#need to put like 100 variants of armourer
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lesbian bo-katan strikes again
#lesbian bo-katan supremacy#my art#armorkatan#bo-katan kryze#the armorer#the armourer#bo-katan x armourer#bo-katan x armorer#bo-katan x the armourer#bo-katan x the armorer#god i hate american spelling#need to put like 100 variants of armourer#anyway i hope we get her name soon so i don't have to write “the armourer” every single time#mando s3 spoilers#the mandalorian spoilers#the mandalorian s3 spoilers#the mandalorian season 3 spoilers#mando spoilers#mandalorian spoilers
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#9: Sypha Belnades [Castlevania]
Happy Castlevania Day, everyone!
We continue our little special with everybody's favourite Speaker, a self-proclaimed enemy of God, and all-around nerd – Sypha Belnades. Wielding magic, knowledge, and somehow keeping Trevor and Alucard in check, it's going to be fun to have her in your D&D game.
Next Time: ...I mean, y'all know who is left. The Cool Whip Man cometh!
So, what do we need to start shooting some spells (besides a lovely Spanish accent)?
Big Brain Time: Sypha is a Speaker, a collector of knowledge, and a walking library with expertise ranging from magic, history, and probably anything you can think of. And even more, because "we know all the words".
A Song of Ice & Fire: These two seems to be Sypha's weapons of choice. We've seen her do other feats of sorcery, but it's usually fire bolts or ice walls we see the most.
Limber! Loose! Rubber Goose!: Sypha doesn't wear any armour and is able to keep up with Trevor and Alucard, both obviously Dexterity-based fighters. If we can't give her some Hit Points, we'll make sure she can avoid danger.
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Sypha is a Human (hooray, our first Human!) and her magic prowess gives us a good excuse to make her a Variant Human. We get a +1 to two abilities of our choice, let's pick Intelligence and Constitution. We also know Common and one other language, and we get to pick one skill proficiency, let's get Investigation. Variant Humans can also get one feat from the start; War Caster is a great idea for any spellcaster who finds themselves in the heat of battle. We have an advantage on Constitution saving throw to maintain our concentration, we can use somatic components of the spell with just one hand, and when we get to make an attack of opportunity, we can cast a spell instead of making a melee attack.
For Sypha's background, I don't think we can do anything but Sage. We're smart, we've been studying history and arcane arts our entire life, and therefore we get proficiency with Arcana and History. We get to learn two languages of our choice, and we get the Researcher feature; we have a rough idea where a piece of information we're looking for could be located, whether it's a library, archive, or somebody's residence.
ABILITY SCORES
It goes without saying that Intelligence goes first here, we need the smarts for the spells. Next up is Dexterity, we are good enough to keep up with both Trevor and Alucard, and not get easily surprised by night creatures. Constitution is next, every spellcaster needs those precious Hit Points.
Wisdom is next, we're much more the book-smart type, but we've certainly picked up some street-smarts while travelling with our whole clan. Follow that up with Charisma, it's a little lower than I would like it to be, but we occasionally get to make Trevor do what we want to. Finally, we'll be dumping Strength.
CLASS
I think nobody will be surprised if I say this is a pure build. We're going Wizard start-to-finish.
Wizards are the squishiest of squishy bois in D&D, as their Hit Dice is a d6. We start with [6 + our Constitution modifier] Hit Points and no proficiencies with any armour type. We are, however, proficient with daggers, darts, slings, quarterstaffs, and light crossbows. Our saving throws are, of course, Intelligence and Wisdom, and we get to pick two class skills; let's get Insight (to better spot shady activities in towns we visit) and Religion (God may hate us, but you know what they say - know thy enemy).
Level 1 - We start with Arcane Recovery, which is a useful trick to recover spell slots. Once per day, when we finish a short rest, we can refill our expended spell slots. The combined level of the spell slots must be equal to or less than half of our Wizard level... which means for a while we'll be only recovering 1st-level spells...
Since we're a Wizard, we start off with Spellcasting. We know cantrips, ritual casting, and regular spells. Intelligence is our spellcasting ability, and we learn two new spells each time we level up. We start this arcane jamboree with three cantrips:
Fire Bolt lets us hurl a mote of fire at one target. Simple. Effective. On a successful hit, the enemy takes 1d10 fire damage (damage increases as we level up).
Ray of Frost is similar, the basic ice spell. On a successful hit, the target takes 1d8 cold damage (scales with level), and its speed is reduced by 10 feet until the start of our next turn.
Shocking Grasp sends a jolt of electricity through one target we touch. If a target wears armour made of metal, we make the attack roll with advantage. On a successful hit, the target takes 1d8 lightning damage (scales with level) and cannot take reactions until the start of its next turn.
Wizards start with two 1st-level spell slots and six 1st-level spells:
Burning Hands creates a 15-foot cone of fire. All creatures within range have to make a Dexterity saving throw, or take 3d6 fire damage (half damage on a successful save).
Detect Magic lasts for 10 minutes (concentration) and shows us all magical effects within 30 feet of us. We see the magic as colourful aura around objects or people, and we can distinguish which type of magic the effect belongs to (we cannot identify the spell itself).
Frost Fingers creates blasts of cold coming from our fingertips. Each creature within a 15-foot cone must make a Constitution saving throw, or take 2d8 cold damage (half damage on a successful save).
Ice Knife creates a shard of ice that we can throw at one target, dealing 1d10 cold damage on a successful hit. Hit or miss, the shard then explodes, forcing every creature within 5 feet of it to make a Dexterity saving throw, or take 2d6 cold damage.
Mage Armour makes our defence better. Touching a willing creature (or ourselves), we create a layer of magical protection that makes the AC [13 + Dexterity modifier] for 8 hours.
Shield is used as a reaction when we're being hit. The spell adds +5 to our AC until the start of our next turn.
Level 2 - It is here that we pick our subclass, our Arcane Tradition, and since Sypha is such a powerful necromancer, I think it's only natural to–
Yeah, we're obviously picking School of Evocation, as it's the one focusing on the elements. Everything that burns, freezes, and shocks are here, and we need all of it.
We start this subclass with Evocation Savant, which halves our time and gold needed to copy evocation-type spells into our spellbook. I know Speakers don't believe in the written word, but Sypha always valued books, so she would probably have one in D&D.
Sculpt Spells lets us protect our allies from our own spells if they happen to be in their range. When we cast an evocation spell, we can select a number of creatures we can see equal to [1 + the spell's level], make them automatically succeed on a saving throw (if required), and take no damage at all.
