#playing a druid is a LOT more fun than I was expecting
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sun-marie · 1 year ago
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With all the animal interactions in BG3 and how surprisingly well Ruathym has passed his Animal Handling checks, I really like the idea of him multiclassing as a ranger down the line 👀
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grapecaseschoices · 1 year ago
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mareastrorum · 4 months ago
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In anticipation of the Downfall finale, time for some fun speculation! I think Father Milo Cowst (Asmodeus) may be a Bard if he isn’t a Forge Cleric. Multiclasses are obviously possible, but there's a few reasons for my speculation.
To start, this is taking spells and abilities shown in C3E99 and C3E100 at face value. The protagonists are mortal embodiments of gods; for all we know, Brennan and the cast homebrewed some abilities to account for that level of power. It’s impossible to guess at that with any level of confidence. So, with that caveat…
First, Father Milo used Heat Metal to melt the lock on the hospital door. It's possible he used some other ability, but Heat Metal is the only non-homebrew D&D spell that seems apt for melting a lock. If Brennan had described some other effect (shattering, transmutation, etc.), I wouldn't be as confident. Heat Metal is only available to Artificers, Bards, Druids, and Forge Clerics (subclass specific). It's a level 2 spell, so that requires at least 3 levels in one of those classes.
Second, Father Milo tormented Dr. Bezel by freezing her in place and breaking her bones. I thought perhaps it could be Harm, but the vanilla text describes a disease, not holding someone in place. Hold Person doesn't do damage, and many Enchantment spells don't combine both control and damage. However, Dominate Person allows the caster to exert exact control over the target's body, which could be how he forced Dr. Bezel's bones to break. That spell is 5th level (requiring at least 9 class levels). It is available to Bards, Sorcerers, Wizards, and a number of specific subclasses, but not Forge Clerics.
The only class that can cast both Heat Metal and Dominate Person is a Bard. Otherwise, Father Milo would need to be a multiclass to have both spells. Unfortunately, we have not seen additional abilities to be able to deduce what type of Bard he might be. (My personal favorites for Asmodeus would be College of Eloquence or College of Tragedy, but who knows?)
The last thing that makes me suspect that Father Milo would be a Bard is how he behaves. Brennan is playing him as a very charismatic character, and his outfit is obviously one of a priest. Given how strict Aeorian security is, I expect that a Bard's magic and high skills in Deception, Persuasion, and Intimidation would explain how Father Milo managed to get into Aeor while wearing that without raising the alarm. Of course, that’s presuming he didn’t put it on after he got here or isn’t in disguise.
That said, a Forge Cleric may suit Asmodeus. They can wear heavy armor to begin with, and they are immune to fire damage at high levels. Forge Clerics also get a lot of fire spells, so while some abilities don’t appear particularly relevant (we cut to a montage of Father Milo using Channel Divinity to make a skeleton key for an hour…), it’s possible to flavor it more for the Nine Hells than creation.
Again, that’s assuming that there isn’t a different set of rules applicable to mortal embodiments of gods. A reminder from EXU Calamity:
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Maybe we’ll find out tonight. :)
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cilil · 1 year ago
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What would the Valar’s reaction be to a modern woman from our world showing them D&D? Who’s going to be really into the game?
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𝓐𝓝 ~ Oooh very interesting question! Thanks a lot for the ask, I had so much fun thinking about this ^^
𝓕𝓮𝓪𝓽𝓾𝓻𝓲𝓷𝓰 ~ All the Valar! I couldn't resist... Enjoy!
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In general, I think that all the Valar would be at least curious, if not excited to hear about the games modern humans play and try it out for themselves, considering how the Ainur have always been looking forward to interacting with the Children of Ilúvatar.
⊹ ࣪ ˖ Manwë
As a poet and writer, he's immediately in love with the concept of collaborative storytelling. You can expect elaborate worldbuilding and character backstories from him (especially ones that involve reconciling with an estranged sibling) and he loves to write small side stories and fanfic about the cast. Manwë also wouldn't mind being the group's forever DM once he learns how to run a game.
