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sorieba · 30 days ago
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toying with you
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ohwolfling · 1 year ago
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Wolfling's Galeposting Masterpost
Some folks expressed interest in me organizing my Gale meta/headcanons/spirals/menty bs/etc and so here it is. I'll try to update it periodically & at the end I'll leave the tags I tend to use for Gale. Note that my ask is open & my AO3 is here. You can also find me on TikTok, Twitch, and Ko-fi. Post established 14 Nov 2023. Broken links fixed 15 Jan 2024.
Feb 2024 Update in Progress. Mystra related meta now purple for easier time to following that thread.
Big Meta
Gale, Mystra, & Abuse as Mentorship - an examination of Gale's connection to the Weave and the inherent lack of agency he experiences via his education, with Elminster, and of course Mystra (casual information/timeline chat about those two)
Failure to see Gale/Mystra as abusive & how we identify abuse - references the above & a piece on Shadowheart, as well as a talk on ACEs & how we're socialized to qualify abuse
Mystra + Systemic Abuse + Real World Parallels
Elminster the Enabler - a reply to a reply of the first meta, clarifying Elminster's role in indoctrination, religious trauma, & grooming
The Gale of Waterdeep Deserves A Bl*w J** Meta - Gale the Man vs the Wizard of Waterdeep, S*x as Characterization, defining Gale's relationship to intimacy and control
Tav's "I Want You to Kiss Me" & Gale's Soft Laugh - a summary of Gale's inclination to service, anticipating needs, and people pleasing & how the dialogue choices present Tav as a good change
Unpacking Act I Weave Scene - romance & Mystra's resonance
Honeypotting Gale's Musical Theme - analysis of the piece of music for Gale's intro, pulling other music that builds similarly to imagine finished themes and motifs, and a comparison to the musical language and narrative build of Battlestar Galactica's Gaius Baltar, via Bear McCreary's four years of music for the character
Mystra, the Weave, and complicity - honeypotting & Mystra lore re: how much power she does or doesn't have in the Orb sitch
Gale and the Drow Twins - insecurity, monogamy, and how the narrative leaves room for both healing through monogamy OR a healing that opens up s*xually
Accidental meta, replies, thinky thoughts, & more organized beneath the cut!
Meanders, Responses, Lesser Meta
the issue of "Counter Meta" - a bit of a PSA on internalized or latent victim blaming, particularly that I've seen growing for Gale and Astarion
Gale's Folly - what motivates his power/ambition, let's cry about it
Introductory thoughts on Mystra as Abuser
Gale and Yenna - some parallels, a nowhere-near-enough examination of Gale's relationship to children
Gale as Curator & Creative - thoughts on what drives Gale
Sleepover Talk - Why Gale's Folly lowkey makes him very sexy
Recognizing this glimmer to be magical in nature - What did Gale think the "glimmer" was? Some thinky thoughts.
Fanon Gale & Elminster interpretations
Fanon whitewashing of Mystra
Gale's Seeing the Crown of Karsus - aaaaah aaaaah aaaaaaaaaah
Is Gale's Seed Necrotic - listen...
Smaller replies/add ons
Gale's Duality - a wizard in the streets, but a freak in the bed, and WHY that hits us hard
Thoughts on Tav, Tara, Morena, & clashes in Waterdeep
"Not the kind of excitement I usually enjoy being woken up for" - a pretty indulgent discussion of Gale's preferred ways of being woken up
Gale the Camp Cook - how trauma and neurodivergence might influence Gale's command of the cooking and his own relationship to food and hunger
Gale's Focus - what is this wizards focus and how can I make it ouch?
Greek Coded Gale - others brought vibes and lore, I brought George Michael. I'm the least cool part of this discussion but yes.
Possible Roles of Archmages/ArchWizards, from loose DnD guidelines
Reactions, Live Blogging, That Kinda Thing
Do You Need to Kneel For This? - the Gale's Folly reveal
Gale & the Ghost of Video Game Male Wife Past - i cried
Trying NOT to romance Gale
Moody, Sad, & Pathetic - but also : my wife?
Becoming A Gale Girlie at 100 MPH
The Elminster Scene, live reaction/discussion
(to be expanded)
Galegate (THAT Larian interview)
Initial response/context of "annoying"
Gale as Red Herring (+ media literacy)
Gale as Comic Relief (in structure + as coping mechanism)
The Orb Choice as "good" storytelling explained + qualified (Tav's role, Astarion foil, & where death makes sense)
The line between story criticism + personal triggers re: Gale
Gale & Childhood/Children
(to be expanded)
Playlists, Songs, etc
Modern AU Playlist for Maudlin Wizard Sensuality - someone asked what was on Gale's s*x playlist & I establish that Gale is set the stage/vibes over tempo/during & threw this playlist together
(to be expanded)
Silly, Goofy Mood Gale stuff
Are You Mad I Ascended energy
Swayze-esque Gale thoughts
Thinking about hands
Hoe into a housewife
Gale getting high pt 1
Gale getting high pt 2
Gale Dekarios Catdad Core
God Gale Core Test Post
Common Gale Related Tags
Bg3 headcanons
Bg3 shitposts (i do not have a tag just for gale shitposting)
Bg3 meta
Bg3 art
Galeposting
Galeposting srs (i forget this one regularly)
A gale sized hole / gale sized hole
Wolfling photomode / wolfling photo mode
Gale Dekarios
Gale of Waterdeep
Gale Dekarios Music Hour / wolfling playlists (I only put BIGGER playlists posts here, but there are many one off song recs and such if you explore the tag)
Gale Pls (tend to be hornier)
Wolfling Plays  
Wolfling answers
Gale and Macha
Gale tummy
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grailfinders · 2 months ago
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Grailfinders Viewers' Choice #32: Aphrodite
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oh shit i forgot about valentine's day. here have a thematic build a lil early
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today on Grailfinders we’re building Aphrodite from Lostbelt 5 and also from that one pantheon with the bad economy. some people have said Aphrodite’s a bit of a nothing character, which tbh is kind of fair. she’s barely shown up outside of the lostbelt, and was pretty flat in there as well. however! dnd cares not for characterization, it’s all about what someone can do!
and in that regard Aphrodite is… still a nothing character. literally everything she does is just Bard stuff. Glamour bard stuff, but bard stuff. yes I am including the spaceship in this build. yes I am also including making another build in this build. this was yet another build that sounds super impressive on paper but was still easier to put together than Houzouin fuckin’ Inshun. she’s also a Love Cleric, but that’s purely because the bard capstone is that bad.
check out her build breakdown below the cut, or her character sheet over here!
Ancestry and Background
Aphrodite is a giant robot of course, but her smaller body is still pretty organic-looking, so I made it a Protector Aasimar. that gives her +1 Wisdom and +2 Charisma, as well as Darkvision to clown on mortals, Celestial Resistance against radiant and necrotic damage, Healing Hands for some extra HP, and the Light Bearer cantrip for when you want to take pity on them.
At third level you can activate your Radiant Soul once a day for up to a minute, letting you fly and add your level in radiant damage when you damage someone.
as for your background, “literal god” isn’t a valid background, but we can at least give you a god complex by making you a Dimir Operative. we’re also picking this for its extended spell list, and by that I mean literally one cantrip. also, you get proficiency in Deception and Stealth.
Ability Scores
Aphrodite’s highest ability score is her Charisma, naturally. second is Wisdom for multiclassing and magical defenses. after that is Constitution. we’re not going to make you metal, but you should still be able to take a hit. your Intelligence is above average since you’re an immortal godbot, but that means your Dexterity and Strength are a bit lacking. no proble, you can just make a robot to do the heavy lifting for you, and you’ll be spending most of your biggest fights in a spaceship anyway.
Class Levels
1. Bard 1: starting as a bard nets you proficiency in Dexterity and Charisma saves; as well as any three skills from the bard list, i.e., any three skills. Pick up Persuasion and Intimidation to round out your charisma skills, and Religion, because naturally.
you also get Bardic Inspiration, which you can pass off to a party member as a bonus action to add a d6 to one of their future skill checks, attack rolls, or saves in the next minute. You get an amount equal to your charisma modifier every day.
speaking of Charisma, that’s what you use to cast your Spells! with these, you get two cantrips like Friends and the dimir operative-exclusive Encode Thoughts. I’m sure your memory has plenty of space in it, but being able to back up the important stuff is important. this spell lets you turn a memory or idea into a physical object, which can then be decoded by someone else casting encode thoughts or detect thoughts on the object. it’s almost completely useless but it’s cool, dammit.
as for your spells, Command and Sleep let you force your will on people, Dissonant Whispers is our first foray into frying minds, and Disguise Self will let you hide away and spy on Galatea. I think that’s how that event went, right?
2. Bard 2: gods have plenty of free time, so I’m sure you’ve picked up enough hobbies by now to be a Jack of All Trades so you can add half your proficiency bonus to all your ability checks that aren’t already using proficiency. you also get a Song of Rest for additional healing on short rests, but gods don’t get hurt, so it’s not going to get much use.
your Magical Inspiration lets your allies add their inspiration to their spell damage or healing too.
speaking of, you can Charm Person now to… charm people. duh. not getting mage armor is kind of playing with fire, but we’ll make up for it by getting a spaceship later.
3. Bard 3: at level three you get Expertise in Persuasion and Deception, doubling your proficiency bonus with those skills.
you’re also a Glamour bard now, so you can put on a Mantle of Inspiration as a bonus action. when you craft it, you can give Charisma Modifier creatures temporary HP, and they can use their reaction to move up to its speed without getting opportunity attacks.
even better, your Enthralling Performance lets you enslave the townspeople to your cause. if you perform for at least a minute, Charisma Modifier members of the audience have to make a wisdom save or they’ll be charmed by you for up to an hour. they won’t notice if they succeed, and if they fail they won’t fight on your behalf unless they’d already do that. this is pretty strong, but it’s balanced by the fact that you can only use this once every… short rest? wow, wild.
speaking of charming people, you can now give them a Suggestion on how to spend their next action, or give them a trigger that will activate at some time in the next 8 hours.
4. Bard 4: fourth level bards get their first Ability Score Improvements, so round up your Wisdom and Charisma for stronger spells, more inspiration, and better mantles. you also get Vicious Mockery this level so you finally have a cantrip that deals damage, and Lesser Restoration. I don’t remember if Aphrodite gets debuff resistance in her boss fight, but I can’t imagine a god that gets sick or gets poisoned.
5. Bard 5: level five is great for bards. your Font of Inspiration lets your inspiration recharge on short rests for a ton more help each day, and they add d8s now to boot! you also get third level spells, and Clairvoyance lets you spy on any space you’ve been before, creating a sensor there you can see or hear through. Your true body’s always in orbit, so it’s no surprise you can see more than people would think.
6. Bard 6: sixth level bards get countercharm but forget that you also get a Mantle of Majesty! as a bonus action you cast command for free, and for a minute afterwards you can cast command every bonus action, again for free. creatures charmed by your enthralling performance automatically fail their saves here, but this feature only works once a day.
you also get the best aphrodite spell, Enemies Abound. now it’s a complete crapshoot whether your enemies will attack you or their allies! for once the action economy can work in your favor.
7. Bard 7: seventh level bards get fourth level spells like Confusion. now everything’s a crapshoot. hit an area, every creature makes a wisdom save. if they fail, they have to randomize their moves every turn. not quite as direct as we’d like, but it’s definitely in Aphrodite’s wheelhouse.
8. Bard 8: use this ASI to max out your Charisma. naturally.
it’s also been a while since our last direct damage spell, so: Raulothim’s Psychic Lance. we’ll get better lasers later, but an auto-targeted attack is always fun. unless it’s targeting you.
9. Bard 9: ninth level bards have a stronger! Song! Of! RESSSSTTTT!!! but that scaled down from being useful like 4 levels ago so it’s a good thing you also have fifth level spells. Synaptic Static lets you blast everything in a 20 foot radius, forcing an intelligence save from all of them. each creature takes plenty of damage on a failed save, and they also subtract a d6 from all attack rolls and concentration saves for up to a minute, unless they pass another intelligence save. putting all your stock in charisma saves is so 2020, you gotta diversify if you want to girlboss properly.
10. Bard 10: tenth level bards get a d10 for their inspiration dice, as well as the cantrip Prestidigitation because it’s the gift you give to the girl who has everything. and I do mean everything, because this level you also get Magical Secrets, letting you pick up two spells that you can ca st from anywhere in the game. spells like Melf’s Minute Meteors for some more laser action, and Create Spelljamming Helm. that last one’s a little expensive at 5,000 gold per cast, but it turns any chair you poke into a spelljamming helm, which you can install on just about anything to make a spelljammer ship. boom, spaceship body achieved.
also you get another round of Expertise for Intimidation and Religion.