For this level's spells:
Feather Fall protects us and our allies from taking fall damage. We choose up to five creatures within 60 feet of us and slow down their descent rate to 60 feet per round for 1 minute. If the creature lands before the spell end, it takes no damage.
Jump triples the jump distance of a creature we touch for 1 minute.
Level 3 - At this level, we get no new class features, but we do unlock 2nd-level spell slots:
Agnazzar's Scorcher creates a 30 feet long and 5 feet wide line of fire, emanating from us in the direction we choose. Each creature within the line must make a Dexterity saving throw or take 3d8 fire damage (half damage on a successful one).
Gust of Wind makes a strong line of wind (60 feet long, 10 feet wide) blast from us in the direction we choose. Creatures that start their turn in the line must make a Strength saving throw or be pushed 15 feet away from us. As a bonus action, on each of our turns, we can change the direction of the wind.
Level 4 - We get our first Ability Score Improvement. Rule of thumb for any Wizard player: maxing out your Intelligence should be your priority, therefore we're putting +2 to our Intelligence now.
We also get a new cantrip: Dancing Lights create up to four globules of light, floating in the air. We can move them around, and they last up to 1 minute (concentration). The lights can also combine into a Medium-sized glowing humanoid, for purposes of distraction.
We get two more spells:
Scorching Ray creates three bolts of fire, which we can hurl at up to three targets. We make an attack roll for each bolt. On a hit, the target takes 2d6 fire damage.
Snilloc's Snowball Swarm forms a flurry of snowball-like projectiles in a point of our choice within 90 feet from us. Each creature within a 5-foot-radius sphere from the point must make a Dexterity saving throw, or take 3d6 cold damage (half damage on a successful save).
Level 5 - We don't get any new class features here, but we do unlock 3rd-level spells:
Dispel Magic ends any spell of 3rd-level or lower. If a spell is of 4th-level or higher, we must roll a check for our casting ability (DC = 10 + the spell's level). If we use a spell slot of 4th-level or higher, the spell ends automatically, provided the spell slot's level matches or is greater than the spell's.
Fireball is a no-brainer, we had to pick it. Select a point within 150 feet from us. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, or take 8d6 fire damage (half damage on a successful save).
Level 6 - We get our first subclass upgrade, Potent Cantrip. If a creature makes a saving throw against our cantrips, they instead take half of the damage. Unfortunately, it's not helpful to us yet. Let's take some more spells:
Fly gives a willing creature flying speed of 60 feet for the duration (10 minutes, concentration). When the spell ends, the target starts falling. We can target more than one creature if we use spell slots of 4th-level or higher.
Lightning Bolt fires off a bolt of electricity in a 100 feet long and 5 feet wide line. Each creature in the line must make a Dexterity saving throw, or take 8d6 lightning damage (half as much on a successful save).
Level 7 - Time to unlock 4th-level spell slots:
Control Water lets us manipulate a body of water within 300 feet of us. The spell lasts for 10 minutes (concentration) and we get to select from four different effects (Flood, Part Water, Redirect Flow, and Whirlpool); we can use our action on our turn to change the effect or repeat it.
Wall of Fire creates, well... a wall of fire within 120 feet from us. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. It lasts for 1 minute (concentration). We can select which way the heat from the fire is facing. When the wall is forming, creatures in its way must make a Dexterity saving throw, or take 5d8 fire damage (half damage on a successful save).
Level 8 - Time for another ASI. As per the rule of thumb, we need to cap our Intelligence ASAP. So, let's put +2 into it right now. As for our spells at this level:
Dimension Door creates a small spatial opening, which teleports us up to 500 feet in a direction of our choice we can visualize or describe. We can carry objects with us, as long as they don't go over our carrying capacity, and we can bring one willing creature with us.
Ice Storm creates a localized hailstorm in a 20-foot-radius, 40-foot-high cylinder at a point within 300 feet of us. Each creature in the cylinder must make a Dexterity saving throw, or take 2d8 bludgeoning damage and 4d6 cold damage (half damage on a successful save). Hailstones turn the area into difficult terrain until the end of our next turn.
Level 9 - Nothing new class-wise. We unlock 5th-level spells:
Cone of Cold creates a 60-foot cone of biting cold. Each creature within its range must make a Constitution saving throw, or take 8d8 cold damage (half damage on a successful save). Creatures killed by this spell become frozen statues.
Hold Monster forces a Wisdom saving throw on one non-humanoid creature within 90 feet of us, and inflicts paralysis on a failed save. It lasts for 1 minute (concentration), but the held creature can keep making saving throws at the end of each of its turn to shake off the effect.
Level 10 - Halfway through the build, and we get another subclass upgrade. Empowered Evocation lets us add our Intelligence modifier to one damage roll of every evocation spell we cast. Since most of our repertoire is evocation-type spells, we now have a huge damage boost. For spells that create multiple projectiles (e.g. Scorching Ray), we add our Intelligence modifier only to one projectile.
We also get our final cantrip of this build: Frostbite makes numbing cold appear on one target's skin; they have to make a Constitution saving throw, or suffer 1d6 cold damage and have a disadvantage on the next weapon roll they make before the end of their next turn. Because of our Potent Cantrip feature, this spell always deals damage.
For this level's spells:
Counterspell... yes, I know it's 3rd-level, but we really do need it. Sypha is powerful enough to shut down Dracula's magic. It works similarly to Dispel Magic, but this time it's a reaction to somebody casting a spell, instead of a pre-established magical effect.
Immolation chooses one target within 90 feet of us and deals 8d6 fire damage, provided they fail their Dexterity saving throw (half damage on a successful save). On a failed save, the target is also set on fire for the spell's duration (1 minute, concentration). They shed bright light in a 30-foot radius and must keep making Dexterity saving throws at the end of each of their turns, or take 4d6 fire damage. On a successful save, the spell ends. The fire is magical and cannot be extinguished by non-magical means.
Level 11 - We unlock 6th-level spells here:
Chain Lightning creates an arc of electricity, which hits one target within 150 feet from us. It then splits into three bolts, which hit three closest creatures within 30 feet of the original target. All targets must make a Dexterity saving throw, or take 10d8 lightning damage (half damage on a successful save).
Disintegrate works in a similar manner to Dispel Magic or Counterspell... except it's much more lethal. The spell targets a creature, an object, or a magical effect (such as a barrier made via the Wall of Force spell). A targeted creature must make a Dexterity saving throw, or take 10d6+40 force damage. If their Hit Points are reduced to 0, the target is disintegrated to dust and cannot be brought back, unless via the True Resurrection or Wish spells.
