#paladin!sun
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cancelforcipe · 6 months ago
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“Defeat Evil. Release the Princess. Don't get confused. .. .. Oh no".
Fanart for Sorcerer!Eclipse and Paladin!Sun from Dungeon AU by @witchysolfan.
(made this art before the lore was recently revealed, so I'm not sure how relevant it is, so… welp).
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itsbrucey · 11 months ago
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Big fan of sun motifs in characters not necessarily being about positivity and happiness and how they're so " bright and warm" but instead being about fucking brutal they are.
Radiant. A FORCE of nature that will turn you to ash. That warmth that burns so hot it feels like ice. Piercing yellow and red and white. A character being a Sun because you cannot challenge a Sun without burning alive or taking everything down with them if victorious.
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we-are-knight · 10 months ago
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Knights of the Blazing Sun / Knight of Bretonnia, by Mihail Gard
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ydteus · 2 months ago
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Commission for Carter on Instagram!
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chikkenhawke · 1 year ago
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hunter's moon
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twinsunsintatooine · 5 months ago
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maybe the early june was the friends we made along the way
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iron-sparrow · 7 months ago
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⸺ my body's made of crushed little stars ♪
feat. @ahollowgrave
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inkeyjay · 2 years ago
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iulia post iulia post
Like the stars chase the sun, over the glowing hill i will conquer -
Meet iulia, one of my dnd characters, formerly an Oath of Conquest paladin. Like Leondras, the founding mother of her former order, she decided to break her oath and raise her sword towards the very institution that instructed her.
She's my character in @royalsea-art's grand scheme of things
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First image is how she started on the campaign. Recently turned 19, fresh in a different city, trying to be lawful and impose peace (yes, she was a cop, bear with me)
Second image is from the customary masquerade session.
Aaaand then the incident* happened *we got bamboozled (she trusted her order and an old friend against the party's advice and all she got was treason)
I did not choose the song so do not perceive me, Iulia's song is Queen of peace by florence + the machine but they made me use ed sheeran against my will
So! Long story short, she sacrified so the rest of the party could escape, dying in the process. This is the moment when i think she definitely broke her oath and cut ties with her order.
Eeeexcept she did not die, and was saved from the fire and rubble by Nirilde (the eyepatch one) (gay behaviour enemies to lovers shit if you ask me) (i may have some homoerotic swordfighting sketches) a member of the cult the party has been fighting against from the beggining. (the party members still think she died)
She was held hostage for some time but in the end managed to escape and partially recover from her burns. she looks like this right now:
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She now marches for The Sun, ready to defend the people she loves from the same people that managed to corrupt Leondras' legacy, the same ones she fought all those years ago.
Sunlight brings warmth, but it can also start a fire.
The night she died, iulia was a spark.
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knight-commander · 10 months ago
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Liadon Yelmar • Paladin of the Celestial Triad • Oath of Redemption • Fated of the Hemej Desert • Descendant of the Great Emperor Zonc
thank you so much @mossytrashcan for making my beautiful boy 😭🫶
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bbluejoseph · 3 months ago
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they had to rename it paladin gay. because of woke
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ilikedetectives · 6 months ago
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Is the sun bothering you, my love?
🖌️🎨 @samryx (x)
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vindikat · 9 months ago
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Vesper, paladin of Pelor, discovers a magic sword in an abandoned temple. ☀️
This was a secret snowflake gift for my dear friend Oliver of one of his character’s very cool moments from our campaign. It’s also my first fully finished animation!
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yashley · 2 years ago
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lady of whitestone vex’ahlia grand mistress of the grey hunt champion of pelor is going to fucking kill ludinus da’leth confirmed though .
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highway-stars · 1 year ago
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EVER BRILLIANT
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nerdythebard · 20 days ago
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#62: Sun Wukong, the Monkey King
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[Art Credit: GameScience Studio]
All he ever wanted was to chill with his monkey friends and eat delicious fruit. But the Bureaucracy of Heaven said nooo...
Time for the one and only Sun Wukong. The Handsome Monkey King. The Great Sage Equal to Heavens (self-appointed). The Immortal Troublemaker. As requested by @otakuboysworld. Without any futher ado, let's get into some monkey business! This is going to be quite a bananas build!
Next Time: With a raven's mantle and a doctor's mask... the Hunt shall begin!