11. Bard 11: eleventh level bards get sixth level spells, like Mass Suggestion. It’s Suggestion, but en mass.
12. Bard 12: now that you’re as magical as you can be, use this ASI for the Metamagic Adept feat, which gives you two sorcery points and two ways to use them. Distant spell will make it easier to cast magic from your spaceship body by doubling the range of a spell you’re casting, while Extended spells double the duration instead. we’re trying to emulate a god here, and the spelljammer also eats magic, so it pays to be economical.
13. Bard 13: at level 13 you get another song of rest upgrade but even better you get a proper laser barrage from Prismatic Spray. with this you blast out a 60’ cone that deals a random damage type to each creature who fails a dexterity save, or it might petrify someone or send them to another dimension. fun times for everyone who you aren’t angry at!
14. Bard 14: fourteenth level glamour bards have an Unbreakable Majesty, which permanently makes you very pretty. you can also spend a bonus action to force anyone trying to hit you to make a charisma save or they’re forced to choose a new target. even if they succeed, they have disadvantage against your spells next turn. again this is super powerful, thank goodness this only works once a- short rest again?? and somehow rerolling one saving throw is too powerful for fighters to have, I see how it is.
you also get more Magical Secrets. Tasha’s Otherworldly Guise lets you get properly godly, with a flight speed, status immunities, and extra damage, while Power Word Pain lets you blast some poor bastard’s head so hard their brain breaks in twain. a creature with 100 HP or less like some kind of regular human instantly gets pained for as long as it takes them to make a constitution save. while affected, they slow down to 10 feet per turn, and have disadvantage on all attacks, checks, and saves, aside from constitution saves. speaking of, if they want to cast any magic, they have to make a constitution save to avoid wasting the spell slot.
15. Bard 15: more bigger inspiration, plus the 8th level spell Glibness. for an hour after casting, all your charisma checks roll at least a 15, and you’re always telling the truth, at least as far as polygraphs care to tell. with maxed out charisma, glibness, and expertise, you now get at least a 30 on all charisma checks, which is just overkill.
16. Bard 16: with this last ASI grab the Alert feat for a +5 bonus to initiative and immunity to surprise and the most common way to get advantage on attacks against you. you’re really a giant weapons platform in space, it just makes sense that you can see people coming.
17. Bard 17: at long last, we get the most powerful feature a bard can wield- Song of Rest now heals 1d12. also a ninth level spell slot, I guess that’s neat too. True Polymorph lets you turn a creature into an object temporarily, or an object or creature into another creature permanently if concentration is held for an hour. boom, Galatea is born. you’re welcome.
18 Bard 18: okay I lied there’s something better than one level 9 spell. two level 9 spells! with your last round of magical secrets you can now choose from literally every spell in the game. with Astral Projection you can head down to the surface while leaving your actual body up in space, letting you get up to some real bullshit. it doesn’t even have a duration, since it only ends when you say it does, or when someone casts dispell magic on you or your astral projection. there is a sliiight chance that you’ll die instantly if something cuts your cord, but it’s probably fine, right?
you also get Psychic Scream- up to ten creatures within 90 feet of you need to make an intelligence save, and if they fail they take damage and get stunned. it also literally says their head explodes if they die this way, which is fun. the stun doesn’t have a duration btw, it’s just until they make the save.
19. Cleric 1: the last bit of bard is bad, so instead we’re heading to the least official UA content to ever not exist, the Love cleric! at level one you can create an Emboldening Bond between two creatures. while bonded creatures are near each other, they can add a d4 to an attack, check, or save once per turn. this lasts an hour, or until you use it again, and you can use the feature once per day or by spending a spell slot.
speaking of, you can cast and prepare Spells using your Wisdom. Resistance and Guidance are classic godly spells to make yourself a little bit better than mortals, and you also get Charm Person and Heroism for free. I also recommend grabbing Guiding Bolt for another kind of laser you can blast out, and Ceremony for shipping.
20. Cleric 2: second level clerics can Channel Divinity once per short rest. sure you can Turn Undead, but the fun option is the thing love clerics got unpersoned for, Impulsive Fatuation. make someone fall in love with you for all of six seconds- if they fail their wisdom save they’re charmed for a round and have to use their reaction to attack a creature of your choice or admire you.
Pros & Cons
Pros:
you have access to several kinds of debuffs that activate in several ways, making you a lot more flexible than older charm-heavy bards were. if something is equally charismatic or otherwise immune to your whiles, just blast them until they’re seeing stars. you also have the most powerful debuff ability of all, being hotter than other people. with a minimum roll of 32 on all the charisma checks that matter, if it comes down to a he-said-she-said argument you’ll win it nine times out of ten.
Even outside of your space ship, you can fly. a significant portion of this game is completely trivialized by that fact, rendering tons of monsters and traps useless thanks to just not being around to get hit.
you’re also pretty good at getting information, with several ways to spy on people for blackmail or just to see how they tick.
Cons:
to get your immortal spaceship body you have to live to level 10 first though, and since we picked up exactly 0 defensive options you’d better hope you can stay on your enemy’s good side long enough for everyone else to kill them.
even if you do get your spaceship, you still have to deal with being the squishy center of the whole operation. the odds of someone coming onboard to kill you are low, but they’re never zero.
you have a lot of concentration spells, which is bad enough, but most of your class features also use concentration. finding a free hour to bring Galatea to life is going to be difficult.
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rook-de-rivas · 3 months ago
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get to know my rook!
Name? Ashara de Riva
Gender? She/Her
Age? 29-31, depending
Are they more optimistic or pessimistic? Ash is very much neutral but she likes to think things will work out
Are they introverted or extroverted? Extroverted introvert — she can be who she needs to be but prefers quiet and her own company, or the company or a select few
How do they display affection? Despite being a de Riva, or maybe partially because of it, Ashara’s natural inclination is physical affection — an arm around the shoulder, a touch— but she’s also wildly uncomfortable with physical touch so she tends to default to leaving gifts for people— their favourite food, a book she thinks they’ll like, a piece of paper with a (terrible!) doodle
What is their greatest fear? Becoming a slave again is a big one, but rejection by her chosen family.
Do they have siblings? Older or younger? Only child
Did they grow up nurtured or neglected? Neglected. Ashara was born a slave as far as she knows, and was a slave until 5-6 when she was being transported for sale and the ship was overthrown. She then lived on the Treviso streets for a while.
What is the worst thing they did to someone they loved? That’s a tough one because Ashara would argue she’s never loved anyone (until Viago, Teia, Jacobus, Lucanis, her team, etc) but if you dig down to it, she once lied to Lucanis when they were young and she’s never stopped feeling guilty about it.
Has anyone ever saved their life? Viago saved her life when she tried to steal his coinpurse — while she was fleeing, she tried to make a jump she couldn’t possibly survive and he caught her by the scuff of the neck
Do they believe in love at first sight? No. She loves the idea of it in stories, but reality is rarely so kind
Are they in a relationship? She ends up with Viago in the end but as to whether they’re together— that depends on where in her timeline we are.
Has your character ever been in love? Yes. Like most Crows, she is very attached to her trainer / Talon / mentor, but unlike most, she never got over it. Very in love with Viago whether she wants to accept it or not
Are they most likely to fight with their fists or their tongue? Tongue first, but she’s a street rat at heart so she’ll fight if she has to
What is their choice of weapon? Necrotic blades — she has a tiny amount of magic but nothing useful
How many weapons they can use? As a Crow, she’s proficient with most weapons, but she prefers poisons and blades. Decent at archery— cannot swing a blade or weapon larger than she is though, and would be a terrible warrior!
If they could save one person, who would it be? Viago. Ashara is relatively well known amongst her contemporaries in the Crows for being very very quick to defend her Talon.
What is their greatest regret? She always wished she could’ve known her parents properly, but it was never a possibility. She regrets not getting that chance.
How do they respond to a threat? Poisoning it, usually. Or being sarcastic.
Tag (with no pressure): @deputyrook, @lady-ephemeral, @zozi-j, @fenrelmercar and all who want to play!
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deconstructthesoup · 3 months ago
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*points* Hey! You! D&D player who loves sorcerers!
Do you wish you had a good-old-fashioned Lower-Planes themed subclass to contrast the Divine Soul sorcerer? Are you sick and tired of all the nepo baby jokes and want more sorcerous options that focus more on the "my magic is a force of nature that I can barely keep under control" aspect? Do you want some way to better support your party?
Then I present to you a monster of my own creation:
The Fiendish Soul Sorcerer
Of all of the sorcerers that exist in the vast multiverse, there is one who rivals even the Wild Magic sorcerer in the toll it takes on the individual. Sorcerers infused with the energy of the Lower Planes wield the powers of devils, demons, and yugoloths alike, but that kind of magic will always come at a price, even if you never asked for it.
The stronger a Fiendish Soul sorcerer gets, the more unstable their powers become, to the point where they must share their magic with others in order to control the magic that eats away at their very being. This has manifested in these unique sorcerers sharing their magic as a symbol of trust and connection between themselves and their loved ones, but it has also manifested in Fiendish Souls tricking desperate people into accepting their magic, and exerting that influence over them as a form of control. This ability has gained these sorcerers the moniker “Shoulder Devils,” referencing their similarity to their dealmaking counterparts, and it’s said that the most powerful Fiendish Souls become warlock patrons themselves… that is, if they live long enough to master their magic.
(Pretty cool flavor text, right? Onto the abilities!)
1st Level: Sinner's Soul
You have magic that stems from one of the Lower Planes—maybe from the Nine Hells, maybe from the Abyss, maybe even from Hades. Whatever the case, it has given you immense fiendish power, the likes of which could destabilize you if you’re not careful.
When you choose this subclass at level 1, you also decide where your fiendish powers come from, which will grant you more abilities as you level up:
Infernal: You gain the Burning Hands spell, and can use a sorcery point to cast it as a cantrip.
Abyssal: You gain the Inflict Wounds spell, and can use 2 sorcery points to heal yourself or a party member for the amount of damage you inflict.
Chthonic: You gain the Dissonant Whispers spell, which counts as a sorcerer spell for you, and can use 3 sorcery points to make it affect more than one person.
(I wanted to base this off of the insanely cool new tiefling lineages we got in the 2024 PHB---even though this subclass follows 2014 rules---but I wanted the subclass features to differ from the abilities those lineages offer, since... let's face it, if you're playing this, your character's probably a tiefling.)
1st Level: Dealmaker
Your fiendish charisma worms its way into the way you interact with others. You have advantage on Insight and expertise in either Persuasion or Deception, making you skilled at finding compromises and leveling the playing field. You also gain the Friends cantrip and the Charm Person spell if you didn’t already have them.
(First instance of "deal with the devil" symbolism! It won't be the last!)
6th Level: Salt To The Wound
On a spell attack, you can add 2d4 of your fiendish origin’s damage type to it—fire for Infernal, poison for Abyssal, and necrotic for Chthonic. This increases at levels 10 (3d4), 14 (4d4), and 18 (5d4).
(If all of this is sounding a little OP to you, well... get ready for the next ability, it's a doozy.)
6th Level: Faustian Bargain
Your magic is beginning to become too much for you to handle. Every time you cast a spell of 2nd level or higher, you must roll a D20. On a natural 1, the spell deals out the maximum effect as you take 1d6 necrotic damage, and you will continue to take that damage after every spell you cast. If you don’t get a nat 1, your Faustian effect will trigger if you roll a 2 or lower, than a 3 or lower, and so on until it’s fully triggered, at which point it’ll reset. This effect ends once you spend two sorcery points to give one of your spell slots to an ally within reach, briefly infusing them with your powers. Going forward, this ally will also have access to one of your spells, which can also end your Faustian effect if they use it.
(DRAWBACKS! Loosely based on The Unsleeping City's homebrewed Wild Magic system, which always guarantees that this effect will happen, making for much more interesting gameplay! And, just like the Divine Soul sorcerer, this gives you the option to have more of a support role in your party!)
