field.”
Bond: “An old friend helped me break even once. I feel like I should do the same for other people.”
Flaw: “I say I have a philosophical approach to loss, but I only wish that I did.”
Skills & Languages:
Skills: Deception, Insight, Intimidation, Persuasion, Religion
Languages: Common, Orcish, Gnomish
Traits, Feats and Background/Class Features: Darkvision (60ft), Menacing, Savage Attacks, Relentless Endurance, Never Tell Me The Odds, Clockwork Magic, Restore Balance, Font of Magic (3pts), Metamagic (Extended Spell, Twinned Spell)
Spells:
Cantrips: Mage Hand, Message, Chill Touch, Minor Illusion
Spells: Armour of Agathys (retrained), Protection from Evil & Good, Shield, Chaos Bolt, Feather Fall, Aid, Lesser Restoration, Misty Step
Equipment: Traveller’s clothes, fancy leather vest, light crossbow with 20 bolts, 2 daggers, 2 sets of playing cards (one well worn, just for herself, the other nicer, for playing with others), an arcane focus (crystal polyhedron), explorer’s pack
Description: Picture a lanky, laid-back figure, in rusts and reds and browns, propped back in a chair with her feet up. She’s got a watchful glint in her yellow eyes, and a faint smile curled around her tusks. There’s an aura of calm around her, the soothing rhythm of a game of solitaire, but she’s watching more than just the passage of cards through her hands.
History: “Once upon a time, there was a nobody kid from a nobody town, going nowhere. Some scrappy little thing, growing up half-wild by the docks, one part spit-shine and one part river water.
She was an odd kid, in more ways than one. Had her daddy’s features, which didn’t help none, and she had a bit of a something else as well. Which might have helped, somewhere that wasn’t Nowhere, New Nevermind. Magic. Something like magic. And a feeling of something … bigger than herself. Something … huge and shining. A great big grandfather clock beating the hours somewhere out there at the heart of the universe. It soothed her, that ticking clock, brought her calm right down to her bones, and it drove her half-mad at the same time. When she finally left, to try and follow that great pendulum in her chest, no one much was all that surprised.
It was the riverboats that got her out. A job on the riverboats. Scrubbing decks, first. Cleaning cabins. Wasn’t nothing to write home about (and she did write home), but a job was a job, and there was a whole river slipping by beneath the keel. A whole great web of somewhere moving by. It was a start. It was enough to get her going.
And then. Oh, and then. Then she met Lyddie Rourke.
Lyddie was a gambler. One of those that served as entertainment on the boats, a bit of something to spice up a long journey. A bit of risk and thrill to light up your day (and your belt pouch). She played the lounge on the boat, or on fine days the deck. And Emen was fascinated by her. By the whole endeavour. There was something about the roll of a dice or the shuffle of the cards that called out to that ticking thing in her heart. A sense of … magic, maybe. Or just fate.
Lyddie caught her watching enough times to see the fascination. She didn’t have to do anything about it, but … Maybe for fun. For her own amusement. And maybe a bit of something softer as well, a bit of something that remembered being a scrappy kid, going nowhere. She taught Emen the ropes. The rules of the game. And, in her own way, the rules of life as well.
Some riverboat gamblers liked to play a certain way. To rig the game. To rope the right customers and win the right games. Lyddie did too. A girl had to make a living. But underneath all that, the rude necessities of life … she nursed the heart of something slightly shinier.
Play pretend all you want, do whatever you need to do. But remember, kid, at the heart of it. The game’s only really the game when it’s real. No tricks, no traps. No false legs or cards up your sleeve. Just you and your opponent. The game, the cards. The hand of fate and the breath of lady luck. That moment when you’re playing honest, and everything’s on the line for real and true. That’s the one true gamble, darling. When all else is equal, all else is fair, and it just comes down to who has the most skill, the most daring … and the most luck. Sometimes it’s worth it to pay the other guy in, just so you can play the game, that one time, the right way.
It would have stuck all on its own. The way she said it. The quiet reverence of it, the way it made that great grandfather clock out there chime an echo in Emen’s chest. She would have paid attention just for that. For Lyddie and for the clock.
But Lyddie did more than just say it. She proved it too.