⊹ ࣪ ˖ Varda
Being less excitable than her husband and not always in a playful mood, Varda may choose to watch at first, but she's certainly intrigued by the concept of D&D and she enjoys the mathematical aspects of it, always calculating everybody's chance of success. Once she decides to play, she may surprise the other players with how ruthless and cunning she can be - a menace both in political intrigue and combat-heavy campaigns. Varda also loves seeing Manwë and the others having fun.
⊹ ࣪ ˖ Ulmo
Ulmo in particular is always very fond of the Children and the things they come up with. He too may be hesitant to join in at first, but he's always down to do some voice acting or provide some tasteful background music. If he joins the group, he'll probably need the occasional explanation and reminder how things work on land and that his character might not be able to swim as well as he can (keep an eye on him especially if he plays a class that uses armor).
⊹ ࣪ ˖ Aulë
If he isn't sold on the game immediately, he will be once you tell him that he can play a dwarf. Aside from storytelling, combat and roleplay, Aulë swiftly becomes fond of everyone's favorite shiny math rocks and is more than happy to make custom dice for everybody's characters, satisfying all their dice goblin needs. Important note for the DM: Aulë is an inventor and (in)famous for creating his dwarves in his workshop - do not let him play an artificer if you value your sanity.
⊹ ࣪ ˖ Yavanna
Whether she's aware of tree hugger stereotype or not, she has absolutely no shame and will indulge her preferences by playing nature-based classes such druids or shamans and finds it cathartic to bring nature's wrath into battle in ways she can't in real life. Aside from indulging the occasional destructive or vengeful impulse, Yavanna may default to being the party mom, fiercely protective and supportive of everyone involved in and out of game.
⊹ ࣪ ˖ Vána
Vána loves the concept of the game and is eager to play. Once she learns the basics, she gets really into character and is excited to play with ideas that are very much unlike the flower girl persona people expect from her, always remaking and reinventing tropes and archetypes that catch her fancy. Like Manwë, you can expect her to never miss a game and be very passionate about it.
⊹ ࣪ ˖ Oromë
Talking about and imagining slaying monsters instead of actually doing it isn't exactly to Oromë's liking, but he isn't opposed to indulging in a fun tale of adventure on cozy evenings at the campfire. After he's been sufficiently introduced to D&D culture, memes and inside jokes, he embarks on a personal side campaign to prove to everyone just how cool his personal brand of ranger can be.
⊹ ࣪ ˖ Tulkas
Similar to his good friend Oromë, Tulkas isn't fond of activities that involve sitting still. His creativity and imagination isn't the best either, but at least he's always willing to play frontline and martial classes, which will come in handy especially in groups where most players have their sights on fancy casters and/or fun support builds. Tulkas is a fun guy to be around if you don't piss him off and so are his characters.
⊹ ࣪ ˖ Nessa
Like her brother and husband, Nessa also enjoys being active. If she decides to give the game a try, she's very expressive, gestures a lot and may act out small scenes if given the chance. As fun as this is during roleplay, sitting close to her during combat segments while she shows you how exactly she's smacking her enemies is not recommended, especially if she plays a monk.
⊹ ࣪ ˖ Námo
Námo isn't known for his playfulness, however this doesn't mean he's opposed to engaging with the game. In fact, he quite enjoys slipping into a different role and mindset for a while - having to be the impartial judge and observer all the time can be tiring after all. Another aspect of D&D he may enjoy is, surprisingly enough, the element of randomness: His foresight allows him to know the future, but not every little detail, and a couple of dice rolls in a roleplaying game are probably not important prophecies Eru gave him. It may feel refreshing for Námo to be surprised.