14th Level: Devil On Your Shoulder
Your body alone cannot contain your magic, but that doesn’t mean that it cannot be controlled. When you reach this level, you gain the ability to expend three sorcery points and use any creature you have granted a spell or spell slot to as a living arcane focus to avoid the Faustian effect, casting spells through them instead of alongside them. If the creature is willing, they can continue to use the spell you cast through them until they take a long rest. If the creature is unwilling, they must make a wisdom saving throw equal to your spell save DC, minus a third (rounded down) of the spell slot level you most recently gifted them. This effect backfires and triggers your Faustian effect if the unwilling creature succeeds, and you cannot use this ability again until after a long rest.
(I'm aware that the "unwilling creature" thing could only happen if, say, you gave a spell slot to an NPC who turned out to be a villain, but I believe in covering all my bases here. Also, I really do love the imagery of putting a hand on the shoulder of your fighter, guiding their hand upward, and seeing a look of shock and delight on their face as they cast one of your spells. It's all about trust!)
18th Level: Hell's Coming With Me
It took many trials and many near misses, but you have finally regained control over your magic—or, at least, your magic is much less likely to kill you by accident. Your Faustian effect only occurs if you are not in the near vicinity of those you have lent your magic to, and you regain a number of sorcery points equal to your magic-lenders once you are fully depleted of them. Additionally, you gain the ability to cast the Summon Greater Demon spell at will, calling the forces of the Lower Planes to your command.
(Is this OP? Yes. Counterpoint---this is the capstone. You are level 18. You are basically a god.)
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yourdeepestfathoms · 11 months ago
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The Ringmaster's Guide
a character guide for my TADC Dungeons & Dragons AU! this was originally gonna be the characters in the same universe, just LARPing the game, with Caine making the terrains and magic and stuff, but then i actually started thinking of backstories for everyone. so now it's a real AU in the DnD universe! (there's no exact full, fleshed-out plot line, and the fics i'm gonna write with this are gonna be random events!)
this guide contains stuff like the gangs' races, classes, designs, abilities, and some fun backstory tidbits ;)
(also even though they're not playing the game, i still included the stats, skills, and some written game mechanics for the vibes!)
RAGATHA
Race: Aasimar (Protector)
Class: Cleric (Order Domain)
Feats: Inspiring Leader, Great Weapon Master, Tough
Resistances: Radiant, Necrotic
Mother bear…
Oh, mother bear…
Where has thou cub gone?
STATS
HP: 135
AC: 20 (Mithral Plate)
SPEED: 30 ft. walking, 30 ft. flying
STR: 19 (+4) | DEX: 17 (+3) | CON: 18 (+4) | INT: 16 (+3) | WIS: 20 (+5) | CHA: 17 (+3)
Saving Throws
STR: +4
DEX: +3
CON: +4
INT: +3
WIS: +9
CHA: +7
Senses
Passive Perception: 19
Passive Investigation: 13
Passive Insight: 19
Skills
Acrobatics: +3
Animal Handling: +5
Arcana: +3
Athletics: +4
Deception: +3
History: +3
Insight: +9
Intimidation: +3
Investigation: +3
Medicine: +9
Nature: +3
Perception: +9
Performance: +3
Persuasion: +7
Religion: +7
Sleight of Hand: +3
Stealth: +3
Survival: +5
Wings like silver, slicing through the sky. Twisting, turning, as graceful as a starling. A dance between earth and sky, a ballet of feathers and air, where gravity’s pull was but a distant memory when up so high.
A tiny squeal of joy. Shining eyes casting downward. Shimmering eyes looking up. 
“Aww, look at you,” she coos to the infant bound to her chest by soft fabric. The baby’s little wings, still covered in fluffy down, are extended fully and flapping gleefully. 
The mother laughs. “Do you think you’re flying?”
“AH!” her infant shouts, wings flapping harder.
Another laugh. She brushes her fingers over her child’s cheek, then looks to the horizon. “One day, this will all belong to you.”
WEAPONS/SPELLS
Weapons
- Vicious Glaive
- Crossbow
Spells
- Cantrip: Guidance, Mending, Resistance, Sacred Flame, Spare The Dying
- 1st Level: Command, Guiding Bolt, Heroism, Inflict Wounds
- 2nd Level: Hold Person, Spiritual Weapon, Warding Bond, Zone of Truth
- 3rd Level: Mass Healing Word, Revivify, Slow
- 4th Level: Banishment, Compulsion, Locate Creature
- 5th Level: Dominate Person, Flame Strike, Greater Restoration, Hallow, Mass Cure Wounds
- 6th Level: Blade Barrier, Heal
The city in the sky is divine and shining. The sky is clear and a crisp blue, not a cloud in sight. Other Celestials dart to and fro, all of them radiant. She sits in the soft grass of one of the many parks, watching as her child toddles around. A guitarist is playing nearby.
It’s peaceful. 
CLASS FEATURES/RACIAL ABILITIES
Class Features
Voice of Authority- Ragatha is able to invoke the power of the law to strengthen an ally’s attack. 
Order’s Demand- By raising her holy symbol, Ragatha can charm an enemy through exerting her presence over them.
Destroy Undead- If the will of an undead enemy fails against Ragatha casting Turn Undead, they are destroyed.
Embodiment of the Law- If casting a spell of the Enchantment school, she can quicken the casting time. 
Divine Strike- Ragatha can deal an extra bout of Psychic damage upon hitting an enemy.
Divine Intervention- Ragatha can call upon her deity for aid.
Racial Abilities
Healing Hands- Ragatha’s very touch is nurturing and life-giving. She is able to draw from a wellspring of gentle energy to heal people for a certain amount. 
Darkvision- Ragatha can see in the dark.
Celestial Legacy- Ragatha can cast the Light and Daylight cantrip at will.
Celestial Revelation: Radiant Consumption- Ragatha is able to unleash her full Celestial might on those who dare to test her. A bright, seething light pours from her eyes and mouth, and her very body acts as a beacon, radiating this same searing light in a radius. Any enemy who gets too close is scorched by this holy glow. All weapon attacks do extra Radiant damage. 
Flight- Ragatha is able to fly with her angel wings. 
Hunger. 
The whisper of the woods.
A hulking beast - clawing up her insides, biting at her ribs.
DESCRIPTION
Background: Acolyte 
Languages: Common, Celestial, Primordial, Elvish
Alignment: Lawful Good
Inventory
Money: 100 GP
- Alms Box
- Amulet (Holy Symbol)
- Baby Blanket
- Bag of Holding
- Blanket
- Box of Incense
- Candle
- Censer
- Crossbow Bolts
- Crossbow, light
- Photograph of her and a small child
- Prayer Book
- Rations
- Reliquary
- Shield
- Tinderbox
- Vestments
- Vicious Glaive
- Waterskin
Aasimar are well-known for their beauty, and Ragatha is no exception. She’s a well-built woman, bearing great muscles for someone of her appearance. Her skin has a lustrous sheen to it. Growing within her curly red hair are shimmering feathers of white-blue. An ethereal light glows in her black left eye, and the right probably would be the same if it weren’t for the fact that it’s been seemingly scratched out; a seething red scar extends down that side of her face, as though she had been struck by a bladed weapon. 
Large, feathered wings extend from her back. They’re a beautiful silver-white color, fading to gradients of blue at their tips.
Strangely, she has sharper teeth and nails than would usually be seen in an Aasimar.
A red blemish, some kind of burn scar, encircles her throat, never to truly heal. 
Blood in her eyes. Blood in her mouth. 
Stinging, burning. Vicious pain, and yet the hunger and rage dominate everything.
 So many eyes, watching. 
Circling - a trapped beast. 
Somewhere deep within, a voice screaming, “STOP IT! STOP!”  
OTHER
- Lycanthrope (werebear)
Mama Bear,
Mama…
Please come home soon.
— — — — — — — — — — — — — — — —
JAX
Race: Tiefling-Harengon
Class: Rogue (Thief)
Feats: Shadow-Touched, Mobile, Gunner
Resistances: Fire
A fey bathed in infernal fire. Tainted, scorched. Searing flames burning inside and out. 
STATS
HP: 63
AC: 15 (Leather Armor)
SPEED: 40 ft. walking 
STR: 13 (+1) | DEX: 20 (+5) | CON: 10 (+0) | INT: 12 (+1) | WIS: 11 (+0) | CHA: 16 (+3)
Saving Throws
STR: +1
DEX: +9
CON: +0
INT: +5
WIS: +0
CHA: +3
Senses
Passive Perception: 10
Passive Investigation: 15
Passive Insight: 10
Skills
Acrobatics: +9
Animal Handling: +0
Arcana: +1
Athletics: +1
Deception: +11
History: +1
Insight: +0
Intimidation: +3
Investigation: +5
Medicine: +0
Nature: +1
Perception: +0
Performance: +3
Persuasion: +7
Religion: +1
Sleight of Hand: +12
Stealth: +12
Survival: +0
She tried so hard to raise him to be a good boy. But she always knew he would follow in his father’s footsteps. 
WEAPONS/SPELLS
Weapons
- Rapier
- Daggers
- Shortbow
- Revolver
Spells
- Cantrip: Thaumaturgy
- 1st Level: False Life
- 2nd Level: Darkness, Hellish Rebuke, Invisibility
The smell of fire and brimstone. Ash dusting purple fur to black. Licking embers off his lips. 
CLASS FEATURES/RACIAL ABILITIES
Class Features
Sneak Attack- Jax is able to deal extra damage on attacks he has Advantage for.
Thieves’ Cant- As a Rogue, Jax can speak a language only other Rogues know.
Cunning Action- Jax’s agility allows him to make certain actions sooner than his allies would be able to. 
Fast Hands- Jax can use an item as a Bonus Action instead of an Action.
Second-Story Work- Jax can climb faster than his allies. 
Uncanny Dodge- When Jax can see the attacker who has hit him, he can half the damage. 
Evasion- Jax is able to avoid taking damage from certain attacks if they require a Dexterity Saving Throw.
Supreme Sneak- As long as Jax doesn’t use half of his movement, he has Advantage on Stealth checks. 
Reliable Talent- Jax is able to make the dice fall a little more in his favor. 
Racial Abilities
Darkvision- Jax can see in the dark.
Hellish Resistance- Jax is resistant to Fire damage.
Infernal Legacy- Jax innately knows the Thaumaturgy cantrip and the Hellish Rebuke and Darkness spells.
Lucky Footwork- Just because he doesn’t have the rabbit legs of his Harengon mother doesn’t mean this fella isn’t dextrous. When he slips up or stumbles, Jax’s quick reaction time gives him a chance to steady himself. 
Hare-Trigger- Jax’s fast rabbit reflexes sometimes allow him to strike first in combat. 
Too fast for the guards. Too quick for the dogs to catch. Any lock can be broken, and no chains can hold him down for long.
DESCRIPTION
Background: Criminal
Languages: Common, Thieves’ Cant, Infernal
Alignment: Chaotic Neutral 
Inventory
Money: 250 GP, 300 SP, 50 CP
- Alchemist's Fire (5)
- Arrows
- Bag of Holding
- Ball Bearings (bag of 1000)
- Beads of Fireball (10)
- Beads of Force (5)
- Bell
- Candle
- Crowbar
- Dagger (2)
- Deck of Many Things
- Grenade, Magical (3)
- Grenade, Smoke (5)
- Hammer
- Icon of Greed
- Lantern, Hooded
- Oil (flask)
- Piton
- Playing Cards
- Poisoner’s Kit
- Potion of Haste (3)
- Potion of Greater Healing
- Pouch of Gemstones
- Rapier
- Rations
- Rope (50 feet)
- Shortbow
- String
- Thieves’ Tools
- Tinderbox
- Vial of Acid (5)
- Waterskin
Anyone who looks at this guy can tell that he’s a hybrid. He’s a tall, lithe young man with a regular humanoid build. His entire torso is covered in thick purple fur that extends to his elbows on his arms and to his thighs on his legs—below that, it’s darker purple skin. Instead of rabbit feet, he has hooves, and his fingernails are sharp claws. Tufts of fur sprout from the base of his long tail, which ends in an arrowhead, before it tapers off to regular skin. His head is completely furry, and he has both the iconic rabbit ears and black horns that curve back over his scalp.  
Every jail cell looks the same after a while. None are impressive. And they’re all so easy to get out of. 
OTHER
- Son to the Demon of Greed
- Criminal of the state
- Wanted for several crimes
Chained to a wall. Slated for execution. Death by beheading. 
Ha.
That’s cute.
— — — — — — — — — — — — — — — —
ZOOBLE
Name: Zooble
Race: Simic Hybrid
Class: Barbarian (Path of the Totem Warrior)
Feats: Savage Attacker, Sentinel, Slasher
Resistances: N/A
They were someone, once. Normal skin. Normal hair. All their fingers and toes. All their teeth.