Level 12 - Time for another ASI! Since our Intelligence is already maxed out, let's get our two points into Constitution, for those Hit Points we desperately need.
We get two more 6th-level spells:
Otiluke's Freezing Sphere is basically the ice version of Fireball. It creates a small ice ball in a point within 300 feet from us, which then explodes in a 60-feet-radius sphere. Each creature within the area must make a Constitution saving throw, or take 10d6 cold damage (half damage on a successful save). We can also use the ice ball to freeze a body of water up to 6 feet deep and 30 feet square.
Wall of Ice does exactly what it says on the packaging. It creates ten 10x10 ice panels, which we can shape as we wish as long as the panels touch one another. Each panel as the AC of 12 and 30 Hit Points, and even if they're destroyed, they leave freezing air in their place. Creatures moving through the air must make a Constitution saving throw, or take 5d6 cold damage (half damage on a successful save).
Level 13 - Once again, we get no class features, but we do unlock 7th-level spells:
Delayed Blast Fireball is the hand grenade option we need. We can select a point within 150 feet from us and plant a Fireball spell to be activated after 1 minute or if our concentration is broken. The spell creates a fiery explosion within a 20-feet-radius sphere, with the base damage of 12d6 fire. If by the end of our turn, the spell is not detonated, the damage increases by 1d6 each turn.
Prismatic Spray creates eight colourful lights and sends them out in a 60-foot cone. Each creature within range must make a Dexterity saving throw. On a failed save, we roll a 1d8 and decide which colour hits the creature. We have a choice between 10d6 elemental damage, blindness, paralysis, or two effects at once.
Level 14 - Here we get our final subclass upgrade, Overchannel. Once per long rest, when we cast a spell of level 1 through 5, we can decide to deal the maximum amount of damage that spell allows. If we choose to use this feature again before finishing a long rest, we suffer 2d12 necrotic damage per every level of the spell. Each time we use it after the second, the necrotic damage increases by 1d12.
We continue with 7th-level spells:
Teleport instantly teleports us and up to eight willing creatures (or one object) to any location we specify, depending on the degree of familiarity we have with it. The certain success is if there is a permanent Teleportation Circle in the location we want to appear, or if we have something associated with the location.
Whirlwind creates a violent wind storm in a point we can see within 300 feet of us. The whirlwind is a 10-foot-radius, 30-foot-high cylinder. Until the spell ends (1 minute, concentration), we can use our Action to move the whirlwind up to 30 feet in any direction. Creatures that begin their turn in a whirlwind must make a Dexterity saving throw, or take 10d6 bludgeoning damage (half damage on a successful save). In addition, a Large or smaller creature must make a Strength saving throw or be restrained inside the vortex.
Level 15 - Time for 8th-level spells:
Antipathy/Sympathy works as a repellent or... whatever the... opposite of a repellent... is. Attractor? It draws or pushes from us creatures of our specification for 10 days.
Control Weather changes weather patterns in 5 mile radius from us for up to 8 hours (concentration). We must be outdoors when performing the spell, and we can select precipitation, temperature, and the state of winds.
Level 16 - For this ASI this time, we'll put two points into Dexterity.
As for this level's spells:
Incendiary Cloud creates a 20-foot-radius sphere of smoke and embers in a point within 150 feet of us. When the cloud appears, creatures inside it must make a Dexterity saving throw, or take 10d8 fire damage (half damage on a successful save). The same saving throw must be made by a creature who enters the cloud, or who ends its turn there.
Power Word: Stun work on creatures with 150 Hit Points of fewer and stuns them instantly. All those months of travel with Trevor turned us into quite a sailor-mouth, even night creatures are shocked.
Level 17 - Since Wizards are the Apex of the Arcane, we unlock the most powerful spells in the game right here!
Foresight gives a creature we touch a limited ability to see into the future for 8 hours. For that duration, the target cannot be surprised, and has an advantage on all rolls (attack, skill checks, and saving throws). Additionally, other creatures have a disadvantage against the target on all rolls for the duration.
Imprisonment requires a lot of materials, but it creates a permanent magical confinement that holds a one creature that fails its Wisdom saving throw. The imprisoned creature is being kept in suspended animation, and no Divination-type spell can locate it.
Level 18 - Here we get the Spell Mastery feature. It lets us choose one 1st-level spell and one 2nd-level spell, and cast them at will, without the need to burn a spell slot. Shield and Scorching Ray would be my picks.
Meanwhile, in the 9th-level spell section:
Gate is a portal spell, which creates two linked portals; one in front of us (within 60 feet), other in a location on another plane of existence. It lasts for 1 minute (concentration). We could also name a creature we know is on another plane, and yank it through the portal to our current location (for example, a certain Vampire Lord from Hell).
Meteor Swarm makes it rain fire from above. Choosing a spot within 1 mile, lets us cover a 40-foot-radius sphere in Goodness Gracious Great Balls of Fire! Each creature within the sphere must make a Dexterity saving throw, or take 20d6 fire damage and 20d6 bludgeoning damage (half damage on a successful save).
Level 19 - For our final ASI, we increase our Constitution.
As for the spells:
Prismatic Wall creates an opaque wall 90 feet long, 30 feet high, and 1 inch thick. The wall sheds bright light for 100 feet and a dim light for additional 100. Creatures within 20 feet of the wall must make a Constitution saving throw, or be blinded for 1 minute. The wall is composed of seven layers, each with different properties that affect creatures attempting to pass through it (see: Prismatic Spray for comparison).
Invulnerability makes you immune to all damage for 10 minutes (concentration).
Level 20 - Our capstone is the Signature Spell feature. We choose two 3rd-level spells, and make it so we always have them prepared. We can cast them once per short or long rest without burning a spell slot. Fireball is an obvious choice, and let's add either Dispel Magic or Counterspell. Both provide good support.
For our final spells:
Blade of Disaster creates a planar rift shaped like a blade. When we summon it, we can make two melee attacks on creatures or objects within 5 feet of the blade. On a successful hit, the target takes 4d12 force damage. This spell scores a critical hit when rolling 18, 19, or 20. On a critical hit, the blade deals extra 8d12 force damage. Think of the weird glass-like blades from Doctor Strange
Wish... Yes, we're getting Wish. Why wouldn't you get Wish? If used safely, it's the ultimate spell. It replicates the effect of any spell of 8th-level or lower, no need for material components or class affiliation. Alternatively, it can do... well, anything you desire, but keep in mind if it's used for something else than replicating a spell effect, there is a 33% you'll never cast it again.