⊹ ࣪ ˖ Vairë
No matter how casual any given session is, Vairë arrives in full cosplay, really getting into character creation like Manwë does as well, though as usual she's more practical about it. Additionally, she keeps a cute notebook as a campaign journal in which she records all the fun little details and great moments the players experienced together. She also enjoys creating fan content for the campaign.
⊹ ࣪ ˖ Irmo
Irmo has quite a vivid imagination and has always adored roleplaying, so he's immediately on board. It's by far his favorite part of the D&D experience, though he quickly finds that he enjoys combat and puzzle solving sequences as well. He's the one to initiate and drive a lot, if not most of the character interactions, helps advancing their character arcs and is just a joy to have at the table. Class-wise, he's definitely a bard player and will happily perform his songs and flirtatious lines in real life too.
⊹ ࣪ ˖ Estë
It may come as a shock and surprise to the other players that Estë categorically refuses to be the party healer, at least on her first playthrough. Like Vána, she's eager to explore other roles through her characters. No matter what she decides to play, her character may strike up an in-game rivalry with Irmo's character to spice things up and both of them have way too much fun bickering.
⊹ ࣪ ˖ Nienna
She most likely takes a back seat at first, letting others play the game, observing to learn the rules and quietly enjoying the stories they tell. Encouraged by her family, Nienna joins in eventually, provided she's currently in the right headspace for it (being the Lady of Grief, she sometimes feels mentally and emotionally exhausted, in which case she prefers to just sit there, relax and unwind by being in the presence of her loved ones). As a player, she enjoys roleplaying the most, but also does well with puzzles since she's a keen observer and listener.
⊹ ࣪ ˖ Melkor
Well. Melkor is most certainly going to be that guy at the table. He likes to derail campaigns, especially if they're Manwë's, tests the limits of the rules (and everyone's patience) and wants kills and loot. Once he familiarizes himself with the game's mechanics, he exploits them and likes to powergame. The one concept Melkor has trouble grasping is that D&D isn't a game you play to "win". Simply put, he very much has fun, but isn't fun to play with for a lot of other players; however, if you want to play a meme or evil campaign, he's your guy.
Side note: If Melkor plays with his own friend group he may also chill out for once.
Side note 2: Don't let him DM unless, again, you want the kind of campaign he'll come up with.
Side note 3: Watch your shiny math rocks. Melkor likes shiny.
✦ .  ⁺   . ✦ .  ⁺   . ✦
taglist: @a-contemplation-upon-flowers @asianbutnotjapanese @a-world-of-whimsy-5 @bluezenzennie @edensrose @i-did-not-mean-to @melkors-big-tits @melkors-defense-attorney @singleteapot @wandererindreams
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alexinchainsfest · 9 months ago
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Well, that was fun! At least it was for me, I hope you guys enjoyed it too, biggest thanks to everyone who participated ♥
13 works were added to the collection over the month, so here is a recap!
Sweet Amnesia by Myulalie for @rirren [E, 4 374 words]
Ian disappears, and Alex gets into his head to hire “Ian’s old army buddy” to rescue his uncle. Yassen Gregorovich comes with a price.
Adjournment by iceblyecyanide for @strangesoulmates [T, 5 399 words]
“Did no one ever tell you that it’s impolite to enter someone’s room without invitation, Alex Rider?” Chess prodigy Alex Rider is attending the 1981 Moscow Invitational when a moment of curiosity leads him into trouble, and lands him an impromptu rematch with the World Champion, Soviet Grandmaster Yassen Gregorovich.
The Boy in the Ice by Myulalie for @lastlymatt [T, 3 932 words]
Project IceX takes Yassen to a lab in Siberia in order to relive a miraculously preserved humanoid, seemingly older than humanity itself.
I don't want to lose you again by turtle_snail for @shehungthemoon [T, 7 461 words]
Alex gets a phone call from the hospital saying that his uncle was in a bad accident. Except, Ian Rider died four years ago…
A Surprising Holiday by TheOtherBlue for @myulalie [E, 3 487 words]
Alex runs into Yassen while on holiday in Greece and sees a chance to flip the script of their encounters. Yassen isn't entirely convinced, but is willing to play along.