But that was a long time ago.
They can’t even remember their name.
STATS
HP: 137
AC: 19 (no armor)
SPEED: 40 ft. walking
STR: 20 (+5) | DEX: 16 (+3) | CON: 19 (+4) | INT: 10 (+0) | WIS: 13 (+1) | CHA: 9 (-1)
Saving Throws
STR: +9
DEX: +3
CON: +8
INT: +0
WIS: +1
CHA: -1
Senses
Passive Perception: 11
Passive Investigation: 10
Passive Insight: 11
Skills
Acrobatics: +3
Animal Handling: +1
Arcana: +0
Athletics: +9
Deception: -1
History: +0
Insight: +1
Intimidation: +3
Investigation: +0
Medicine: +1
Nature: +0
Perception: +1
Performance: +3
Persuasion: -1
Religion: +0
Sleight of Hand: +3
Stealth: +3
Survival: +1
For a long time, it seemed that they were going to waste away. Life was harsh, and their money was scarce. 
And then, they found their way to the great bronze city. 
Everything changed when they stepped through those giant gates. 
To this day, they still don’t know why they caught the eye of those aristocrats, but they were offered a job. It would give them housing and paid well. 
But there was a catch, of course. Two of them, to be precise. Everything came with strings attached. Nothing was ever that good.
Surprisingly, though, they found themself not minding these “conditions.” If anything, it sounded interesting.
And they did pride themself in their high pain tolerance. 
WEAPONS/SPELLS
Weapons
- Greataxe
- Handaxe (2)
- Javelin (4)
Spells
- 1st Level: Beast Bond, Speak With Animals
- 5th Level: Commune With Nature
Ow. Ow. OW.
It hurt worse than they were expecting, but the enhancements fit just right. They did well. 
They’ll be fine. 
They’re strong.
CLASS FEATURES/RACIAL ABILITIES
Class Features
Rage- Zooble is able to enter a Rage in battle that makes them resistant to Bludgeoning, Piercing, and Slashing damage.
Unarmored Defense- Zooble’s AC is higher when not wearing armor.
Reckless Attack- Zooble can choose to attack heedlessly, giving them an Advantage on the hit, but also giving all enemies Advantage to hit them.
Spirit Seeker- Zooble has an attunement with the natural world. They are able to cast Beast Bond and Speak With Animals as ritual spells.
Totem Spirit: Bear- Zooble has picked the bear as their Totem Spirit. While in a Rage, they are resistant to all damage except Psychic.
Fast Movement- Zooble’s movement is boosted by ten feet when not wearing heavy armor.
Aspect of The Beast: Elk- Zooble has chosen the elk as their animal aspect. Party travel is faster than it usually would be.
Feral Instinct- Zooble’s might allow them to attack quicker in combat.
 Brutal Critical- Through sheer savagery, Zooble can increase the damage done to an enemy.
Spirit Walker- Zooble can cast Commune With Nature as a ritual spell.
Relentless Rage- Zooble’s fury urges them forward. When they otherwise would have fallen unconscious, if in a Rage, Zooble can cling on for just a little bit longer to keep fighting. 
Racial Abilities
Animal Enhancement- As a Simic Hybrid, Zooble has had new body parts added to them to make them more powerful.
Manta Glide- Zooble has ray-like fins on their back that allow them to glide and fall safely, though they can’t fly with them. 
Grappling Appendages- Zooble has an additional pair of appendages growing alongside their arms, which they are able to grapple and attack enemies with.
Darkvision- Zooble can see in the dark.
All around them, they’re being watched. So many people, so many more eyes.
The sun is high in the sky. The walls around them gleam. The sand of the coliseum floor is warm beneath their feet. 
In their hands, they heft their greataxe, then charge forward.
This will be easy. 
DESCRIPTION
Background: Champion
Languages: Common, Elvish
Alignment: Neutral
Inventory
Money: 10 GP
- Bedroll
- Greataxe
- Handaxe (2)
- Mess Kit
- Rations
- Rope (50 feet)
- Tinderbox
- Torch
- Waterskin
Zooble is a bit of an anomaly, as many Simic Hybrids are. Their body is a strange clash of bits and parts, like they’re a puzzle made of pieces from other puzzles.
Their torso and right arm are humanoid—and those are pretty much the only normal things about them. However, their torso is mottled in orange and yellow for an unknown reason. Their left arm is similar to that of a crustacean’s, red in color and ending in a large claw. Their left leg is hooved, while their right leg is that of a bear’s, both having come from their Totem Spirit rather than from being a Simic Hybrid. Two appendages, similar to the arms of a praying mantis, extend from their back. Also on their back are two fin-like membranes that are almost like wings, allowing them to glide. 
They constantly wear a helmet that they rarely ever take off. The helmet is grated in the front and has two horns curving out from the top. 
Fighting. Training. Growing stronger and stronger.
More battles. All victories. 
They’re called a champion. 
No one can make them fall.
They will never lose. 
OTHER
- They were something great. Once. 
It’s their first time tasting blood, and it is a rank venom in their mouth. 
Their body aches all over. They can barely move their limbs—if they’re even still attached to their body. It’s difficult to tell.
All around them, the forest is buzzing with noise, and yet all they can hear is their own shallow breathing and the echoing roar of a crowd, slowly fading out…
They should have died that day. Their injuries were grievous. But fate had other plans. 
Something in the forest stirs. Like those aristocrats, it saw something inside of them. So, it approaches, tentative and slow, then accepts them in its embrace.
Infused with the vitality of the earth and its kin, they stand.
They will never lose again. 
— — — — — — — — — — — — — — — —
GANGLE
Race: Plasmoid
Class: Druid (Circle of Stars)
Feats: Healer, Elemental Adept, Mage Slayer
Resistances: Poison
Bright light. 
A roll of thunder.
Pain pulsing through every inch of her body.
“Yes! YES!”
Awakened. 
STATS
HP: 87
AC: 15 (Leather Armor)
SPEED: 30 ft. walking
STR: 10 (+0) | DEX: 14 (+2) | CON: 14 (+2) | INT: 16 (+3) | WIS: 17 (+3) | CHA: 12 (+1)
Saving Throws
STR: +0
DEX: +2
CON: +2
INT: +7
WIS: +7
CHA: +1
Senses
Passive Perception: 13
Passive Investigation: 13
Passive Insight: 17
Skills
Acrobatics: +2
Animal Handling: +3
Arcana: +7
Athletics: +0 (Advantage)
Deception: +1
History: +3
Insight: +7
Intimidation: +1
Investigation: +3
Medicine: +7
Nature: +3
Perception: +3
Performance: +1
Persuasion: +1
Religion: +3
Sleight of Hand: +6
Stealth: +6
Survival: +3
The tower is nice. The woods outside of it are even nicer. So many animals. So many flowers.
It’s a shame she can’t stray very far.
WEAPONS/SPELLS
Weapons
- Scimitar
Spells
- Cantrips: Druidcraft, Magic Stone, Mold Earth, Produce Flame
- 1st Level: Cure Wounds, Entangle
- 2nd Level: Flame Blade, Heat Metal, Moonbeam
- 3rd Level: Call Lightning, Conjure Animals
- 4th Level: Polymorph, Stoneskin
- 5th Level: Antilife Shell, Mass Cure Wounds
- 6th Level: Primordial Ward
Elf ears. Marigolds. Shriveled bat wings. Powered flame. A piece of a unicorn horn.
She enjoys watching the cauldron be mixed around and around. 
CLASS FEATURES/RACIAL ABILITIES
Class Features
Druidic- Gangle knows Druidic, the secret language of the Druids.
Wild Shape- Gangle can shapeshift into animals.
Star Map- Gangle has a special starry map that gives her several different benefits.
Starry Form- Instead of turning into an animal, Gangle can use her Wild Shape to take on a certain kind of Starry Form of her choosing, with each one giving a different benefit.
Cosmic Omen- Gangle can consult her star map for omens to predict how an action might pan out.
Twinkling Constellation- Even after she’s already selected a Starry Form, Gangle can change it to something else. 
Racial Abilities
Amorphous- Gangle can squeeze through spaces as narrow as 1 inch wide. 
Darkvision- Gangle can see in the dark.
Hold Breath- Gangle can hold her breath for up to an hour.
Natural Resilience- Gangle has resistance to Poison damage and to being poisoned.
Shape Self- Gangle can mold and shape her body however she pleases.
Her master’s power grows.
As does her worry. 
DESCRIPTION
Background: Servant
Languages: Common, Druidic, Giant, Ooze
Alignment: Lawful Good
Inventory
Money: 15 GP
- Bedroll
- Calligrapher’s Supplies
- Candle
- Holy Symbol
- Mess Kit
- Rations
- Rope (50 feet)
- Scimitar
- Wooden Shield
- Tinderbox
- Torch
- Totem
- Waterskin
- Weaver’s Tools
As a Plasmoid, Gangle appears much like a blob of slime molded into the vague shape of a humanoid. The pale red ooze making up her body is shaped in a way that makes it look like she’s swathed in ribbon. Within her body, a nervous system can be seen, glowing ever so slightly. Upon her head, she wears a white mask that acts as her face, as it is enchanted to emote and speak. 
Perhaps it is time to leave.
The forest calls. 
OTHER
- She was once the servant to a Lich. 
Freedom. 
Finally.
— — — — — — — — — — — — — — — —
KINGER
Race: Warforged
Class: Ranger (Swarmkeeper)
Feats: Sharpshooter, Durable, Alert
Resistances: Poison, Disease 
His kingdom is flourishing. 
Within the city walls, life blooms in every crevice. Queenie loves flowers, so he’s covered every possible surface in plant life for her. It really brightens the streets. 
They’re happy. 
STATS
HP: 124
AC: 17 (Scale Mail)
SPEED: 30 ft. walking
STR: 12 (+1) | DEX: 14 (+2) | CON: 18 (+4) | INT: 8 (-1) | WIS: 13 (+1) | CHA: 14 (+2)
Saving Throws
STR: +5
DEX: +6
CON: +4
INT: -1
WIS: +1
CHA: +2
Senses
Passive Perception: 15
Passive Investigation: 9
Passive Insight: 11
Skills
Acrobatics: +2
Animal Handling: +5
Arcana: -1
Athletics: +1
Deception: +2
History: +3
Insight: +1
Intimidation: +2
Investigation: -1
Medicine: +1
Nature: +3
Perception: +5
Performance: +2
Persuasion: +6
Religion: -1
Sleight of Hand: +2
Stealth: +2
Survival: +5
He’s down at the stables one day when the marshal comes up to him, asking if they could take a stablehand under their wing to help with the workload. 
Weird. He could have sworn he hired a stablehand… But perhaps he’s just thinking wrong. Queenie always says he would lose his head if it wasn’t attached to his neck!
He agrees to the marshal’s request, and a new stablehand is hired. 
WEAPONS/SPELLS
Weapons
- Longbow
- Quarterstaff
- Spear
Spells
- 1st Level: Cure Wounds, Longstrider
- 2nd Level: Pass Without Trace
- 3rd Level: Conjure Animals, Plant Growth, Water Walk
Kinger goes to a bookstore to pick up the newest copy of Queenie’s favorite book series. 
“How’s your wife been?” he asks the clerk.
The clerk looks at him oddly. “I’ve never been married.”
Kinger is confused. He could have sworn a young, cute couple ran this store together. He remembered meeting them when they first arrived in his city.
But… 
No. He didn’t.
By the next day, he’d forgotten about the clerk’s wife.
CLASS FEATURES/RACIAL ABILITIES
Class Features
Favored Enemy- Kinger has expertise on tracking, hunting, studying, and interacting with two creature types of his choice (monstrosities and beasts).
Natural Explorer- Kinger is adept at traveling through certain types of terrain (forest, grassland, mountains).
Primeval Awareness- Kinger can focus on the immediate area around him and try to sense aberrations, celestials, dragons, elementals, fey, fiends, and undead within a 1 mile radius.
Gathered Swarm- Kinger has befriended a swarm of insects that act as his allies and will attack with him.
Extra Attack- Kinger can attack twice.
Writhing Tide- Kinger can focus his swarm around him, allowing the swarm to lift him up so he can hover around. 
Land’s Stride- Kinger can move through non-magical difficult terrain without wasting any excess movement.
Hide In Plain Sight- Kinger can camouflage himself.
Mighty Swarm- Kinger’s swarm grows stronger, allowing it to deal more damage. 