She paid Emen in. At the end of the line, the end of their time together. A big city, and Emen had always wanted more than a nowhere river town, or a nowhere river boat. So Lyddie paid her in. She gave her a letter, for a friend on another boat. And a friend of a friend of a friend. Anywhere the boats sailed, there’d be a spot on the deck or in the lounge, for a scrappy kid with a pack of cards in her hand, and the roll of fate’s dice in her heart.
It’s a debt Emen will never be able to pay. But that’s all right. It’s not the sort of debt you pay back to the one that’s owed. It’s the sort you pay onwards instead. A letter now and then will do for Lyddie. A glimpse of the great gambles she helped pay the stake for. But for everything else …
It’s a tricky world out there. Full of lies and traps and people doing what they feel they need to do. So if you have a chance. If you see a moment. Buy somebody who needs it in.
And make sure the game is fair.”
#d&d#character concepts#sorcerers#gamblers#westerns#thanks to the magnificent seven#and alias smith and jones#you only informed my character choices a LITTLE bit#ahem
10 notes
·
View notes
Text
The Jabberwock
Ta-da, first monster!
I mean technically no, not my FIRST monster I’ve ever homebrewed. But the first I’m showing you guys!
Before anyone lays into me because there’s a bunch of homebrewed Jabberwocks out there and a version from Pathfinder - I know. And uh... I don’t really like any of them. So that’s why I made this one.
I wanted to do a lore writeup to kind of fuse D&D and Carrollian mythos, but this has already taken far too long and I’ve stalled enough. So, without further ado!
~
![Tumblr media](https://64.media.tumblr.com/6a7116d86b54d0d26c1a5edb8cfc2c08/076ff290d398cfe7-c5/s540x810/94fe21d9f21deac05ae8d41b7eb5508e6a932072.jpg)
The Jabberwock
Large monstrosity, chaotic evil
Armor Class 16
Hit Points 120 (13d10 + 48)
Speed 40 ft, fly 20 ft, climb 30 ft
STR 16 (+3)
DEX 15 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 16 (+3)
CHA 14 (+2)
Saving Throws Dex +5
Skills Intimidation +5, Perception +6 (+9 using taste and smell), Persuasion +5, Stealth +5
Damage Vulnerabilities magical slashing
Senses darkvision 60 ft, passive Perception 13
Languages Common, Nonsense, Sylvan
Challenge 5 (1,800 XP)
Burbling. Any creature that starts its turn within 10 feet of the Jabberwock must make a Charisma saving throw (DC 15). On a failure, the creature is stricken with the effects of the confusion spell for 1d4 rounds. On a successful save, the creature is immune to this effect for 24 hours. Any creature afflicted with madness or any creature with Intelligence of 2 or lower is immune to this effect.
Jabber. The Jabberwock speaks in constant strings of malice-tinged nonsense. Anyone trying to glean information from its ramblings must succeed on a DC 13 Insight check.
Legendary Resistance (3/Day). If the Jabberwock fails a saving throw, it can choose to succeed instead.
Whiffling Movement. The Jabberwock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Also, the Jabberwock cannot be surprised unless the hostile creature has full cover.
Actions
Multiattack. The Jabberwock has three attack options: 2 Claws That Catch and a bite; 2 wing talons and a bite; or Spit.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (2d4+3) piercing damage.
Claws That Catch. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 5 (1d4+3) bludgeoning damage. If both Claw attacks hit, the target is restrained. The target can escape by succeeding on a DC 14 Athletics or Acrobatics check. While the Jabberwock has a creature restrained in this way, it can no longer use Claws That Catch, unless it uses a free action to relinquish its prey.
Wing Talons. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 7 (1d6+3) slashing damage.
Spit (Recharge 5-6). The Jabberwock spits a glob of caustic slime at a creature it can see within 90 feet. Hit: 26 (4d10+2) acid damage.
Legendary Actions
The jabberwock can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The jabberwock regains spent legendary actions at the start of its turn.
Cruelty (Costs 2 Actions). The Jabberwock makes another set of attacks (see Multiattack).
Fearsome Gaze. The Jabberwock locks eyes with a creature within 30 feet. The target creature must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Jabberwock is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Jabberwock’s Fearsome Gaze for the next 24 hours.