The Monster in the Cellar by Too_Many_Rooks for @icebluecyanide [Not Rated, 5 104 words]
'Perhaps he’d lied to himself as much as he’d lied to MI6. Every report they’d demanded had read the same; his nephew was normal, and safe, and happy, and they couldn’t have him. Ian was his parent in every way that mattered, not a prison warden for the thing that might lurk inside him. No one would take his kid away from him. But the snarling, blood-stained, monster, barely conscious with all his hate and his hunger that was chained up in their basement didn’t much resemble the sweet little boy who’d run to greet him at the door when he returned from long overseas missions, or the child who’d stare with wide-eyed joy and fascination as Ian showed him the world, nor even the stroppy tween who liked to complain about how boring and embarrassing his guardian was.' Ian is forced to enact a plan he'd been desperate to avoid when he returns home one day to find his nephew... changed.
Lot 14 by Rirren for @lastlymatt [E, 2 509 words]
Blind and deaf, Alex Rider is helpless as he is auctioned off.
Pinewood by turtle_snail [T, 5 166 words]
Alex and Freddy are captured by nightshade, the situation is starting to seem dire and maybe Alex can’t sass his way out of this one.
A different kind of sacrifice by limnal for @strangesoulmates [E, 4 346 words]
Alex, a young Celt, has been chosen to be handfasted with Yassen, a druid known for his love of blood magic and human sacrifice. There are expectations to fulfill this night.
A Winter Offering by LastlyMatt for @myulalie [E, 4 561 words]
In order for the village to make it through winter, Alex has been chosen as a sacrifice for the spirit of the woods.
Salt Water by Myulalie for @shehungthemoon [E, 4 618 words]
Five times Alex forces Yassen’s hand (and gets away with it).
Disciplinary Action by icebluecyanide for @lastlymatt [M, 4 475 words]
General Alexei Sarov makes good on his promise to have Alex whipped. "There will be no more outbursts," Sarov told him, his tone brooking no disobedience. "You will be quiet, and you will watch. And when Juan's punishment is over, you will take his place." Written for FebuWhump Day 24: "I'm doing this because I care about you" and the Alex in Chains prompt "Alex tied up in front of an audience".
The Mystery Suitor by turtle_snail for @myulalie [M, 8 311 words]
“I’ll think this is an amazing deal. It will bring prosperity to both our kingdoms. I think Prince Alex can agree.” He heard Ian say. Alex's curiosity doubled. He caught his name being included in some deal Ian was making on his behalf. “What was that about?” Alex demanded, not hiding the fact that he was eavesdropping seconds before. “You have a suitor.” Ian said, "I just got a marriage proposal.”
What a way to start the year! Thank you to all the participants, once again, and happy reading to anyone catching up now ♥
Feel free to keep browsing through the wishlists and gift something to someone even if the event is over, I'll be happy to reblog it here if you do!
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tadpole-apocalypse · 4 months ago
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Looking for advice: I have a female half Wood Elf Druid Astarionmancer that I want to become more popular in the fandom. How do you get more eyes on your Tav (especially as a smaller artist)?
well, that's a really complicated question. I will try to answer with what practical advice I can reasonably offer from the perspective of a digital artist!
In regards to growing your blog as a smaller artist, i don't have an easy or fast solution. I've been on tumblr for over a decade, and i started out like most artists on here, posting my original art for 0 notes. I'm afraid its mostly just organic growth over time, more than anything else.
Popularity might not be the best expectation to have because you really can't control how other people view and interact with your work. Which might lead to frustration and chasing notes which is just a ticket to a bad time, in my experience. i treat my blog as my little diary to post my drawings and writings and silly thoughts more than anything else. I don't have particularly unique or special ocs other than I love them and like to spread them on my blog like shiny stickers. If others are enjoying it with me, then its a happy bonus!