Racial Abilities
Constructed Resilience- Due to Kinger not having a body of flesh, he has great fortitude that grants him several benefits: resistance to Poison damage and being poisoned, immune to disease, doesn’t need to sleep, doesn’t need to eat, drink, or breathe.
Sentry’s Rest- Instead of sleeping, Kinger can stand or sit motionless doing nothing and gain the same benefits of a rest.
Integrated Protection- Kinger’s body gives him natural protection.
It seems like the city is getting smaller. 
He and Queenie held their usual Flower Festival the day before, where butterflies would fill the sky in their multitude of colors. But for some reason, it felt like not as many people showed up. He doesn’t know why. 
DESCRIPTION
Background: Noble
Languages: Common, Draconic, Quori, Undercommon
Alignment: Lawful Good
Inventory
Money: 25 GP
- Arrows
- Bedroll
- Books
- Longbow
- Mess Kit
- Quarterstaff
- Rations
- Rope (50 feet)
- Scroll of Pedigree
- Signet Ring
- Spear
- Tinderbox
- Torch
- Waterskin
- Wedding Ring
Kinger almost looks like a regular man, except instead of skin, he looks to have been chiseled out of marble - a grand statue given life. He has no mouth, and upon his head is a crown carved to always be present. His hands seem like they were broken off somehow, replaced by swarms of insects forming the shape of hands. Butterflies follow him around and are usually perched on his shoulders and head. 
The sound of singing haunts his dreams. A gentle dire, a murmured beckon. He refuses to sleep, and for a while, Queenie is there to coax him to rest, but then…
Wait.
Who is Queenie?
OTHER
- He’s strayed far from his kingdom. 
He’s never been married. 
— — — — — — — — — — — — — — — —
POMNI
Race: Shifter (Swiftstride)
Class: Warlock (The Void)
Feats: Mounted Combatant, Fey-Touched, Actor
Resistances: N/A
Stuffed in a cage, the kitten quivers, pressed into the furthest corner to stay out of reach. She’s crying, hyperventilating. She’s so scared. She wants to go home. 
STATS
HP: 87
AC: 15 (Leather Armor)
SPEED: 40 ft. walking
STR: 5 (-3) | DEX: 18 (+4) | CON: 15 (+3) | INT: 12 (+1) | WIS: 12 (+1) | CHA: 20 (+5)
Saving Throws
STR: -3
DEX: +4
CON: +2
INT: +1
WIS: +5
CHA: +8
Senses
Passive Perception: 11
Passive Investigation: 11
Passive Insight: 11
Skills
Acrobatics: +8
Animal Handling: +1
Arcana: +5
Athletics: -3
Deception: +5
History: +5
Insight: +1
Intimidation: +5
Investigation: +1
Medicine: +1
Nature: +1
Perception: 1
Performance: +12
Persuasion: +5
Religion: +1
Sleight of Hand: +8
Stealth: +4
Survival: +1
Bright colors and flashing lights. A calliope is playing happily. Dozens of people fill the stands to watch the show, and she is the main act. 
Don’t mess up.
Don’t mess up. 
WEAPONS/SPELLS
Weapons
- Dagger (2)
- Sickle
- Sling
Spells
- Cantrips: Chill Touch, Eldritch Blast, Fire Bolt, True Strike, Mage Hand, Magic Stone, Prestidigitation  
- 1st Level: Bless, Hellish Rebuke, Inflict Wounds, Misty Step
- 2nd Level: Blindness/Deafness, Shatter
- 3rd Level: Bestow Curse, Counterspell, Vampiric Touch
- 4th Level: Blight, Dimension Door, Elemental Bane
- 5th Level: Hold Monster
- 6th Level: Investiture of Fire
The lick of a whip dragging its blood-wet tongue across her back. Chains around her wrists, holding her down. A bridle in her mouth, choking back the screams that so desperately want to be heard.
CLASS FEATURES/RACIAL ABILITIES
Class Features
Touched By The Void- Sometimes, Pomni’s body will flicker in and out of existence. When this happens, she gains Advantage on Dexterity Saving Throws, causing the attack to phase right through her. Additionally, she has Advantage on Death Saving Throws, but if she were to die, she would be dragged back into the Void and devoured. 
Eldritch Invocations- Pomni has a number of eldritch knowledge at her disposal, granting her a number of benefits.
Eldritch Spear- The range of Eldritch Blast is extended to 300 feet.
Agonizing Blast- More damage is added to Eldritch Blast.
One With Shadows- If in an area with dim light or darkness, Pomni can become invisible.
Relentless Hex- Pomni can create a temporary connection with a creature. When connected, she can teleport up to 30 feet towards the creature.
Maddening Hex- Pomni can deal extra Psychic damage by creating a psychic disturbance.
Repelling Blast- Eldritch Blast will move the target back by 10 feet.
Pact Boon: Pact of the Tome- Pomni has been given a Book of Shadows by her patron, granting her three extra cantrips.
Abyssal Field- Pomni creates a sort of field that rips at the veil of reality, opening up a space to the Void in the material plane. Within this field, weak objects crumble away and are destroyed, while everything and everyone aside from Pomni takes damage. 
Entropy Awaits- After reducing an enemy to 0, Pomni can thrust their soul into the Void, feeding it and allowing her to regain a number of hit points back. 
Mystic Arcanum- Pomni’s patron has bestowed upon her an arcanum, which allows her to gain a higher level spell earlier than she normally would. 
Racial Abilities
Darkvision- Pomni can see in the dark.
Shifting- Pomni can take on a more bestial appearance. As a Swiftstride Shifter, when she is shifted, she moves faster than she normally would. 
Something is wrong. Something happened. The train took too sharp of a turn, and suddenly, she’s falling. Falling. Falling.
She braces herself for impact, for the terrified release of death…but it never happens.
She opens her eyes.
There’s nothing.
Everything is just…empty. 
DESCRIPTION
Background: Circus Freak
Languages: Common, Abyssal, Undercommon, Deep Speech, Sylvan, Goblin
Alignment: Neutral Good
Inventory
Money: 10 SP
- Book of Shadows
- Component Pouch
- Dagger (2)
- Ink
- Ink Pen
- Little Bag of Sand
- Parchment
- Sickle
- Sling
- Small Knife
- Woodcarver’s Tools
Unlike others of her kind, Pomni isn’t exactly the most ferocious or intimidating—both in personality and appearance. She’s a small, stout young woman—so short that she constitutes as a Small creature. All Shifters resemble some kind of animal, and she resembles a tiger, which is rather hilarious due to the previous mention of her being tiny and pathetic. Weirdly, her fur is red and blue instead of black and orange…but given everything else that’s just been mentioned about her, that’s pretty on-par.
Round little tiger ears poke out of her scruffy black hair, and she has a tiger tail. Her fingers and toes are clawed, and her teeth are sharp. Blue stripes are scored along her upper arms, thighs, neck, and cheeks. The bottom of her feet are padded, making it more comfortable for her to walk around without shoes on, which she usually does. She also appears to be somewhat digitigrade, often walking on her toes (perhaps to look taller?). Her nose is pink like a tiger’s. Her fingers have been permanently stained to a black gradient. 
When she’s shifted, Pomni gains a slightly more intimidating edge. Fur sprouts up her limbs and along her back, and her face takes on a more bestial appearance. 
There are red blisters around her wrists and ankles.
However, there’s something…weird about Pomni. Something almost…uncanny. Sometimes her muscles will visibly spasm beneath her skin, like they’re alive and want to get free. Sometimes her flesh will ripple. Upon her back, she has a pair of strange, vestigial wings beneath the skin. Occasionally, little black tentacles will sprout from random parts of her body. Two horn buds rise from her crown. 
And her eyes…they’re just not right. 
She doesn’t know how long she’s been down here. Days? Weeks? Months? Years? It doesn’t matter anymore.
She’s alone. All alone. 
She’s tried screaming. She’s tried to claw her way out. She’s tried praying to every god in existence.
Nothing.
It’s like the entire world has shut her out. 
She always knew there were fates worse than death.
She thinks she may have found the worst. 
OTHER
- She was once an act in a traveling magical circus that would go around via train on the borders between different planes. 
- Aberrant Horror
Light. Freedom.
She’s out. She’s free.
But she’s not alone. Not anymore.
Something whispers in her mind. And something writhes beneath her flesh. 
She’s scared. 
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multifandom-damnation · 1 year ago
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Say whatever you want about the divisive standup at the beginning of the episode but Aggie was SO iconic for the short amount of time we had him. In fifteen-ish minutes he:
Dodged Beau's attack and offered her the most disgusting thing she's ever put in her mouth as a peace offering
"Oh shit, there's more of you. And... is that a little boy?"
He headbutted a wall after he saw Fjord attack it and then took 38 points of necrotic damage from a death rune
He asked Caduceus if he was a horse??
"Thank you kindly... mystery creature"
Trent starts speaking through another magic mouth and Aggie starts looking around for the source. "Who just fucking said that? Did everybody else hear that?"
Aggie descended the stairs without checking for traps despite being told to and stood confidently on another rune that immediately exploded.
He tumbled ass over teakettle down the stairs, worrying about his singed kilt the whole time, his bare ass on full display. as he landed directly onto another rune despite Fjord's latent warnings, of which he rolled a NATURAL 20
"I'm just sucking the dice gods dick"
"My friends used to call me the Roomba"
"I am filled with tonic wine and confidence and am desperately trying to impress these people"
"If there's any hole in the wall, I stick my hand in the wall."
Rolled a NATURAL ONE one a perception check ("I've had the full experience! Quick, punch me in the face!") and headbutted the wall
He hits another rune trap, takes 76 points of force damage and is IMMEDIATELY DISINTERGRATED and covers Fjord in the dust of his body
"How do the ashes taste like red tonic wine?"
"What's going on? I'm still back here, I can't see!"
"He's gonna be OK, right? HE'S GONNA BE OK RIGHT??"
I was unsure about a guest's appearance during the live show and also during the MN reunion but I really do think it paid off because he was funny and also took hits so the cast didn't need to and also had some very ironic moments that I don't think I'm soon to forget. The kilt-wearing dwarf that attacks everything with a headbutt? Tell me that you're gonna forget that any time soon.
BONUS MIGHTY NEIN:
"Name any four parts of the ship." "I FEEL SO BAD FOR AGGIE-"
"Wait, so is Aggie just dead now?" "I mean, he didn't leave me very much to work with."
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corvidcrybaby · 1 year ago
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Say, after reading your last commentary on Integra, now I need your POV on something I've been wondering.
What do you think will happen to Hellsing once Integra dies? To Alucard and Seras? Integra has expressed no interest in having children, and since she wants to avoid becoming a vampire, we know she won't be alive forever. Does she have a plan for that?
Hi! Omg so sorry to take so long to get to answering this, life has been insane on my end.
To answer your question, I'd wager there's a plan in place. Whether it pans out according to Integra's expectations or not is what remains to be seen. Integra mentions that the Organization will be passed over to the general military once she passes, and the Crown will thus assume direct control of the agency and its vampires. I'm willing to bet good money that the sigils that bind Alucard and Seras could potentially be transferred. If they are, then they'll keep up their job as the UK's resident vampire pest control until something extreme happens to break that bond of servitude. The nature of these sigils is unfortunately never explored fully, nor how they work, which leaves us with naught but speculation. However, this is my educated guess at how they probably work.
On the other hand, let's entertain the more interesting prospect of if those sigils are less malleable than we think, and it becomes impossible to bend Alucard and Seras to the will of someone else. From there? If the British military effectively has to try to keep these two under control through... What, good will? Threat of force? Both ideas are ultimately laughable. If that is the case, then I think Alucard is going to assess the inheritor's character and convictions. If he finds Integra's replacement to be unworthy, and there are no magic spells forcing him to play nice, then I think he probably peaces out to take a nice long nap. I think he probably goes into hibernation after Integra's passing - which, mind you, I think he'll be destitute following. It would be hard to read from him, but he holds Integra in high esteem, and went out of his way to return to her after Schroödinger-gate. That shows a high degree of loyalty, and I think Alucard would be laying low for a minute. After he wakes up, however, is when I suspect he might piss off into the unknown, wandering around the world - perhaps in search of interesting people to meddle with the lives of, secretly hoping he'll find the next Anderson, the next Integra, et cetera. I suspect he'll probably go right back to eating people, though. I'd put money on him perhaps being a bit more Punisher-esque on the humans he kills for food than before, since he has hinted at the idea of humans rubbing off on him in the series before. So less the kind of guy who devours the most innocent and defenseless people imaginable, and more likely he interferes with mortal affairs that he can justify to himself are morally bankrupt so he has a steady supply of enemies to destroy and humans to feed on. I don't see him turning all of England into a necrotizing wasteland with him at the head. I think that would beneath his interest by now. I think harassing and stalking people he deems unique or entertaining would occupy much of his time post-hibernation.