Whiffling. The Jabberwock takes another move action and can attempt to hide.
~
Hope you like it! Version with PDF/images to come!
#d&d 5e#d&d homebrew#5e homebrew#legendary monster#monster#monstrosity#jabberwock#alice in wonderland#through the looking glass#american mcgee's alice
74 notes
·
View notes
Text
How to Play as Rayla in DnD 5e
This is one of the builds I was requested to make, so let’s dissect her powers, skills, and abilities and figure out how someone would go about playing as Rayla. I will be taking into account Unearthed Arcana. They may not technically be official yet, but it’s DnD stuff, and if it exists, I’ll use it.
Moon Prism Power
Rayla is a Moonshadow Elf. There are Moon variant High Elves that also get an innate talent for magic. Easy enough. As a high elf, Rayla gets +2 DEX and +1 INT, and a free wizard cantrip. We’ll give her minor illusion since moon magic is focused on illusions. While it’s true that Rayla does sleep, we can just say that Rayla’s clever enough to find a way to resist sleep spells like she did when Claudia tried to put her to sleep. Plus Half-elf’s added CHA stat would not help her build one bit.
Rayla does what she thinks is right, even if it breaks tradition or expectations. She’s also not selfish. She was okay with losing her hand to keep Ezran safe and alive. Rayla is True Good.
We’ll give Rayla the Adopted background since Runaan and Ethari took her in after her parents died, and will give her proficiencies with Deception, Persuasion, and Stealth. You could argue that as an assassin, she could be a criminal, but being an assassin doesn’t seem to be an illegal occupation in Xadia. She could be a Soldier, but whatever level she might have held in the moonshadow elf military is gone now, so it would only serve to make her skilled in athletics and intimidation.
In A Class All Her Own
Monk Shadow: As an assassin and a Moonshadow Elf, this was almost too easy of an option. Ironically, Moon Druid didn’t work so well, but Rayla would realistically have a pretty high DEX and WIS stat, so a monk class would be great at raising her AC. Rayla doesn’t need a lot of levels in Monk, just enough for her unarmored defense, and maybe Extra Attack and Evasion, but the later talents to become immune to disease and poison go a little too far for what she’s able
Ranger Gloom Stalker: Rangers typically do well with archery, but dual-wielding two short swords is another option for Rangers. By level 5, they also get Extra Attack, though Monk gets that as well, so trying to avoid doubling up is something to keep in mind. Rangers also get to pick a favored enemy so you can channel your racism into super potent hate crimes against those dirty humans. You can pick up a dash action, Hide without needing to move, Hide as a bonus action with no way of being tracked or followed, fight invisible enemies, and add your WIS mod to your melee weapon attacks. As a Gloom Stalker, you gain magic that actually fits really really well for a Moonshadow Elf, the ability to ambush effectively, see in darkness and become invisible in darkness, even to creatures with Darkvision, become proficient in WIS, INT, or CHA saving throws, turn a missed attack into a hit, and invoke the darkness to make yourself harder to hit.
Rogue Assassin: As a Rogue, you gain cunning actions, skill expertise, uncanny dodge to reduce the damage when someone does hit you, and evade all the damage you’d take if you make a DEX saving throw, which you have proficiency in. As an assassin, you get proficiencies with Disguise Kits so you can convince people that you’re Human!Rayla, and when you manage a surprise attack, it’s an instant critical. However, Rayla is an assassin who has never killed anyone, so it might not be a great fit. Scout: As a scout, you gain an improvement to your mobility and can move away from enemies without provoking an opportunity attack, and you get proficiency with Nature and Survival so that you can know to use a rose to keep yourself from falling asleep and follow tracks easily.
Stats and Proficiencies
As an elven assassin, your DEX and WIS scores are the top priority. You need to be flexible, nimble, and alert. A good CON stat will make sure you can shake off a kick square in the chest and run without getting winded. Ordinarily, you’d want a good STR stat to do well with your melee weapon attacks, but as a Monk, you can treat your shortswords as Monk Weapons and swing with your DEX stat instead. and INT and CHA just aren’t super important to this build.