Wukong is the earliest example of an overpowered anime protagonist I can think of. With his extensive repertoire of powers and skills, I had to restrict myself to only the most famous few, so let's see what we shall focus on:
Stacks of Immortality: Sun Wukong has gained immortality on at least four separate occasions and originally emerged from a mysterious stone (which adds to his durability). We need to be as tanky as possible on our journey to protect the goodest of monks.
Friends in High Places: The Monkey King, although often clashing with the Bureaucracy of Heaven, does have a few immortals looking out for him including the Bodhisattva Guanyin or Taibai Jinxing, the Great White Golden Star.
Monkey Games: Although a competent and powerful fighter, Sun Wukong is also an accomplished trickster, relying on illusions, transformations, and manipulation to accomplish his goals. Only don't make any bets with the Buddha.
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1. BACKGROUND
This one is pretty obvious - we're going with the Hadozee from Astral Adventurer's Guide. We shall put +2 into our Dexterity and +1 into Constitution, gain 30 feet of running and climbing speed, and the Dexterous Feet ability, which lets us manipulate objects with our feet as well as we would with our hands. We then have the Glide ability - whenever we fall at least 10 feet above the ground, we can use our reaction to open our skin flaps and glide using our running speed without taking any fall damage, flying squirrel-style. In this case, I would ask the DM to reflavour the Hadozee skin membrane into Sun Wukong's Jin Dou Yun, or "Cloud Surfing" ability. Or, as you may know it better
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We also get Hadozee Dodge - whenever we take damage, we can use our reaction to roll a d6, add our proficiency bonus, and reduce the damage by the result. We can to that a number of times equal to our proficiency bonus per long rest.
For the Backround, we have a few options (Acolyte, Sage, Folk Hero among them), but as a pilgrim making their Journey, we shall grab Far Traveler. We get proficiency in Insight and Perception (to better spot the demons), proficiency with one musical instrument or gaming set, one language of our choice, and the All Eyes on You feature; our accent, mannerisms, and... well, being a monkey, certainly draw attention, but we may use this to our advantage by obtaining information or favours.
2. ABILITY SCORES
We will start with Constitution - we are a monkey made of stone draped in layers of immortality; we can take several heavy punches. Strength will be next, being able to lift an entire pillar supporting the underwater dragon kingdom is no small feat. We will put Dexterity as the next one - we are, in the end, a nimble monkey.
Charisma will be next; we are, after all, the (self-proclaimed) Handsome Monkey King and our reputation among the yaoguai preceeds us. Wisdom is on the lower end, but it shouldn't worry us as the (self-proclaimed) Great Sage Equal to Heaven. Finally, we're dumping Intelligence - we are, in the end, an impulsive monkey.
3. CLASS
Now, there are a few interesting ways we could've build the Monkey King, ranging from the classic Kensei Monk through Matt Mercer's Echo Knight Fighter to simulate his hair clone technique; but I do like what I came up with.
Level 1 - Druid: Starting off with Sun Wukong's connection to his homeland, Mount Huaguo. Druids get d8 as their Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, and spears as well as light armour, medium armour, shields, and herbalism kit. Really good options, so let's grab a quarterstaff and a scale mail armour. Our saving throws are Intelligence and Wisdom (we sure need those), and we get to pick two class skills from the list (Medicine and Religion).
Druids start by learning Druidic, a secret language and writing system used to communicate secrets across. Additionally, we start with Spellcasting. Wisdom is our casting ability, we learn cantrips, regular spells, and rituals, and we get to prepare [Wisdom modifier + our Druid level] spells every day from the full spell list. We start with two cantrips (Primal Savagery and Thunderclap) and one 1st-level spell (Jump).
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Level 2 - Druid: We unlock Druid's signature ability - Wild Shape. Simulating one part of Wukong's 72 Earthly Transformations, we are now able to take the form of a beast we've previously encountered, with a max CR of 1/4 (no swimming or flying speed), for [our Druid level / 2] hours using our Bonus Action. We can transform twice per short or long rest.
We also get to pick our first subclass, our Druid Circle. For Sun Wukong, whose entire campaign against the Heavens started because his peaceful life on Mt. Huaguo was disturbed, we will go with Circle of the Land. We get to choose a bonus cantrip (Shilelagh), Natural Recovery lets us regain some spell slots during short rest, and we also get some additional spell depending on the Land we decide to associate with; here, we'll go with Mountain.
We can also grab another 1st-level spell (Protection from Evil and Good).