Seras, however, is interesting. I suspect Seras would stick around at Hellsing of her own volition, and would continue aiding Britain in its cause to protect people and slay undead monsters. That's what she became the person she is while doing, and I think with or without Alucard, she'll keep on generally being a goody two-shoes. But I think even she would grow weary of it eventually. With Integra gone, I think it becomes less and less like the home Seras "grew up" in - and if the new commanders are inept, then I think eventually Seras would reach a breaking point where she too, might go rogue. She might tag along with Alucard for a while, and I'd wager they keep regular contact and check in with one another on a semi-frequent basis (which, for vampires, might mean catching up once a decade or some shit). Seras is her own independent person, especially after accepting her vampirism and drinking blood to become autonomous as Alucard always urged her to be. But just as that's true, I feel their relationship was always one of Seras, despite everything, wanting to remain by Alucard's side. Their relationship would no doubt shift, and I suspect they might grow more reserved with one another, but I think they might find a new kind of emotional intimacy with one another - not romantic (I like Aluseras from time to time but this is my baseline read), to be clear, but I think Seras has the vampire equivalent of her late-twenties-development after Teggy passes. And from there? Anybody's game, but I think she keeps on bumping off rogue vampires - although I think with time, it might become more territorial than altruistic in how she carries herself. Less general heroics talk and more like, a vigilante warden type of dealio. She might come to see Britain as HER TERRITORY which would spell doom for any foreign vampires thinking they can feed on "her" humans. I think time as a vampire makes everybody go a little dark, but this is still pretty tame. It's Seras, after all. She'll flay you to ribbons but only if you really, REALLY press her.
Thanks so much for the ask!!!
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multifamdomfan · 1 month ago
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Mordecai "Mo" Lethe
Godly Parent: Hades
Age: 16
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Appearance:
Pale skin, giving him a slightly ghostly vibe.
Messy black hair that he claims is “effortlessly cool” but is really just unbrushed.
Dark gray eyes that always seem distant, like he’s contemplating the void.
Always wears black—ripped jeans, oversized hoodies, and combat boots. His aesthetic is haunted poet who might’ve crawled out of a Victorian novel.
Wears an obsidian ring with an ancient Greek inscription. It’s not actually magical, but he acts like it is for dramatic effect.
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Personality:
Cocky but Socially Awkward – Mo thinks he’s the coolest guy in the room… until he actually has to talk to someone. He stumbles over words, says something weird, or laughs at the worst possible moment. He tries to cover it with confidence, but it’s painfully obvious.
Dark Sense of Humor – Loves making unsettling jokes about ghosts, hauntings, and death, but doesn’t always know when to stop. Sometimes he nails it; sometimes he makes things really uncomfortable.
Playful but Selective Prankster – Doesn’t prank constantly, but when he does, it’s calculated. He’ll wait weeks to time it perfectly—whispering eerie things right as the lights flicker, or subtly moving objects to convince people they’re haunted.
Mysterious but Also Kind of a Dork – Wants to be the brooding, enigmatic type, but every now and then, he blurts out an embarrassing thought or trips over his own feet, ruining the illusion.
Loyal but Detached – Bad at expressing emotions directly, so he just sticks around his friends and helps them in subtle ways—like scaring off their enemies or leaving them cryptic notes with weirdly specific Underworld trivia.
Melancholic & Thoughtful – Despite his bravado, Mo has a deep, poetic soul. He often contemplates the meaning of existence, lost souls, and what it means to truly belong.
---
Weaknesses:
Bad at Small Talk – Can wax poetic about lost souls for hours, but has no idea how to casually ask, “How was your day?”
Trips Over His Own Coolness – Will try to lean on a wall and miss, attempt a smooth exit only to walk into a doorframe, or trip over his own chain weapon mid-battle.
Overestimates His Charm – Thinks he’s a mysterious, brooding heartthrob, but is actually just awkward and a little cringe.
---
Abilities:
Ghost Whisperer: Can casually chat with spirits, making him a walking encyclopedia of cryptic, eerie knowledge.
Shadow Stealth (Kind Of): Can disappear into shadows… but sometimes gets stuck and has to awkwardly shuffle out.
Underworld Aura: Has a natural presence that makes rooms colder, lights flicker, and people feel watched when he’s around.
Necrotic Touch: Can make small things wither by touching them too long—great for dramatic effect.
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Weapon of Choice:
A Stygian Iron chain sickle named Epitaph—a terrifying weapon, but one he absolutely trips over.
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Pet:
A ghostly black cat named Phantom, who disappears at the most inconvenient times, making Mo look insane when he talks to "thin air."
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Mortal Life:
Grew up in a house that looked haunted (it wasn’t, but he really wanted it to be).
Was that kid in school who casually dropped terrifying historical facts at lunch.
Once convinced his entire class their classroom was haunted by subtly moving the furniture just a little every day for a month.
---
Camp Half-Blood Status:
Lurks on the edges of camp, looking mysterious… until he opens his mouth and ruins the effect.
Has a terrible reputation for spooky pranks—everyone knows it’s him, but he always plays innocent.
Claims he’s a lone wolf but clearly follows his friends everywhere like a lost puppy.
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tales-from-the-aether-ttrpg · 2 months ago
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Tales from the Aether: Factions
Grace of Death
External Magical Source
It has been noted that on incredibly rare occasion, one who experiences mass death or near death themselves is granted unique abilities. This is called the Grace of Death. The mortal is tainted by the sudden and mass exodus of souls or their own soul’s attempt to move on. In the days or years to come, they start developing magical abilities of the Necromantic and Evocative nature. The more they use this magic, they more they psychically change. They start looking deathly ill with a sluggish heartbeat and are cold to the touch, the warmth of life sucked from their skin. They may start looking Macabre but they are still very much alive. Alternatively, it is fairly common for Living Dead to posses this type of magic.
Language: Common
Traits (Choose One)
Social – Due to your deathly appearance, you can get people to pity you. If you play the illness card, you can get people to offer you small amounts of money, food, or even a place to stay. Alternatively, you can make people fear the potential spread of your illness.
Survival – You gain a +2 Resistance to Poison and Disease.
Combat – You can spend 1 Arcana to imbue your attacks with a Dice of Necrotic damage.
Magic – Once per day, you can attempt to tear a creature’s soul from their body. Make an Evocation spell attack roll against a target within touch range. On a success, perform the Insta-Kill challenge. On a success, the target is killed. On a fail, you drop to 0 Hit Points.
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sir-fenris · 3 months ago
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so in the withering universe, is magic a widespread phenomenon? are magic users like cyrus used in combat regularly? or is he more a rare case :0
This took a while to answer, sorry! I wanted to first post Cyrus's ID, and take this as an opportunity to explain what withers are.
I noticed you highlighted the supervisor's notes. I suggest you keep it in mind while you read this :)
(You can skip to the end for the direct answer if you want, too)
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(Curse of Withering)
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➤ 𝐖𝖎𝖙𝖍𝖊𝖗𝖘
Withers are Gifteds (people with magic), from any species, that develop the magic of withering. Their magic is non-hereditary and non-replicable by science, making it a randomly acquired trait. It is considered a very rare magic type.
Withering doesn't seem to have any logic or criteria when it comes to what individuals or what species to appear in, except from these two common traits:
-> Always targets high cognitive species.
-> Appears more often in species with inclinations to violence and cruelty.
➛ Usage of withering
Withering magic allows the user to make anything wither, rot, decay, and eventually disintegrate. Dead or alive, organic or not.
Vegetation loses its color and life, withering until it's dry and ashes. Metal corrodes, weakening and deforming until it's useless. Food rots months in just a few seconds. Rocks weather and disintegrate until it's almost sand. Living species wither, decomposing until all life it's drained out of them.
To use withering magic is to bend the earthly chains of nature and decay all that the magic can reach.
➛ Euphoria and insanity
Withers, once they start developing their magic, start to experience a rare type of magical glee.
Most Gifteds feel calm, happy, and/or pleasantly eager to keep using their abilities, being encouraged by the steady flow of magic in their veins.
Withers experience magical euphoria. The withering magic leaves them dizzy and lightheaded at the very moment it leaves their fingertips, quickly pulling them down into the spiral of giddy energy that soon turns into complete maniac glee. No morals or hesitant thoughts, no emotions but that euphoria that coos them to keep using the magic until there's nothing left to decay in their reach.
The magical euphoria is the main reason why withers are hunted, killed, or cast away from their societies. They turn volatile, insane in their endless euphoria. They embrace the pleasure of destroying and killing all they can reach. That makes them too dangerous to be kept alive, to be considered rational enough to live in society.
Survivors and witnesses claim to have heard the withers singing while using their magic and to have seen veiny or misty black lines coming from completely necrotic hands while the magic is being used.
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To finally answer your question directly. Magic is fairly common, and magic users are called Gifted, but as you read, withering magic, specifically, is not common. Gifteds are used in the war, both voluntary and involuntary, I promise you'll see more of that in the story :)
Now. About Withers... doesn't sound much like Cyrus, does it? Remember the supervisor's note? And I've said in some asks that Cyrus is irreplaceable and very powerful. Well, that's all I can say about "Are magic users like Cyrus used in combat". You'll have a chapter about that eventually, don't worry :)
Sorry to info dump and, in the end, barely answer your questions, this is spoiler territory :') but I hope what I did say was interesting to you <3
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Taglist: @whump-till-ya-jump @floral-comet-whump @paingoes @bonbonbobomb @inhurtandincomfort
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firebastardextraordinaire · 5 months ago
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OOOH OC FUN FACTS!! Thanks to darling @lilarus for tagging me! i tagggg @lucien-lachance @loderlied @theladygrim @cheesychickenwings and @ray-elgatodormido
I think I’m going to astonish everyone by choosing Vinari over Jura for this lmao (if only bc all of you already know so much about Jura lol)
So naturally some of you already know that Vinvin is my main character for my original work Fallacy of the Damned but she’s also been supplanted as one of my official dnd/forgotten realms blorbos too!
So onto the fun facts about Faerunian Vinari/Dirge! I'm putting it under a readmore bc holy shit this is long af and kinda got out of hand bc i've only ever really talked to Ari about Faerunian Vinari i think lmao
- Vinari (chosen name for a while) was born Dirge to a human sorceror/cleric of Myrkul and the heir to the Drow Bhaalist Clan of the Vidrus, both sects who lived in Waterdeep (well the Vidrus lived in the UpperDark under Waterdeep technically) and thus Dirge Vidrus was raised in both Myrkul and Bhaal’s churches (with a hint of Lolth too. Lolth begrudgingly shares the Vidrus the Bhaal but only because she kinda likes the funky little upjumped human. They’ve bonded over a mutual love of death and murder and apparently breeding horrific and evil monster children)
- Dirge’s official classes are Shadow Sorcerer (which she got from dad, who got one of Myrkul’s evil hugs full of necrotic energy that nearly fucking killed him but apparently did not affect his ability to have children. Or maybe it DID but Myrkul was like, yknow what I’ll allow it this time bc he needs more worshippers anyway and Gods can be freaks when it comes to their clerics breeding habits) and Phantom Rogue (which is a subclass that many rogues can pick up from a variety of ways from sleeping in graveyards or training in/by death god cults or by liches.) in Dirge’s case, the phantom subclass cane naturally as a result of being a shadow sorceror AND being raised by the clergy of TWO gods of death. (I’d def recommend looking at these two 5e classes because they are literally SO fun) she also has a couple levels in warlock, but not because she made a pact with a patron, but because she IS her own patron. (Since in 5e you can have a powerful undead as a patron, I see no reason she can’t be her OWN patron once her magic gets powerful enough) she’s a pact of the blade warlock and her pact weapon is a dagger, which I’m about to talk about next!