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And that is it. Sypha Belnades, the Avatar Speaker Magician. Let's see what we've got:
First of all, we've got damage. Damage on top of damage on top of more damage. We're very battlefield-oriented spellcaster. Unfortunately, most of our spells are fire and cold, two very common resistances or immunities. We have a lot of concentration spells, so we need to pick what we want to do. With 131 Hit Points on average, we're also squishy. Luckily, with Shield as our at will spell, we do have a pretty good AC.
---
And that is it! Join me next time, for the last member of the Castlevania OT3!
- Nerdy out!
#d&d#dnd#d&d 5e#dungeons and dragons#castlevania#castlevania season 4#sypha belnades#sypha#character building#wizard#school of evocation
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A Cool Monk...
So WAAAY back in the 70′s, when dnd was in it’s infancy, the Monk was once a cleric subclass, and an overpowered one at that, with the ability to do more damage than a 5e monk can do in 1 round with just 1 hit and the ability to attack way more often than them...
And recently, after looking over Blackmoor and Greyhawk from the 70′s, I came up with something pretty neat!
So in 5e there’s this thing called ‘Ranks’, which need to be earned by a Character (and almost no one uses them because all dnd characters lack effort), but it’s worth it because it gives you some pretty amazing buffs!
And so I made my own little variant, as yet untested, but based more off of the ability for an OD&D Monk to go absolutely crazy!
So, here it is!
I know it looks blurry and bland but here me out, at level 20, a normal 5e monk can do 1d10 damage with each hit from their unarmed strike, and can strike anywhere from 3 to 4 times per turn without taking into account any multiclassing or archetype specific abilities.
So at this level, a Level 20 Monk would be considered a ‘Master’ in Rank, a Master of the Martial Arts.
The next step is Grand Master, someone that controls a whole monastery and essentially trains those soon-to-be Level 20 Monks.
That’s why the Grand Master gets a boost to Open Hand Damage that they cause with their unarmed strikes, all those punches, kicks and etc.
But here is where the DM can have fun, because the only way to advance up in the ladder, from Master to Grand Master, is to single-handedly defeat the current Grand Master is a fist fight, either killing the Grand Master or forcing the Grand Master to submit and making you the new Grand Master.
After that, the cycle continues, eventually you become a Master of the Winds (insert fart joke) and then a Master of the Seasons and eventually a Grand Master of Flowers, of which there is only ever one in the world, the only true master of all ki...
But while doing 4d10 + your Dex Mod per hit sounds great for a Monk, if you feel like the Monk is already a little too damaging, you can use some other features.
A few I’ve come up with are:
Once per long rest, you can use your Flurry of Blows, Patient Defence or Step of the Wind feature without spending the necessary Ki.
Think of this like becoming so in tune with yourself and the universe that you can flow with it naturally, not needing to strain your body or mind to do what others would see as extraordinary.
Perhaps they gain the ability to use the ‘Step of the Wind’ feature without spending the necessary Ki after they become a Grand Master of the Winds for example.
Once per long rest, when you use your Stunning Strike feature, you can choose to spend an additional Ki point to grant the target disadvantage on their saving throw.
Again, something very useful that can’t be used often. Trust me when I say I’ve seen many times when a Monk has spent their Ki point to do Stunning Strike, and the creature immediately passes the save and the Monk just wasted their precious Ki to do literally nothing to help themselves or the party...
So while granting disadvantage is nice, it also doesn’t guarantee that the creature is gonna fail, so there’s still a chance that a creature with a solid Con Mod could easily succeed, even with disadvantage...
Your Movement Speed is now equal to 5 x your Monk Level while you are not wearing armour or carrying a non-monk weapon or shield.
This isn’t really much until the later levels, because at Level 20 having a Monk that has a base movement speed of 100 feet and the ability to dash, dash and dash again, basically going 300 feet in 6 seconds because Monk, is pretty dope.
Combine this with running on the ceiling and running on water and you got yourself a badass...
Your Deflect Missiles ability now allows you to reduce the damage of an attack by ____ + your Dexterity modifier + your monk level.
Instead of a d10, make it a d12, or 2d6, or 5d6, or 4d10, whatever you think is appropriate, but the ability to literally catch and halt a flying bolder in its tracks should be not only a sign of how badass you are, but to show how high up on the scale you are too!
Whenever you take the attack action on your turn, you can choose to spend 3 Ki points to make an additional unarmed strike.
I put it at a minimum of 3 Ki because the maximum number of regular attack any character should get should be about 10, that’s like a High-Level Fighter usnig even and Action Surge on top of it all.
And keep in mind, in order to get these kinds of abilities, your Monk first has to defeat this Grand Master of Whatever in single combat, meaning your could just have your Grand Master of Flowers do 400+ Damage in the first round if you wanted to...
Some more abilities I haven’t fleshed out yet are:
Spend X number of Ki points to automatically succeed on a saving throw.
Spend X number of minutes meditating and regain all your expended Ki.
These two are more for fun...
But after all that remember that each fight will be harder than the last. If you’re not using any of the above ideas or abilities and just want your Monk to do more straight damage with their unarmed strikes, then that’s fine, but remember that you’re fighting 10+ people who are very clearly more trained than you to get to the Rank of Grand Master of Flowers.
This is also a great thread to give to a Monk Player that has that super-animoo protagonist motivation of being the best martial artist in the world.
It gives the monk a motivation, and the monk should (hopefully) get their butt whopped at least once by one of these Grand Masters before defeating them and earning their new rank, or at least gain the privilege of training under a Grand Master of the Winds or a Grand Master of the Seasons to even gain the ability to challenge them for their title...
I’ve seen this before actually online in an old d&d campaign by everyone’s favourite not matt mercer named matt, Matt Colville.
With Bhaltair, the Human Monk, he gained the title of both ‘Master of Locusts’ and ‘Master of Ravens’, both things Matt made up, and after Bhaltair defeated the past Master of Ravens, he gained the title and some awesome powers to go with it, like being able to fly using raven ki magic stuff or turning into a flock of ravens.
So in a way, maybe Matt inspired me, in which case, Thanks!
P.S. I may or may not be testing this in an upcoming campaign, I have no Idea yet because no one has chosen a Monk yet, so it may not even come into play, in which case, feel free to test it yourself!