Acrobatics Deception Insight Intimidation Investigation Perception Persuasion Nature Stealth Survival
Name: Rayla Race: High Moon Elf Background: Adopted Alignment: True Good Class: Scout Rogue (8) Gloom Stalker Ranger (8) Shadow Monk (4) Base Stats: Strength: 10 (0) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 20 (+5) Charisma: 10 (0) Saving Throws: Strength: 0 Dexterity: +11 Constitution: +2 Intelligence: +6 Wisdom: +11 Charisma: 0 Combat Stats: HP: 151 AC: 20 Speed: 40 Initiative: +10 Number of Attacks: 2 Hit Dice: 8d8, 8d10, 4d8 Proficiency Bonus: +6 Passive Perception: 27 Dark Vision: 90 feet Proficiencies and Expertise: Acrobatics (Rogue) Animal Handling (Ranger) Athletics (Rogue) Deception (Adopted) Insight (Rogue) Investigation Nature (Scout) Perception (Elf) Persuasion (Adopted) Stealth (Adopted) Survival (Scout) Skills: Acrobatics: +17 Medicine: +5 Animal Handling: +11 Nature: +6 Arcana: 0 Perception: +17 Athletics: +6 Performance: 0 Deception: +6 Persuasion: +6 History: 0 Religion: 0 Insight: +11 Sleight of Hand: +5 Intimidation: 0 Stealth: +17 Investigation: +6 Survival: +17
Condition Immunities Magical Sleep
Equipment: Shortsword x2
Monk Feature: Ki Ki Points: 4
Ranger Feature: Fighting Style Two- Weapon Fighting: Add your DEX mod to your off-hand weapon attack.
Ranger Feature: Favored Enemy Elf Dragon Human
Ranger Feature: Favorite Terrain Forest Mountain
Spell Slots 1st (4) 2nd (3)
Rayla’s Spellbook
Cantrips Minor Illusion 1st Level Detect Magic Disguise Self Hunter’s Mark Jump Longstrider 2nd Level Pass Without Trace Rope Trick
Actions:
Primeval Awareness: Spend X spell slot, Sense creature types for X minutes within 1 mile, or 6 miles in favored terrain.
Bonus Actions:
Cunning Action: Aim, Dash, Disengage, or Hide once per turn. Flurry of Blows: After an Attack, spend 1 Ki to make 2 Unarmed Strikes Martial Arts: Make an extra unarmed strike after an Attack Action. Patient Defense: Spend 1 Ki to take Dodge Action Step of the Wind: Spend 1 Ki to Dash or Disengage, Jump distance doubles.
Reactions:
Deflect Missiles: Reduce ranged damage by 1d10+9. At 0, return to sender. Slow Fall: Reduce falling damage by 20. Uncanny Dodge: Take 1/2 damage from attackers you can see.
Features:
Dread Ambusher: Add your WIS to your Initiative, your speed becomes 50 during the first turn, and make an additional 1d8 weapon attack on that turn. Evasion: On a successful DEX save, take 0 damage. Extra Attack: Make a second attack action once per turn. Favored Enemy: Advantage at tracking and fighting Humans, Elves, and Dragons. +2 damage against favored enemies. Fey Ancestry: You fall into a trance instead of sleeping and remain alert. Iron Mind: You gain proficiency in Wisdom saving throws. Land’s Stride: Nonmagical difficult terrain can’t slow your movement. Natural Explorer: In favorite terrain, double bonus proficiency INT and WIS saving throws, your group isn’t slowed by difficult terrain, you can’t be surprised, you can move stealthily at normal pace, double food when foraging, and determine the number, size, and speed of creatures being tracked. Shadow Arts: Spend 2 ki to cast Darkness, Darkvision, Pass Without Trace, and Silence. Skirmisher: move up to 1/2 your speed when foes end within 5 ft of you. Sneak Attack: Deal 4d6 extra damage when attacking with advantage. Survivalist: Gain Nature and Survival proficiencies. Thieves’ Cant: Hear and convey secret messages in casual conversation. Trance: Trance for 4 hours instead of sleeping for 8. Trust Issues: Other elves have difficulty trusting and believing you due to your family history. Umbral Sight: Increase your darkvision by 30 feet.