- her dagger was created by and given to her by Myrkul himself. Because Myrkulites are followers of the god of the dead and don’t fear dying themselves, and consider getting one of their God’s necrosis filled hugs that are almost certain to kill them, and if they survive horribly fuck them up for life to be the highest honor, i think they definitely have a bunch of different rituals and just other kind of stupid shit that will easily kill them that they do for clout, honor, and as rites of passage. One of which being getting one of Myrkul’s evil hugs. ANOTHER is going through one of the thousands of portals to Hades and the realm of the dead to try and meet Myrkul in person. Generally speaking, this is not the wisest thing to do considering the realm of the dead is not a very friendly or safe place to be if youre alive, especially when you consider the fact that to even GET there, you have to go swimming through the Water of Forgetfulness, which drain people (living and dead) of both memory and emotions the longer they're exposed to it. Vinari passed the series of saving throws to keep her memories. She didn't do so well on the saving throws to keep her emotions, but she did make it there and back with her mind (and body) in tact, and Myrkul was both mildly impressed and amused by the fact she'd acomplished this that he gave her the dagger that serves as both her pact weapon (and thus arcane focus) and her main instrument of murder.
it has a LOT of very VERY unfriendly effects, which isn't exactly surprising considering it was made by the god of the dead for an assassin. The main ones being dealing extra necrotic damage on sneak attacks, critical hits, and attacks made while obscured but the super NASTY effect it has is that wounds inflicted by it can't be healed with magic, in fact, healing magic will inflict necrotic damage INSTEAD of healing, so they have to be allowed to heal naturally, unless a mage casts Remove Curse. .....and if they don't cast remove curse with a level 7 spell slot or higher, THEY get hit with a second, counter curse! and have to roll a constitution saving throw against some necrotic damage lol.
and the thing is that the dagger is a long, thin, and slender blade designed for slipping into weak spots in armor and piercing vital organs or severing important arteries, aka meant for fast and quick assassinations. Which means that assuming the victim survives the initial attack, they're probably not going to survive for VERY LONG afterwards without immediate help from a cleric, who better hope that A. pass their arcana check to realize the wounds are cursed and that trying to heal them without removing the curse will only kill the poor bastard faster! and then B. pass a SECOND arcana check to realize that its a very POWERFUL curse and if they don't cast an appropriately powerful remove curse spell and try to go cheap with it, it's not going to end well for THEM either! and then C. better hope that they're actually POWERFUL ENOUGH to cast the spell with the high enough level spell slot needed to avoid the counter curse!
all in all, it is definitely not a weapon that one would want wielded against them lmao
- MOVING ON, Vin's story in Faerun is actually split into two parts. The first taking place during the Time of Troubles, where she's running around as a mercenary by day and assassin by night, and she ends up Joining Midnight and Kelemvor's party to go rescue Mystra from Bane (though naturally none of them have any idea thats what theyre even DOING until they get there) and Even though Kel's got his bit of sexism going on at the beginning (in that he didn't want midnight going at all to begin with either) it's actually Cyric who vouches for Vinari's skills and convinces Kelemvor to let her go too because Cyric and Vinari were casually hanging out and doing merc work together before meeting Kelemvor. Pretty much no one finds out/knows for sure that Vin's a fucking BHAALIST until book two and three. Cyric gets it confirmed by Bane in book two, and he outes her to the party in book three.
But to make a long story short, when Cyric (well not him actually, his sentient sword) kills Bhaal in the third book, Midnight teleported the party away from the ensuing blast from the death of the god. Well, MOST of the party. Unfortunately for Vin, she was on the OTHER side of Bhaal from the party watching the fighting go down because she's stuck between a rock and a hard place here because she likes the party and doesnt want them to die, but at the same time, the god of murder is one of the LAST gods you ever want to betray (or them think you betrayed them)
so yeah, Vinari does NOT get teleported to safety with everyone else, and she very nearly gets blown to fucking smithereens when Bhaal dies. but she doesn't! (though she doesn't know its because in his final moments Bhaal did some quick spellwork to shield her from the majority of the blast because he needs her alive for one of his MANY contingency plans) but even though she doesn't die, she's fucking nearly dead for almost the rest of book because while the rest of the party is dealing with myrkul's shit, she's fucking floating down the winding river. which is now polluted with Bhaal's blood and divine essence. which means she's taking a veryyyyy long bath soaking in and absorbing the fucking god of death's divine power! So by the time she recovers enough to pull her sorry ass out of the fucking river, she's very much NOT the same person that she was before she nearly got blown to pieces.
so yeah she ends up hightailing it to the closest divine staircase to try and figure out what all has happened while she was microdosing being dead, and gets there right in time to see Midnight and Cyrics chat with Ao about the tablets and becoming gods.
remember that Cyric is the one who (supposedly) killed Bhaal, whose divine essence Vin has spent the last two to three weeks soaking in.
I'm sure you can guess exactly what happens next. and if not ill tell you anyway. Vinari promptly fucking kills cyric right in front of the God of Gods. By throwing her dagger with perfect aim and lodging it right in Cyric's throat from fifty feet away.
Of course, Ao LET her do this bc he's well aware of the fact that she's upjumped on Bhaal's divine essence and he wanted to see if she'd prove herself a worthy successor to him, and which in immediately killing Cyric on sight, she did.
Of course, Ao just immediately revives Cyric bc he DOES still intend to make him a god, its just instead of getting all the dead three's portfolios, he's losing death to Vinari.
so yeah, Vinari becomes the new god of Death! Also she starts going by Dirge again when she becomes a god and ends up sticking with it. Speaking of her godhood, it lasts about 10 years because i'm one of the "actually bg2 revived bhaal just fine and according to his plan, he was just incredibly antisocial and didn't bother telling anyone he was back in action again for another 100 years" truthers, and of course as soon as Bhaal was alive again and walking into his old, now Dirge's throne room, she was more than happy to see him and give him all his power back (which is EXACTLY what he thought she'd do and why the last thing he did before dying was ensuring that SHE didn't) So now Bhaal is the god of murder again, and Dirge, now just a rank 0 quasideity, heads back to Faerun to start renacting his will so he can regain more of his power faster.
Which leads to Dirge being around and causing trouble in bg3, but this is already long enough so i won't go into that lmao.
But here have some pictures of her mortal forms before and after becoming a god. She chooses to take the form of a human in the after because being a half drow is REALLY inconvenient to getting around places lmao
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fanfoolishness · 5 months ago
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Rook questions!!! 9, 19, 29, 39, 49?
9. What is Rook like on the battlefield?
Asla Mercar is a rogue. She dabbles in dual blades, but archery is where she really sings (she, Lace and Varric made quite the sniper trio). She wound up taking the Lords of Fortune artificer specialization and could lay waste to the battlefield between her ever-present arrow turret, her reeling electric bolts and the clouds of necrotic-tipped arrows. My final build for her had stacks and stacks of bleeding and necrotic weapons enchantments, and it was a blast sniping darkspawn in the head and seeing necrosis splash onto the surrounding battlefield.
19. What is Rook’s love language? What love languages do they respond best to?
Rook might joke a lot, but she goes absolutely twitterpaited for real earnestness. Lace's sweet smile and giggles and heartfelt confessions struck right to Rook's heart like one of Lace's well-aimed arrows. While she does love physical touch, it's not as important to her, so she was okay that they took their time while Lace worked on mastery of her lyrium powers. She loves it when Lace thinks of little things, like bringing her coffee (while Lace is a tea fan, she asks Lucanis to teach her how to brew coffee for Rook) or new flowers from her room in the Lighthouse. Sometimes she's just so comforted by quietly sitting near Lace while they read or write letters, then glancing up to see her smile at her.
29. Any vices?
Rook used to have a gambling issue when she was younger. She'd bet on horses and magic competitions, though she realized later on that several of the human magic matches were slave teams. She eventually lost her stomach for gambling after learning what would happen to losing teams. She likes the Lords of Fortune setup much more, but was able to tell herself they had to focus on other things besides brawler matches and she only lost a few sovereigns before she let it go.
39. What is their room at The Lighthouse like?
Rook's room has trinkets from important things on her journey. She's drawn to dwarven artifacts, carvings, tablets and tapestries, and decorates the entire Lighthouse in a dwarven theme; she's never been close with other dwarves before Harding and Varric, and her understanding of her people expands enormously during DATV. But she also loves plants from Arlathan because they remind her of Harding and Bellara both, two of her favorite people. She also likes weird sculptures, and has a Dalish nug sculpture as well as some rather forbidding sculptures from Tevinter. She keeps a bed on the floor for Assan and has a puzzle box that she gives to Manfred to play with when he wanders in.
49. What will always make them laugh?
Animals being silly. She grew up petting the strays of Minrathous, and is utterly charmed at seeing wild creatures like nugs or griffons gamboling around in nature. She still pets every cat she finds.
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cagemasterfantasy · 2 months ago
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MLP AU: Druid: Circle of the Everlasting Night
Note: This subclass uses the 2024 rules for Druid
For @doodl3 and @redtigor (the only 2 people I know who are fans of my little pony). This subclass is in loving memory of Gilbert Auchinleck (aka Doc Harris) the voice of Grogar in My Little Pony: Friendship is Magic.
He was a legendary actor and I just found out he died so I know it's late but f in the chat for Doc Harris.
August 3 1948- October 5 2024
These Druids draw their power from the darkest aspects of nature, the creeping shadows, the venomous blooms, and the chilling stillness of a world without sun. They might be corrupted by a malevolent force, driven by a desire for power, or simply embrace the darker side of the natural cycle. Think of them as the Nightmare Moon or corrupted Grogar equivalents of Druids.
Spells:
Level 3: Bane, Inflict Wounds, Minor Illusion, Poison Spray
Level 5: Blindness/Deafness, Ray of Sickness (can choose to have it deal Necrotic damage instead of Poison damage)
Level 7: Fear, Vampiric Touch
Level 9: Contagion, Enervation (I couldn't think of another spell)
Level 3 Shadow's Embrace: When you choose this circle, you gain proficiency in Deception and Intimidation. Additionally, you learn the Chill Touch cantrip.
Level 5 Night's Blessing: When you use Wild Shape, you can choose to transform into a corrupted version of a beast. This corrupted beast form gains the following benefits:
Its attacks deal an extra 1d6 necrotic damage.
It gains darkvision out to 60 feet.
Once per transformation, as a bonus action, it can emit a cloud of shadowy smoke in a 15-foot radius. Creatures within the smoke must succeed on a Constitution saving throw against your spell save DC or become poisoned until the end of your next turn.
Level 10 Venomous Bloom: You can cause poisonous and thorny vines to erupt from the ground in a 20-foot radius centered on a point you can see within 60 feet. Creatures in the area must make a Dexterity saving throw against your spell save DC. On a failed save, they take 3d10 poison damage and are restrained by the vines. A creature can use its action to attempt to break free from the vines by succeeding on a Athletics check against your spell save DC. On a success, they take half damage and are not restrained.
Level 14 Everlasting Night: Once per long rest, you can perform a ritual to plunge a 30-foot radius area into magical darkness. This darkness is considered magical and cannot be dispelled by mundane means. While within this darkness, you and any friendly creatures of your choice have advantage on attack rolls against creatures within the darkness, and those creatures have disadvantage on attack rolls against you and friendly creatures. Any friendly creatures in the darkness can see through it. The darkness lasts for 1 minute or until you dismiss it as a bonus action.
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symposiumlover · 6 months ago
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Information for @cravingtakoyaki for the last scene of The First of The Thirteen, regarding the cameo.
Extra Information:
The Prophesier is a mysterious figure who emerges in the final moments of the series, donning the black robes and blank mask of the Cultus Cranni. This character becomes crucial in extending the legacy of the Skull Sorcerers and continuing the cycle of darkness that Hazza D’ur set in motion. They are not all too present in the series because of the timeframe, but this can be considered a sequel. Here is a detailed character concept for this enigmatic figure:
Character Profile: The Prophesier
Real Name: Unknown (deliberately shrouded in mystery to add to their ominous presence)
- Title: The Prophesier
- Affiliation: Cultus Cranni (both the reformed version of Hazza D’ur’s original cult, and possibly the first version)
- Age: Appears to be in their late 20s to early 30s, though their true age is unknown due to the possible use of dark magic
- Gender: Ambiguous (often referred to as "they" to maintain the air of mystery — not known if it’s necessarily for terms of gender identity)
- Appearance:
- Robes: Wears the traditional black robes of the Cultus Cranni, but with an added layer of intricate symbols stitched in dark green thread, representing runes of ancient magic.
- Mask: The mask is a stark, blank face with no features, only two dark slits for eyes that seem to glow faintly in certain light, giving the impression of ever-watching eyes.
- Hands: Often wrapped in tattered cloth bandages, revealing hints of necrotic energy seeping from their skin, implying they have already begun dabbling in forbidden magic.
- Eyes: Though mostly concealed, their eyes, when glimpsed, appear almost hollow—deep-set with a subtle glow.