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100 Magic Items for 5e Pt. 20
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 45 - 50
Items 51 - 55
Items 56 - 60
Items 61 - 65
Items 66 - 70
Items 71 - 75
Items 76 - 80
Items 81 - 85
Items 86 - 90
Items 91 - 95
96. BlackSong Plate
Armour (+1 Plate), Legendary, Requires Attunement
Immaculate plate made of polished dark grey steel, that shines eminently when close to a light source. This set of plate is the magnum opus of the famed dwarven blacksmith Adkyl BlackSong, a blacksmith of the hero age that’s still sung about today across the realms. This armour is so well crafted that not only does it grant +1 additional AC to the wearer – but it is so comfortable that the attuned creature often forgets their even wearing armour. After finishing a long rest, the attuned creature gains 2d6+1 charges, and can carry a max of 12 charges. A player can expend a number of charges to gain the following effect.
Expend 1 charge to make a stealth skill check without imposing disadvantage
Expend 1 charge before sleeping for a long rest, to be able to sleep in your armour as if you were not wearing armour. (Variant)
Expend 2 charges to increase your AC by an additional +1 for 1 hour (Can only be activated once per hour)
Expend 2 charges to increase you AC by an additional +2 for 1 minute (Can only be activated once per minute)
Expend 3 charges to decrease incoming damage to yourself by 5d10+Character Level
97. The Decimator
Weapon (Greataxe), Rare, Requires Attunement
A razor sharp, double-bitted greataxe larger than the average. It’s haft is lined with fur and the handle wrapped in rough-worn leather. When the creature attuned to this weapon makes an attack, they roll 1d12 as normal - if the player rolls 12, the player may roll another 1d12 and add the result to the damage. This effect can continue to stack on itself each time the creature rolls a 12.
98. Sunrise
Weapon (Martial), Legendary, Requires Attunement
A martial weapon of fable that grants its user the ability to strike their enemy with absolute precision. This weapon grants a +2 bonus to all attack rolls – additionally the user can expend a number of charges to gain additional benefits. The weapon gains 1d8+1 charges per long rest and carries a max of 9 charges.
Expend 1 charge to gain additional +1 to all attack rolls for 1 minute
Expend 2 charges after you make an attack roll, but before you hear the result to increase your attack roll by +5
Expend 3 charges to change the result of any attack roll to 19.
99. Nature’s Blanket
Wondrous Item (Cloak), Rare, Requires Attunement
A patchy cloak that takes on an almost quilt like quality, coloured mottled brown-green with sewn patches strewn about in varying colours. When a creature attunes themselves to this cloak, they gain the ability to cast the “Absorb Elements” spell once per long rest as a reaction, by putting the cloak in between them and the damage source. Additionally, when the creature uses the “Absorb Elements” spell, after taking damage, the creature gains an amount of temporary hit points equal to the damage reduced by the spell.
100. Force Gloves
Wondrous Item (Gloves), Rare, Requires Attunement
Strong gloves fashioned of tough, scaled brown leather. The gloves are rough worn from years of use, but don’t appear to be breaking down in the slightest. The creature attuned to these gloves can grapple a creature who is two sizes larger than them (instead of one). After finishing a long rest, the gloves gain 1d6+1 charges and can carry a max of 7 charges. The creature attuned to these gloves can expend a number of charges to gain the following benefit
Expend 1 charge when taking the shove action to make the creature your shoving to auto-fail its saving throw.
Expend 1 charge when making an unarmed melee attack to deal an additional 1d10 force damage
Expend 1 charge as a reaction to impose disadvantage on a creature who is attempting to break its grappled with you
Expend 3 charges as a reaction to cast the “Shield” spell without requiring a spell slot. (You do not need to know the spell to use this ability).
#DnD#DnD 5e#D&D#D&D 5e#homebrew#5e homebrew#5ed#magic items#5e magic items#100 magic items#100 magic items 5e#5e
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Warlord - class Titan
The Warlord-class Titan is a large and powerful type of Battle Titan, armed with much more firepower than its counterpart, the smaller Reaver-class Titan. The Warlord appears to be the most common class of Battle Titan in use by the Titan Legions of the Imperium of Man, and many Adeptus Mechanicus Forge Worlds field their own patterns of this class. Due to their immense size, Warlord Titans are not nearly as fast or agile as the Reaver-class Titans or the Warhound Scout Titans, but they more than make up for this failing with their sheer firepower and heavily armoured bulks.
History
A true leviathan of the battlefield, the Warlord-class Titan was the mainstay of the Legio Titanica during the Great Crusade era. There were a number of sub-patterns of the Warlord, such as the Lucius and Anvilus, but it was the Mars pattern that was considered the most ancient and superior, and of all of the Battle Titan types by far the most numerous and iconic. This is not without reason, for each Mars Warlord is a gargantuan killing machine, proof against the petty assaults of small arms and all but impervious even to the assault of most forms of attack aircraft and heavy weapon, save the most technologically potent or massive. Furthermore, the Warlord is a fully reliable and protected environment, and as able to fight upon an airless moon as a verdant plain so long as the geology under its feet will sustain it, and even this is assisted by gravitational and inertial techno-arcana, little understood outside the inner circles of the Titan Tech-Priests who sustain these god-engines. But it is the destructive power of the Warlord that is its avatar, for their firepower rivals smaller void warships in potency and a single Warlord, given time, is capable of systematically leveling a city or laying waste to an entire army. Such was their might that it was whispered by some that it was they, not the Legiones Astartes, that had truly won the Imperium's domain in the fires of battle.
Design
The Warlord Titan's colossal size, incalculable power and superior design make it both extremely difficult to harm from ground level, with its vital systems elevated far above the heads and hulls of those upon the battlefield below it, while its legs are plated with meters-thick armour to prevent it from being assailed by infantry or laid low by explosive charges.
The Warlord is much larger than the aging Reaver-class Titan, putting its height at around 22.5 meters (approximately just over 73 feet). The Warlord Titan is also able to withstand a great deal more damage than the Reaver. However, there is considerable conflict in the Imperial records concerning this matter. A Warlord Titan is approximately only 33 meters (100 feet) tall according to some scale diagrams. Other accounts have stated it to be as large as 200 meters (656 feet)! Depictions of the Warlord in Imperial artwork are even less consistent, sometimes showing it to be hundreds of meters tall.
Notable Variants
Mars-Alpha Pattern Warlord Titan- The colossal Mars-Alpha Pattern Warlord Titan is among the most ancient and feared of the Imperium's war machines. Forged on the Red Planet itself, it is worshiped and venerated as the Omnissiah's will incarnate, and each god-engine is encased in layered armour and powerful void shielding, and armed with weapons that are capable of reducing armies to ash. In addition to its Ardex-Defensor Mauler Bolt Cannon and Lascannon turrets, support weapons that would be considered main armaments on smaller war machines, the Warlord is commonly fitted with a pair of carapace-mounted triple-barrelled Laser Blasters and two Belicosa pattern Volcano Cannon.