How do you guys feel I did with Rayla’s build? If she learned more moon magic, a pure Gloom Stalker might have worked perfectly for them, but for Rayla who is less skilled, I had to fill out her levels with other classes and subclasses. Would you build Rayla differently? And this is the first of my many requested builds. If you have a character you’d like me to build, send me a request, and I’ll add it to the list.
#dungeons and dragons#rayla#tdp rayla#moonshadow elf#moonshadow elves#elf#elves#the dragon prince#tdp#dnd 5e#dnd#d&d#5e#fifth edition#5th edition#request#requested build#season 3
596 notes
·
View notes
Text
Haikyuu But I Make Them D&D Players (3rd Year Edition)
Notes: I have two big-ish? Pieces in the works right now, so here’s a fun self-indulgent thread for the day because I miss my party and The Bois (tm). I might sketch up some little icons of their characters later??
Daichi Sawamura. Dungeon Master
He’s only played a few times with the Karasuno boys, but he has a decent enough handle on the rules to DM
But, he’s constantly asking Kuroo and Oikawa questions on how to do something, because Dadchi is still learning.
He borrowed all the books from Kuroo
The first session? Oh it was a shit show. He didn’t realize how much he needed to prepare ahead of time to do this.
There’s probably a group chat with the other guys who DM so they can talk about the campaign or ask any questions
Overall, Daichi’s pretty good at this whole Dungeon Master thing once he gets a feel for what he’s doing.
Kuroo Tetsurou. Class: Warlock
He’s a seasoned Dungeons and Dragons veteran so he usually leads the party
Kuroo usually just plays rather than DMs, but he still has all the books
But, damn is he a good player! You will never see him break character.
His characters always have really deep stories. Kuroo puts a lot of time and effort into creating his characters and making sure that they have a meaningful backstory.
Has absolutely dressed up as his character for more than one session ive said it before and i will say it again HES A MASSIVE NERD
Speaking of characters. He has a binder just for character and spell sheets the sheets are laminated and he writes on them with expo markers so they can be reused
Kuroo has probably over 40 characters in that binder, but he tends to play the same 5 or 6 over and over because they’re his favorites
Evenings at the training camp when everyone’s done? Kuroo is teaching everyone to play.
He’s a dice diva. So, he found one set that does really well for him, and REFUSES to use any other set.
Oikawa Tooru. Class: Bard
He’s another one that has played before. Not as much as Kuroo, but he’s pretty familiar with the game.
High HIGH charisma for every character he plays, but especially this one.
His character speaks and casts spells in haiku. it is what it is
He’s SO fun to have in your party! He’s also a really good role-player who gets super invested in his characters.
Part of why he’s so fun is because he knows how the game works so he’s not just doing random shit in an attempt to be funny. He has a strategy and he sticks with it.
“I ROLL TO SEDUCE” just happens to be his strategy
Daichi asks for a charisma check and-
“ . . . one . . .” even with his +6 proficiency bonus, he couldn’t pull it off.
Once had a nat 20 plus his bonus though :) his character may or may not have slept with the bartender for information
Probably fights with Kuroo a lot about what the next move should be?
They’re forced to settle it through an intimidation roll
Sugawara Koushi. Class: Druid
He has no idea what he’s doing, but he catches on FAST
Sugawara plays chaotic neutral most of the time, which adds a fun mix seeing as Oikawa and Kuroo both tend to play Lawful or Neutral
When picking his cantrips and spells at the start of the game, he didn’t really think much about fighting, so he has a bunch of practical spells?
Like, he is genuinely the party’s only healer
and he uses that to his advantage fsfs
You want healed? Cool. He’s asking you to roll a d100 to see how much you’re paying him.
His character is really under powered when it comes to fighting, but he has good wisdom and intelligence stats, so he’s really helpful to have around
Has one weapon and it’s a dagger. So, he doesn’t do much damage.
But the others protect him anyway, because, again, he’s their healer.
Bokuto Koutarou. Class: Barbarian
He plays occasionally, but only when Kuroo asks
TANK TANK TANK TANK TANK TANK
He’s got the most hit points out of anyone, so he’s the first to charge into battle . . . and I mean ANY battle. He could be up against a dragon and give ZERO shits. it’s not impossible. it’s just hard.
Has crazy high strength but he’s lacking in most other stats.