Personality Traits
- Visionary: The Prophesier is obsessed with the concept of prophecy and fate. They believe that everything is predestined, and they interpret the fall of previous Skull Sorcerers as a necessary step toward an ultimate destiny.
- Calculated and Patient: Unlike the power-hungry nature of Hazza D’ur or the desperation of King Vangelis (who lives his life much later) The Prophesier is methodical, always thinking several steps ahead. They are willing to wait centuries if necessary for their plans to unfold.
- Charismatic: They possess a quiet yet persuasive charisma that draws people in, making them believe in their vision. Their calm, almost hypnotic voice has a way of turning doubts into certainty.
Motivations
- Rebirth of Hazza D’ur: They are devoted to the idea that Hazza D’ur's spirit has not been truly destroyed but merely dormant. The Prophesier seeks to gather enough dark magic and sacrifice to bring him back, as well as digging up his body, believing Hazza D’ur's return will herald a new era of power. The Prophesier fails in resurrecting his entire body, but manages to bring back his spirit in his skull. He had nearly done that himself, so the workload was much easier for them. This happens over the course of 4 years, as The Prophesier travels across the lands, learning more about the art of necromancy to revive his spirit.
- The Fall of The Thirteen: The Prophesier believes that the line of the Skull Sorcerers was meant to end with the thirteenth. Their ultimate goal is to prolong the cycle and ensure that the number thirteen reaches its final, most powerful manifestation before the Skull Sorcerers rise no more. It’s a final act to create a legendary legacy.
- Master of Fate: They know everything in blurry details. They know they cannot stop what will happen, but they want to make it as legendary as possible. They take on a pupil ten years after Hazza D’ur begins to teach them his magic. They pass on information to their pupil; everything they know. Hazza D’ur favors the pupil over The Prophesier.
Background
The true origins of The Prophesier are unknown. Legends suggest they were most likely a former member of Cultus Cranni. Some say they were drawn to Hazza D’ur's teachings after having a vision that revealed the hidden truths of life, death, and fate.
Abilities and Skills
- Dark Magic Manipulation: The Prophesier has a deep understanding of necromancy and ancient dark spells. They can manipulate the life force of lesser beings and temporarily bind spirits to objects.
- Prophetic Insight: They have visions that sometimes offer glimpses of possible futures. While these visions are not always clear or linear, they use them to guide their actions and foresee potential threats.
- Mind Control and Influence: The Prophesier has developed techniques to bend the will of others, influencing their thoughts and actions subtly, making others believe they are acting on their own will. They did not use mind control on their pupil, as the pupil was an orphan and they had taken her when she was about 5 years old. The Prophesier is a parental-like figure and mentor.
Relationships
- Hazza D’ur: They view Hazza D’ur not as a mere predecessor but almost as a divine figure whose legacy they are destined to fulfill. The Prophesier believes they are the one who will make the legacy great. Hazza D’ur is irked that the Prophesier does not seek immortality, but is impressed by their determination to make his line interesting and fulfilling, so he helps them and teaches them his magic.
- Vangelis: The Prophesier has mixed feelings toward Vangelis. They see him as a necessary, albeit flawed, link in the chain of Skull Sorcerers. They do not know the extent of his accomplishments, as it is all foggy to them in terms of their prophecy, but he seems to be more desperate than ambitious. This makes the Prophesier more motivated to make the legacies great before Vangelis’s emergence in time.
- Cultus Cranni Followers: The Prophesier begins to rebuild the Cultus Cranni, gathering new followers with promises of dark power and eternal knowledge. They choose members with great care, seeking only those who are willing to sacrifice everything for the cause.
- The Pupil: The pupil goes by the name of Thelia. The Prophesier found her as a child and is a parental figure and mentor.
Final Words
The last time anyone sees The Prophesier, it’s as they lay silently, bedridden from sickness, watching their pupil train with the help of Hazza D’ur outside the window of their home. The Prophesier, although strong, is weakening, and knows that their pupil will be even greater. Without saying a word, they stand up with difficulty and turn to leave, and the wind carries a whisper that only they can hear.
"And so it begins again..."
This ending foreshadows The Prophesier’s rise and fall as the new wielder of Hazza D’ur’s legacy and sets the stage for the future battles that await Ninjago against this new embodiment of the Skull Sorcerer’s will.
Random facts about The Prophesier
The Prophesier loves ginger beer and cold evenings! They often lay outside with their pupil on blankets and cushions during evenings, looking at the stars.
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spacemonkeysalsa · 1 year ago
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God of Ambivalence
A tiefling Artificer trying to carve a new path for himself splits a large stone on a beach to discover something truly shocking: a wizard missing a hand and in need of a lot of help, and magical items. Lucky for the wizard, Elion happens to be a fount of magical items.
Pairing - OC/Gale & Shadowheart/Lae'zel but there will be more as it goes on.
Read Chapter One on Ao3
or read Chapter Two, below
In this chapter... Roll for initiative. Gale rolled 3 (-2 for dying). Elion rolled 12. Cambion rolled 19 +13 modifier. Cambion rolls to attack.
He’d thought that getting the man onto the cart would be the easy part, but actually, getting close to him at all proved difficult and dangerous. Arabella had the right idea.
The necrotic aura coming off of him was challenging in and of itself, though it dissipated somewhat after mere moments in the open air. He wondered where it was coming from. The man’s body itself could be a conduit—there was something very logical about a dead body giving off a necrotic mist, but this man wasn’t dead. He was just in a very bad way. The film around him seemed at once to be protecting him and threatening anyone and anything that got close; it seemed like that this was the source of all the swirling miasma of death and power.
Whoever this guy was, he had to be important, or powerful, or both, but if that was the case, how had it gotten this bad for him? It drove Elion wild that he couldn't discern much from his condition. He was so used to being able to break anything apart into its properties, by looking at it. Rock, machines, even people gave away what was wrong with them, just by how they stood and spoke and moved. Like the mysterious Arabella. Startling and odd as she was, he thought he had an accurate read of her, as some kind of powerful druid, fey touched in some way, and intuitive about the world around her. Rare. Unique. But, simple enough to see. He hadn’t even needed to interview her, he could just observe her and know her.
But, this man baffled him.
There would be a story here, and probably one he’d only know if the man survived long enough to tell Elion all about it himself.
He’d only survive if Elion saved him. But, getting close to him, he felt something reaching out like a drain. The mess around him was like tentacles. They touched him, not in a tactile way, but still, he felt it clinging like smoke, begging to be breathed in, begging to choke him. If he stayed too close, for longer than a few seconds, he immediately started to get sick.
He hadn’t put his gloves on when he was working. Faydor didn’t believe in them. He’d discouraged his apprentice from wearing gloves, saying that he needed to experience every rough sensation from the stone itself. Whatever was wrong with the man, he appeared to be deteriorating. Elion shoved his little used leather gloves on and held his breath as he grabbed the man under his arms and lifted him up against his chest. He was lighter than he looked, and his flesh was hot. Burning, in fact. If Elion hadn’t been a tiefling, he might’ve found it quite uncomfortable, he thought, for a moment, before he had to acknowledge that it was very uncomfortable. It wasn’t the heat of fire, the kind  he had a natural tolerance for, it was an acidic, irritating kind of discomfort. He heard the man grunt, which spurred him on, as he carried him over the cart and placed him inside.
Would the cleric know what to do with him? Elion thought he’d seen everything, but nothing about the man’s state stirred any memory of magical or injurious malady. The places on his bare skin where he’d touched him itched and tingled. He had to take a few steps away from the cart and the dying man inside of it to take deep abiding breaths and steady himself. At this rate, the cleric would need to look at Elion as well.
He used a bit of rope from the cart to create a lead, so he didn’t have to stay quite so close to the man as he pulled him along. Aside from the necessity for a lead, there wasn’t much difference between hauling the empty cart, and hauling the man’s body inside of it. He was a nuisance, but he wasn’t heavy. Elion could get them there in as much time as it had taken him to get from the temple to almost the beach that morning. Would that be fast enough?
His cargo was in bad shape, and the aura he gave off was dangerous. With so many people around, he couldn’t pass through town, the way he had come, he’d have to take the brambled path that wrapped around, near the fetid swamp. It would be rough and rocky and not at all suited for the cart, but it might actually make the journey faster, as long as he didn’t run into any serious obstacles.
Twice, he thought the man had died outright, as he stilled completely, including his breath. The first time, he gasped in pain, but remained unconscious and unaware of his surroundings, little more than a graying corpse keeping itself alive in wheezing inhales. The second time his revival was more alarming. He seemed to wake, his eyes opened, bloodshot and darkened, but aware. “P-please,” his voice was weak, and Elion’s first instinct was to ignore him and keep going. They were almost through the roughest part of the trail. The temple was within sight. A ravine plunged on one side of the trail, filled with the river that flowed all the way to Baulder’s Gate. They neared the bridge they would need to use to cross over, and their way clear.
“Hold it together, as you’ve done so far!” Elion called back to him from the other side of the lead. “We’re close.” Close to what? Even he wasn’t sure but he repeated it, “we’re close.”
“Magic!” The man spoke with a little force, too much, it seemed, he fell back, nearly seemed to faint.
That he was under some kind of curse was one possibility. Elion wasn’t sure what he was meant to do with that information. He resolved to simply pick up the pace, but at the same instance that the sky darkened overheard from a cloud wandering in front of the blazing sun, a flash of deep purple from the man flared in the corner of Elion’s eye and his mysterious cargo cried out again. “Can’t, let it…” the man was weeping now, from pain surely, but there was such desperation in his voice.
The temple was close, but not close enough. Something tugged at Elion; he looked back at the man he was dragging, the unmistakable sinking feeling in the pit of him starting to pull.
He was going to die before they got there.
Elion needed to do something for him, right now.
He coiled the lead around one arm and carefully skirted past the cliff’s edge that led straight down into the ravine. He approached the cart, eyes burning from the proximity.
His own discomfort faded as he got another close look at the man. Awake now, but barely, he was so obviously in agony that Elion couldn’t think of anything else. He was dying, and as their eyes met, he knew the man knew it, but the panic in his face was so raw. He clutched at his chest. His robes were torn open, and strange black and purple bruising blazed with violet light, even as he watched, Elion had the distinct impression the man was making some effort to tame the light, the pain, and the fear. “I don’t know enough,” Elion confessed, helpless, “I’m not that kind of spellcaster.” He could give him a quick death, but no, that wasn’t what the man wanted, and it wasn’t what he was wordlessly begging for.
A crunch on the trail behind them drew Elion’s head around. A great shadow of a wingspan, precluded the sight of a horned, winged presence, holding a shimmering glaive.
With a curse under his breath, Elion remembered Arabella’s strange introduction, too late. She’d mistaken him for a cambion. He’d mistaken that for eccentricity. But, no. It seemed she had some reason to believe there was a cambion in the area.
The cambion twirled his glaive, and in spite of everything Elion couldn’t help but appreciate that it was a gorgeous weapon, obviously infused with magic. A spark of lavender brushed off of it as the cambion poised the weapon towards him, and closed the distance between them at a glide so smooth that Elion almost didn’t appreciate the speed of it—the aggression.
He might have simply watched the blade pass right into his chest, for shock. But at the last moment, his slow reflexes managed to move him the few inches he needed to avoid instant death. One arm raised, the lead still wrapped around his wrist, and the weapon strained against the rope, slowing his attacker down. Another instinct sent Elion’s fist flying into the cambion’s face.
The cambion barely flinched, solid black eyes and bared fangs fixed.
Then, the man in the cart sat bolt upright and laid hands on the glaive.
The world around them seemed to go very silent. The violet light coming from the dying man enveloped the weapon and its own softer lavender glow. The cambion groaned, almost as though he had some idea of what was happening, though his face looked just as shocked as Elion felt as the glaive seemed to dissolve into the light, flowing straight into the man’s strained body.
Hungry. That’s what Arabella had said about the presence in the stone. It was hungry.
The glaive was gone, and the cambion and Elion both stood stunned with the nearly dead man releasing a lungful of putrid air from his straining lungs. The necrotic aura seemed to have dissipated in that breath, and with it, he spoke. His only remaining hand flopped against the cambion’s well-muscled chest, “Detono,” the dying man grumbled. Could’ve been his last word.
The cambion didn’t even have time to curse before the thunderwave shot him into the ravine.
The dying man fell back into the cart, and into immediate unconsciousness.
Well. It seemed Elion had found a dying wizard.
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