Eclipse Pattern Warlord Titan - The Eclipse-class Titan is a lighter version of the more common Death Bringer-class variant. An Eclipse-variant Warlord Battle Titan is deployed if more staying power is needed than the usual Reaver-class Titan can provide, but a Death Bringer is not available or needed. An Eclipse Warlord is typically armed with Volcano Cannons, Gatling Blasters and Apocalypse Missile Launchers.
Death Bringer Pattern Warlord Titan - The Death Bringer-class Titan is the most common Warlord Battle Titan configuration and is equipped with a variety of weapons that can be used for a multitude of battlefield roles.
Nightgaunt Pattern Warlord Titan - The Nightgaunt-class Titan is a variant of the standard Warlord pattern, and is always equipped with one or two Titan close combat weapons or lighter, short-ranged Titan firepower.
Nemesis Pattern Warlord Titan - The Nemesis-class Titan is fielded when brute force is required. These God-engines excel in long-range firepower and siege warfare, but possess poor maneuverability. Usually forgoing close-ranged weaponry, Nemesis-class Titans will still field Titan close combat weapons to discourage deep strike operations by enemy forces. Nemesis-class Titans are typically equipped with a mix of Quake Cannons, Volcano Cannons, Inferno Guns, Plasma Destructors and Apocalypse Missile Launchers.
Sinster Pattern Warlord Titan - A weapon of such hidden terror and secrecy that few even within the Imperium's hierarchy suspected its existence, the Warlord-Sinister was a thing that should not be. It represented the fusion of the most powerful battlefield military technology known to the Imperium -- the Titans of Mars -- and the "weaponized" power of bound Alpha Grade psykers enslaved and bled dry like living batteries by forbidden arcane technologies. Such arts, the merest hint of which would result in a death warrant for their creator, were never usually offered to exist, save that if it was the case that terror was permitted, for the hand that ordained it was the Emperor's command for its use was committed to one of the most covert and macabre of all the Imperium's agencies of war and political control -- the Ordo Sinister. The apotheosis of this dark presence and malign harvest given shape in the body of the Warlord-Sinsister, a variant of the more widely known Warlord Main Battle Titan, made it the only known "Psi-Titan" to be utilized by the Imperium. It was deployed in small numbers prior to the Horus Heresy, though rumors persisted as to the existence of other prototypes of experimental Titan patterns hidden even from the eyes of the mighty and the powerful Council of Terra.
Armament
The Warlord-class Titan has four Battle Titan weaponry hard-points on its shoulders and arms, allowing for a greater variety of weapon configurations. While Scout Titan weapon batteries can be mounted, Warlords usually mount Battle Titan weaponry. There is even a specialist class of Imperial combat walker based on the Warlord design, the rare Psi-Titans, where psychic weaponry is substituted for conventional Titan weapons for use against daemonic entities. The most common Mars Pattern Warlord mounts two Turbo-Laser Destructors on its carapace, with a Volcano Cannon and Gatling Blaster on the arms. A special variant of the Mars Pattern Warlord Titan carries a close-combat Powerfist and Gatling Blaster on its arms, plus Vortex Missile and Rocket Launchers on the carapace.
Arm-Mounted Primary Weapons
A Warlord-class Titan can carry two of the following on its arm hardpoints:
Two Arm-Mounted Belicosa Pattern Volcano Cannon
Two Ardex-Defensor Mauler Bolt Cannon Turrets
Two Rear-Mounted Ardex Defensor Twin-Linkied Lascannon Turrets
Optional Arm-Mounted Weapons
One or both of the arm-mounted Belicosa pattern volcano cannon may be exchanged for one of the following weapons:
Sunfury Plasma Annihilator
Mori Quake Cannon
Saturnyne Lascutter
Arioch Titan Power Claw
Macro-Gatling Blaster
Carapace-Mounted Secondary Weapons
A Warlord-class Titan can carry two of the following on its carapace shoulder hardpoints:
Two Carapace-Mounted Apocalypse Missile Launchers
Two Double-Barrelled Turbo-Laser Destructors
Two Titan Plasma Blastguns
Two Reaver Laser Blasters
Two Reaver Melta Cannons
Two Reaver Gatling Blasters
Two Vortex Missile Banks
Two Incinerator Missile Banks
Operation
Most Imperial records indicate that a Warlord Battle Titan possesses a crew of one Princeps commanding the Titan and four Moderati controlling its weapon systems, with two Tech-priests aboard to provide basic technical support and maintenance in combat. However, Dan Abnett's Titanicus differs on this configuration, stating that a Warlord crew consists of the commanding Princeps, a Moderati who is second in command, a Sensori, tasked with monitoring and using the engine's sensors, and a Steersman, who actually moves the massive Titan.
Deployment
Warlord-class Battle Titans are normally deployed into combat alone, as they are rare and extremely powerful. On certain occasions when Imperial forces face a threat of extraordinary magnitude, Warlord Titans may be deployed in a Battle Group containing three of these mighty war engines. Warlord-class Titans can also be organised into mixed Battle Groups with Reaver-class Battle Titans, in which their Titan Legion deploys three of each class of Battle Titan for a total of six war machines in the group. These Battle Groups can be armed and used as the group's commanding Princeps sees fit, but they work together to complete a common objective. In general, the Princeps of the most powerful or oldest Titan in a group is the commander of the Battle Group.
Chaos Warlord Battle Titan
Amongst the Forces of Chaos, Warlord-class Chaos Titans are ancient and irreplaceable relics left over from the days of the Horus Heresy. They are the remnants of those Traitor Titan Legions who sided with the Renegade Warmaster Horus during those dark times and whose blasphemous names still echo with dread thousands of Terran years later. The majority of these monstrous war engines have seen millennia of service with Chaotic forces and have long since become utterly corrupted by the touch of the Ruinous Powers and the Warp. To differentiate these corrupted Warlords from their Imperial counterparts, the Imperium has designated these war machines with different class names that have been happily adopted by these Titans' Renegade crews. The Chaos Warlord-class Titan has four different variants depending on which God of Chaos the Titan is aligned with. Even though there are different versions of the Chaos-altered Warlord-class Titan, the most commonly seen variant operating with the Forces of Chaos is the Banelord Titan.
The Banelord-class Titan is dedicated to the Chaos God Khorne and has been modified with a long tail that ends in a large cannon of various types, while another such cannon protrudes from the Titan's daemonic mouth. The Banelord also has access to three special weapons: a Havoc Missile Rack, a Hellstrike Cannon and a Doomfist. This is the most common Chaos Warlord Titan.