Level 3 - Druid: We don't unlock new class features here, but we are being supplies with some spells. From our subclass we get Spider Climb and Spike Growth (feel free to flavour the latter as Wukong's hair tossed on the ground and transformed), and we unlock 2nd-level spells, which lets us grab Hold Person.
Level 4 - Druid: We get our first Ability Score Improvement. We'll put one point into Constitution and round up Dexterity with the other. Our Wild Shape also improves, now including creatures with the maximum CR of 1/2 and swimming speed, and we gain one new cantrip (Produce Flame) and one 2nd-level spell (Enlarge/Reduce to use on ourselves or our staff).
Level 5 - Paladin: We're changing a tune for a little bit, but hear me out: Wukong is a holy warrior whether he likes it or not (and we do need better combat). Multiclassing into Paladin gives us proficiencies with the full spectrum of simple and martial weapons, as well as armours and shields we already are proficient with.
Starting with Divine Sense, we can now focus our magical monkey senses to detect all celestials, fiends or undead within 60 feet of us, basically allowing us to walk up to the suspicious old lady and go
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We also get Lay on Hands, which grants us small pool of [our Paladin level x5] healing energy, which we can use on ourselves or another creature as an action. Alternatively, we can spend 5 of those Healing Points to remove an illness or a disease from our target.
Level 6 - Paladin: At this level, we are now able to pack a proper divine punch with the introduction of Divine Smite. Whenever we hit a target, we can now burn one spell slot to do additional radiant damage. The damage is 2d8 for 1st-level spell slot and increases by 1d8 for each higher slot (to a maximum of 5d8 or 6d8 if the target is a fiend or undead).
We also unlock our Fighting Style here; we'll pick Dueling for a +2 to our damage rolls since we're only using our staff and no other weapon.
Finally, at this level we unlock Spellcasting. Charisma is our casting ability, and we only know regular spells - no cantrips or rituals. Since we're mixing up two casting classes, feel free to use this [calculator] to know how many spell slots you'll be getting. We have a full access to our spell list, but each day we can only prepare [our Charisma modifier + half of our Paladin level]. With how we are right now that means we start with two 1st-level spells: let's grab Searing Smite and Compelled Duel to yell "COME AT ME, BRO!" to any demon encountered.
Level 7 - Paladin: With Divine Health we are now immune to any disease. We also get to pick our second subclass and pledge our Divine Oath. For Sun Wukong, whose goal is to become the Number One In All Heavens, it's obvious to pick the Oath of Glory.
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We get a few extra spells (Guiding Bolt [funny idea: flavour this spell as your staff extending and hitting the target] and Heroism) and a Channel Divinity options (which we can use once per short or long rest):
Peerless Athlese: As a bonus action, we can enhance our physicality. For the next 10 minutes we have advantage on our Athletics and Acrobatics checks; we can push, lift, drag, and carry twice our normal capacity; and our jumping distance and height increases by 10 feet.
Inspiring Smite: When we deal radiant damage using our Divine Smite ability, we can use this Channel Divinity and, as a bonus action, distribute a total of [2d8 + our Paladin level] healing Hit Points to creatures of our choosing within 30 feet of us (ourselves included).
Level 8 - Druid: Going back to the man monkey of nature, we unlock 3rd-level spells. Take Erupting Earth and flavour it as extending your staff and striking the ground, causing tremors and difficult terrain. From our subclass we also unlock Lightning Bolt and Meld into Stone.
Level 9 - Druid: We unlock a new subclass feature. With Land's Stride, there isn't much that can stop us now. Non-magical difficult terrain no longer impedes our speed, and we can move through non-magical plants with hazardous elements such as thorns and grasping vines without any problems. For this level's spell let's take Water Walk to chase our enemies across all surfaces.
Level 10 - Druid: Halfway through the build and we unlock 4th-level spells. Time to get even better transformation abilities with... Hallucinatory Terrain. The reason I'm not taking Polymorph here is because that spell, much like our Druidic Wild Shape, is also restricted to the 'Beast' category. With Hallucinatory Terrain, we can mess up with the enemy's perception of their surroundings and add a sneak attack or two while they're confused. Classic trickster behaviour.
We also get two more spells from our subclass (Stone Shape and Stoneskin).
Level 11 - Druid: Oh, a lot happens here. First and foremost, another ASI. Let's take one point of Constitution and one point of Wisdom to finally become a little smarter. Next up, our Wild Shape impoves once again and now we can assume the form of any Beast with the max CR of 1 (which usually means a giant version of regular animals) and we can finally include creatures with flying speed!