He’s not super into the whole role-playing aspect? So he doesn’t have a backstory or anything for his character. He doesn’t get into character like the others. He just plays.
He still doesn’t completely understand what’s going on and how to play.
“Wait. Which one do I role again? The triangle or the diamond thing?”
But, our boys aren’t gate keepers, so they’re here to help him. Kuroo has probably made him a cheat-sheet to tell him what he needs to roll and when.
Probably has those cursed spaghetti-o dice
Asahi Azumane. Class: Rogue
Okay. At least, that was his PLAN
But, his stat rolls were really bad? So, his character is pretty awful. Like, I’m talking 12 is his highest stat.
Kenma was going to just let him re-roll his stats, but the others thought it would be really funny to have one under-powered character in the party.
But, surprisingly enough, he’s a really lucky roller? So, he’s not much of hindrance.
This is the first time he’s ever played and it’s only because Daichi and Sugawara pretty much scared him into it.
Like Bokuto, he doesn’t get into the role-play part of the game. He just feels kind of awkward about it??
He’s a pretty laid-back player and usually stays quiet because he’s still figuring out the game.
SNACK MOM SNACK MOM SNACK MOM
Literally text him before the session and he will bring whatever you want. Has definitely baked cookies and brownies for more than one session.
Yaku Morisuke. Class: Paladin
Plays chaotic-evil for SURE
He’s got a pretty well-rounded character, but wisdom is his strongest stat at 15.
He’s played with the Nekoma a few times? But it’s not a regular pastime of his
But, he was one of the ones who fell in love with it after their first session, so he’ll never say no to a new campaign if you ask.
Yaku makes his characters really tall? Like, they’re usually 6′ at least. You will never catch him playing a gnome or a dwarf. Ever.
He’s teamed up with Sugawara in the party so he never has to pay for healing.
BAD ROLLER. It’s shocking when he manages to roll over 10. Lots of critical failures.
Doesn’t have any of his own dice, so he’s probably borrowing Sugawara’s the entire time or Kuroo gives him one of his old sets.
Iwaizumi Hajime. Class: Fighter
Oh he’s GOOD GOOD
He may not play a lot, but when he does? Be ready for a good session, because he always comes with one of the best characters.
OVER-POWERED. ALWAYS.
His character probably dual-wields hand axes.
Next to Bokuto, he’s got the highest number of hit points, but he’s less compulsive and picks his battles more carefully.
Like Kuroo, he’s got one set of dice that he always uses. He once delayed the start of the session because he brought the wrong set.
“Dude, I have an extra set just use mine.” “NO!”
He’s a pretty serious player. He doesn’t role-play very well, but he helps keep the party on track.
Tendou Satori. Class: Rogue
He’s pure CHAOS
Constantly getting the party off track and poor Daichi doesn’t know what he’s supposed to do in this situation, because he didn’t prepare properly.
“Tendou, please don’t-” “I said, I want to steal the boat and go to the island in the distance.”
He’s what Asahi wishes his rogue was like.
Tendou’s character isn’t over-powered or anything, he just knows how to play his proficiency bonuses to his advantage. He’ll use stealth rather than deception to get what he wants
He’s pick-pocketing Sugawara’s druid so he can pay for his next healing.
The role-play is his favorite part, but usually because he just bases his characters around his personality so, there’s not much to change about himself.
He cheats. I promise you, he’s a cheater. He has one of those dice rolling apps on his phone and will re-roll until he gets something good or he has a +3 modifier to all of his rolls.
It takes a long time for anyone to catch on, but ooooooh when they do? Tendou has lost any and all phone privileges for the rest of the game. He has to borrow physical dice from Kuroo.
Ushijima Wakatoshi.
He’s not playing. He has no idea what this “Dee en Dee” thing is that everyone keeps talking about, but he’s not interested in finding out. He may watch? But, it’s pretty unlikely.
#shitty talks#haikyuu#haikyuu!!#headcannons#dnd#dungeons and dragons#sawamura daichi#Kuroo Tetsurou#sugawara koushi#oikawa tooru#Bokuto Koutarou#asahi azumane#yaku morisuke#Iwaizumi Hajime#tendou satori#ushijima wakatoshi#god i wanna play so bad rn
57 notes
·
View notes