The Plaguelord-class Titan is dedicated to the Chaos God Nurgle.
The Painlord-class Titan is dedicated to the Chaos God Slaanesh.
The Warplord-class Titan is dedicated to the Chaos God Tzeentch.
Source: http://warhammer40k.wikia.com
#warhammer 40k#horus heresy#adeptus mechanicus#adeptus astartes#adeptus custodes#adepta sororitas#adeptus arbites#astra militarum#Adeptus Astra Telepathica#officio assassinorum
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An Advanced Guide to Counting Cards - 메이저공원 for Advanced Players #1
But the gamblers were responsible for some of the most notable features of modern decks. SEE ALSO Ace of spades,Chinese origin of playing cards,Hearts (card game),Playing cards,Spades (card game). Thought up one summer night by Austrian gamester Walther Marseille, Ph.D., rules were first devised for a fifth suit based on a green or invulnerable suit. In 1937, a book for rules using the fifth suit was written in Vienna, Austria, and patented for this set of rules. If the player does not play optimally this figure will rise. The House Edge for the GameSys Caribbean Advanced Poker is XXX. The House Edge of the Jackpot bet is dependent on the paytable the casino is using and the size of the Jackpot, but our observations places the House Edge value between -19.23% and 61.94%.
Using paper money was inconvenient and risky so they were substituted by play money known as "money cards". https://www.washingtonpost.com/newssearch/?query=엠카지노 The invention was Sandwich is also associated with the John Montague, 4th Earl of Sandwich who wanted to play his game without him being a hindrance. Unlike in other states, the gaming devices are not under the jurisdiction of the state lottery. European card decks are apparently here to stay in every country on earth. But regardless of which symbols, figures or images can be seen on the front of the cards, playing cards are used, known and loved all over the world.
After each player who has placed an Ante Wager has either placed a Bet Wager on the designated area of the layout or forfeited his wager and hand, the dealer shall collect all forfeited wagers and associated cards and place the cards in the discard rack. Hard way rolls are so named because there is only one way to roll them (i.e., the value on each die is the same when the number is rolled). Consequently, it is more likely to roll the number in combinations (easy) rather than as a double (hard). Spain’s deck of cards is also the most venerable and authentic: most closely resembling the earliest card systems imported into Europe from Mamluk Egypt in the 1370s. An extended version of the playing card deck with additional ranks. Useful for six handed 500 and to add more players for poker. Also available in Red.
The casino will have a progressive jackpot for this bet. A flush will get $50, a full house $100, a straight flush 10 percent of the progressive jackpot, and a royal flush the full jackpot. The jackpot keeps growing until there is a winner. It’s the best choice for beginners because it gives you the learning opportunity that you need to become a pro in almost any game of poker. The only objective is to beat the dealer’s hand or minimise the losses by folding. No other tricks or bluffs, since there are no other players involved. If the player requests the Come odds to be not working ("Off") and the shooter sevens-out or hits the Come bet point, the Come bet will be lost or doubled and the Come odds returned.Caribbean Stud Poker is a gripping casino game based on the classic game of poker. The game’s popularity has been partially fuelled by its simple rules, fair odds along with its generous payouts. Perhaps the most attractive feature of this game is the fact that players can choose to place a progressive side bet.
Playing cards, 15th C., Late Medieval French Suited Historic Enterprises : Playing cards, 15th C., Late Medieval French Suited - Men's Women's Arms And Armour Reenactment Goods Sundries Custom Work Horse historic, historic enterprises, armor, armour, medeival, historical Do residents from Macau and Singapore have diverse viewpoints in relation to possible correlations between gambling behaviors and attitudes and the impacts of casino gambling operations? The Las Vegas Valley has the largest concentration of casinos in the United States. Based on revenue, Atlantic City, New Jersey ranks second, and the Chicago region third. 사설놀이터추천 If the come-out roll is 2, 3 or 12, the bet loses (known as "crapping out").
In practice, players employing betting systems may win, and may indeed win very large sums of money, but the losses (which, depending on the design of the betting system, may occur quite rarely) will outweigh the wins. Pachinko balls are forbidden to be removed from a parlor to be used elsewhere. Which of those variants is best to play depends on the individual.Next, each player (including the dealer) is given one stack of tiles and must use them to form two hands of two tiles each.
When all the players have placed their bets, the dealer gives one card face up to each player in rotation clockwise, and then one card face up to themselves. We’ve put together the following pages to help you better understand how land-based casinos operate. It also assesses whether differences exist between socio-demographic groupings.Card counting is not thrown out of the casino and casinos will give you the opportunity to get things right and work the cards in your favour.
On March 21, 2003, a man playing a progressive slot machine at the Excalibur Hotel and Casino in Las Vegas won $38.7 million, the largest slot machine payout in U.S. She opened the casino under her name (her husband Harold didn't want to be associated with it at first) and offered the only five games legal in Vegas at the time: stud poker, draw poker, lowball poker, 500, and bridge. In games of pure chance, each instance is a completely independent one; that is, each play has the same probability as each of the others of producing a given outcome.The 1866 novella, titled The Gambler, by the famous Russian writer Fyodor Dostoyevsky has a prime focus of the game as a major theme throughout the story.
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Fortnite Battle Royale
Fortnite’s Battle Royale mode is sure making waves across the gaming community. Firstly it launched and publically mentioned Player Unknown’s Battlegrounds (PUBG) as an inspiration, Secondly Blue Hole said “hey wait a minute, this game looks like our game,” and now we are hearing about the extraordinary amount of players the game has had over the last few weeks. There is are two key reasons to this. It is first on 2 major platforms and the game is so damn good.
Epic Games and Fornite have eaten PUBG’s lunch. Launching a battle royale mode for starved console fans who don’t have a PC and have been hearing about how great PUBG is for the last few months has been a stroke of genius. The game is familiar enough that people have been able to dive right in and get going. However the game also has such an interesting set of mechanics combined to the winning formula that is a completely different experience after playing a few rounds. The building mechanics, arcadey shooting, unique art style, loot chests and backpack limits and the fact that everything in the world is destructible is incredible and differs the game completely from the very tactical and military based PUBG. The game’s while very similar, play completely differently and this is why I feel so many people are drawn to Fornite.
Having never played PUBG (I definitely will when it launches on console) I am loving the fact that I have a battle royale mode that plays so well. Fornite in general is still in early access which means there is definitely still moments of jank and plenty of funny glitches that occur. However the servers often feel really great and the fact that the game is remembering the destructibility and building of structures for 100 people is really quite incredible.