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Finally, we can get another 4th-level spell (Locate Creature).
Level 12 - Druid: At this level, we only unlock 5th-level spells. From our subclass we get Passwall and Wall of Stone, and we additionally collect Control Winds.
Level 13 - Druid: We get our last cantrips of the build (Resistance) and another 5th-level spell (Scrying). We also get another subclass feature. With Nature's Ward, we can no longer be charmed or frightened by fey or elementals, and we're also immune to poison and disease.
Level 14 - Druid: We unlock 6th-level spells here. With Wind Walk we can transform ourselves and our group into Flying Nimbuses... Nimbusi?... which can be re-made as summoning the clouds for everyone.
Level 15 - Druid: For this level's spell, Bones of the Earth will let us manipulate the battlefield and deal some damage. For our ASI we will get the Tough feat to further boost our Hit Points.
Level 16 - Druid: Unlocking 7th-level spells grants us another great crowd control ability - Whirlwind. It not only deals 10d6 bludgeoning damage to any target caught within, but we can also move it 30 feet per turn, effectively sweeping the area like a hoover.
Level 17 - Druid: Time for our final subclass feature. Nature'e Sanctuary forces a Wisdom saving throw onto any beast or plant that attempts to attack us and make them choose a different target (and miss) if they fail.
For this level's spell, let's further roleplay Sun Wukong's immortality by picking Regenerate. Just remember to be selfish with the heals ;)
Level 18 - Druid: Unlocking 8th-level spells here gives us access to Control Weather (yes, that's actually a power Wukong has) to wreck even more chaos.
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Level 19 - Druid: For our final ASI we will grab the Observant feat; as Wukong was elevated to the Buddahood and gained his all-seeing eyes, we get a +1 to our Wisdom, read lips if we observe a creature for a minute, and get a +5 to our passive Perception and Investigation scores. For this level's spell, we're getting Sunburst to fully unleash our newly acquired divine might.
Level 20 - Druid: Our cap is Druid 17; it doesn't give us any new class or subclass features, but we do unlock the pinnacle of spellcasting, the 9th level spells. At this point, we can finally perfect the 72 Earthly Transformations with Shapechange.
4. RECOMMENDED ITEMS
Now, this here is a new section I'm trying out, please let me know your thoughts. Basically, to complete the build, I would like to list two or three items found in the D&D source books that you might want to consider pursuing. See, I am under the impression that the players shape the story as much as the DM; it is completely fine to ask your DM if you perhaps could have a storyline about getting these items, which would make for interesting plot hooks or storylines. Anyway, for Sun Wukong, you should consider the following (both given to the Monkey King by Ao Guang, the Dragon King of the East):
1) (Blue) Dragon Scale Mail - This Very Rare item gives us a +1 to AC, advantage on saving throws against Frightful Presence and breath weapon of dragons, and resistance to lightning damage.
2) Pole of Collapsing - To simulate the Ruyi Jingu Bang's dimension changing properties, I would ask the DM to fuse this one with the quarterstaff we use as our main weapon.
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And that's my take on Sun Wukong, the great Monkey King. Let's see what we ended up with:
First and foremost, we have a solid pool of Hit Points. With the average of 216 we place on 3rd place of all build so far, right after Kratos and Atlas. With a plethora of healing options, we can simulate the layers of Wukong's immortality easily. We are a scout and a vanguard first and foremost - with Wild Shape, Divine Sense, and Wind Walk we can search out dangers along the way and let our party members plan out efficiently. We are also able to hold our own, adding the Paladin SMITE to our strikes or use our support spells to confuse the enemy.
Our AC is 16 (18 if we get the Dragon Armour), we have a +3 to our initiative, and the average of 216 Hit Points.
Unfortunately, there are several weaknesses here: first and foremost, none of our ability scores reach 20. Next up, a lot of our spells require concentration, so we need to be careful there. Finally, our mental stats are pretty low, which might prove challenging when facing enemies with mind control or illusion powers.
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And that's it, my dears. I wanted to release this during the height of Black Myth: Wukong's popularity, but since my creative brain hates me... I have scrapped the entire build as I was at the very end. Yup, originally I intented to make him Kensei Monk and Trickster Cleric, but decided to focus on his transformations more. Hope you enjoy this, remember to be good to yourself, and I'll see you in the next one!
-Nerdy out!
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iron-sparrow · 8 months ago
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I can't tell one from another Did I find you, or you find me? ♪
feat. @ahollowgrave
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