What is unreal is this experience is completely and totally free. I can see microtransactions and cosmetics coming in the future to sustain the server costs etc. and this I feel is a great thing. When a game is completely free to play without any impact on the gameplay experience, it is the perfect situation to implement cool cosmetics. Dropping in with personalised gliders (or an umbrella if you have a victory) is an easy and non gameplay impacting aspect to implement. Similar to customisable characters etc.
But wow this game really is something incredible and I have fallen into a spiral of addiction. Learning loot spots, focusing on hotspots to get kills, working through the mechanics in order to be the best possible player and watching popular/good players on twitch/YouTube has been the order of the last 2 or so weeks since it has been available. Picking up wins is an exhilarating feeling, one that I cannot link to any other gaming experience (maybe pulling off a Moab/Nuke in a call of duty game). The tactical elements of game are what make the Battle Royale mode so interesting and put you firmly on the edge of your season. Just like PUBG there is no mucking around with bullet damage. A couple of well place shots, 1 shotgun shot, or 1 sniper shot to an unshielded enemy will put them down and this means if you get caught looking the wrong way, taking the wrong route or without a weapon, you are as good as dead. This makes every gun fight meaningful, the way you land after you drop extremely important and how you approach the ever shrinking circle a tactical nightmare. I have been screwed by a bad circle a few times, but you never feel cheated by the game, as often it works out in your favour also.
The key differences that make this game stand out is the base building and destructibility. In PUBG, buildings and tree cover are extremely important, as they would be in a real life fire fight. Positioning yourself on high ground, behind rocks and trees gives you a near certain victory against an unsuspecting enemy. In Fornite, this is simply not the case. People are still determining great strategies to approach gun fights that give them the best advantage. Every player can build after they collected mined resources or loot a dead player’s resources. This allows the construction of stairs, platforms and walls. It is very possible to make a fortress in the last circle and win the game with superior cover, which is why it is so important to build and mine resources during the early stages of the game. Just be careful you don’t cop a stray bullet or get snuck up on due to the noisy mining. While building is such a huge tactical advantage if done correctly, it also is like bees to the honey pot for other players. It is pretty obvious that you are inside a fortress so you can’t properly hide and ambush. You can also see buildings from a long way away and people building are an easy target as you cannot have your weapons equipped at the time. Also every one of your contructions can be torn down if a player has the appropriate tools. Bullets shred through wood really quickly, but bricks and steel require 30-50 bullets. This is why the game’s rocket launcher, grenade launcher and standalone grenades are such valuable resources. A RPG tears through bases in a manner of seconds leaving people confused and exposed by a good player. It also flushes people out of their hiding spots and helps the game stay fast paced. These weapons are crucial to a victory.
So the other great thing about this game is the looting system and the weapons. There are very few weapons, but the variance is kept up by a simple class system. Plain, Green, Blue, Purple and Gold weapons are available and are better than their counterpart in that order. It seems that not every weapon can be found in Purple or Gold, but key assault rifles, grenade launchers, RPGs and snipers are available. Rare guns kill faster, reload quicker and have better aim. The R&G aim is a challenge and requires you to be very still, crouched and close to enemies, but with rare weapons these setbacks are removed and this gives you the advantage. While this seems unfair and rather than skill it relies on getting lucky drops, but I have never really felt that the game is cheap. You have the same amount of chance to find these guns and if you don’t, you have to rely on your tactics and gameplay to outsmart an opponent. Also guns still shred through most enemies.
So there are a few things that I feel definitely need to be fixed to make this game even better.
Recently supply drops were added which is fantastic! It makes players venture into the unknown or put themselves at risk with the hope of a big reward. I would like to see the reward even bigger for these. So far I have had a few drops that haven’t had a gold item. I think this should be a minimum and it would make these drops more worthwhile.
Weapon balance needs to be looked at carefully. I know current fixes are happening all the time and the 3 major fixes I wanted to see have happened so far. Sub machine guns are terrible and are outclassed by other weapons in every form of combat. Honestly it is hard to kill someone with one of these due to their huge recoil, low damage and massive range drop off. The critical hits are also not powerful enough. The scoped rifle is incredible OP and this has been patched, however they dropped the damage by 33%. I still think due to the slow fire rate, a 3 shot kill against someone with no armour is fair. They need to up the damage very slightly as this is now a 5 bullet kill with no critical hits, which is again outclassed by other rifles. Finally the auto sniper is terrible. Hitting enemies is already hard enough with the low bullet velocity meaning leading bullets and accounting for drop is very important. The auto sniper is a 2 shot kill. Which is fair, but it is outclassed by the bolt action by a country mile. The fire rate is too slow, the reload is too slow and the recoil is way to high for this to be an effective and viable weapon.
Circle damage needs to be higher at the start of rounds due to the long timer the game allows. So far, players are spending a lot of time in the blue at early stages of the game, which gives them a huge risk reward in terms of being able to sneak up on enemies. This gives players longer to loot as the damage is extremely low. The map is too easy to traverse with building, which means no matter how far the circle is, you are always a 2-5 minute run away from it.
More weapons added to make this game even better. I would like to see different types of assault rifles, single shot rifles, stronger SMG variants and to have rare and legendary versions of every gun. It may actually make the SMGs worthwhile towards the end of the game.
Bushes need to be a little lower. Bush camping is becoming a huge trend in the last few days as it is so effective. It is nearly impossible to see someone who is just sitting in a bush and this style of gameplay is encouraged due to how many small bushes their are littered around the map.
Finally I feel like long range combat needs to have less weapon spread. These long gun fights currently are much more random than they should be. Players with the better accuracy and skill should always triumph. A lucky headshot in these circumstances feels far to unfair.This game definitely has the legs and the recent numbers are absolutely insane.
With these insane numbers and the dedication epic games seems to have is really exciting!
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Payday 2 Cheater Tag
Criminal offense.website is the principal sword membership have fun playing option, in the places you ll get objectives from a enjoyable urban center road map and obtain harmonized with a few associates in crime. quest, managing you and the mates within your toes in any way instances, but in an artistic and thematically appropriate thought, you will get dropped directly into position the joints as civilians primary to obtain a concept of what to foresee. |Endlessly saying civilian identity brands? Everywhere you look. Crippling alarms, softly growing padding, and successfully curbing civilian crowds of people all get a very big effect on how quick and exactly how really serious law enforcement treatment might be. concealability. Areas of its event are passing up on, as well as the affliction from the single player is criminal, but overall, it is actually a large, enslaving co op shooter that tickled my essential burglar. 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Payday 2 Cheater Tag
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