Of course there are things you can do to try and make your artwork appealing to more people; this is something I do all the time! If I see a piece of art with a lot of notes, I like to try and pick out the elements of it that make appealing or eye catching, such as the way the artist uses color, contrast, composition, etc.
And with that info, you just...want to draw. A lot. I draw pretty much entirely in my free time when I'm not at work or playing video games. Drawing a lot will allow you to post a lot more. Posting more will naturally get more eyes on your blog, and your artwork/tav, over time.
I think the most important point I have is that fandom is a community, first and foremost. Find people making content you like (and not just artists, find gif makers, fanfic writers, lore/meta writers, blogs that just reblog content and keep it circulating, etc) and interact with them with sincerity. Show interest in what others are doing, leave comments on their creations and ask questions when they play ask games. In my experience, most people LOVE being interacted with in some way and are happy to reciprocate. We're all just playing dollies together, in the end.
Here's an actual piece of advice I can give: something that I've done in both major fandoms I've been in is give away a LOT of art. Most of my early fandom activities is just asking people to send me ocs to draw. It helps me practice my skills, challenges me to work efficiently, and the other person gets free art; if its something you can spare to do, as I know not everyone can just sit and pump out artwork they're not getting paid for.
But I've also got to meet some really cool people, and made some of my best friends on this site; some of who are now just my irl friend group. I still like to do it spontaneously for fun!
Take better care of your hands than I do!
That's all I got, I hope it was useful. 😅
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crystal-lillies · 2 years ago
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Okay okay okay first thoughts on the Dungeons and Dragons: Honor Among Thieves movie, with my best effort to avoid spoilers this time.
I had a blast watching it. I loved seeing the practical costumes and makeup for the creatures and I loved seeing the different ways spells were interpreted. And I did tear up a few times! Nearly full cried, but definitely got emotional on several points which is almost always a good sign for me.
I did not expect how the story played out the way it did. It was marketed definitely as a GOTG-style movie but Fantasy(tm) which both is and isn't what we got.
The whole thing felt like a campaign, or maybe the first arc of a campaign, but squeezed into a 2 hour and 15 minute movie. That being, it felt like a fast pace mostly because they sped-run the traveling bits with some gorgeous montage shots. Mostly fine by me, but at some points, it definitely felt like the scale of the world and time was off. It's by no means unique to this movie, and definitely not unique to the movies this film is emulating in spirit.
It's got somewhat of an Indiana Jones/Goonies/The Mummy/even OG trilogy Star Wars vibe in that certain logics are hand waved in order to get to the good stuff (tm), but it isn't unforgivable nor a detriment to the enjoyment of the film.
The characters are all very enjoyable, each in their own ways. I wish we spent just a bit more time on each of them, but there's the rub with ensemble films. And truth be told, to no one's surprise, Chris Pine's character Edgin gets the most prominent focus. I was surprised, however, at the focus Hugh Grant's character Forge had, especially compared to Rege Jean Page's Xenk.
Forge is a very charismatic antagonist, who has a lot more to do in the story than I anticipated, and definitely is a delight to watch onscreen. Hugh Grant dips a bit hammy into his performance but it's in a fun way that reminds of a Saturday morning cartoon. Smarmy, not entirely serious, but occasionally shows a hint of the person beneath, good and bad.
I found myself a little disappointed that Xenk got a really interesting focus, with an emotional and engaging background, and then seemed to not get a satisfying conclusion to that focus. He felt like a guest player character, rather than a full time player character, like the others in the group. While it does still tie up in a self-contained story, I'm hoping this movie does well enough to maybe explore into his journeys beyond this one. They did say that he is the Archetypal Hero that doesn't really fit with the rest of the group, so I suppose that was their way of saying he isn't permanent, which is fair. And while watching I definitely felt it, and wondered how he would be past his point and if he would have dragged the story in a different direction than it needed. (Or maybe if he was too much of a higher level than they were to justify keeping him around.) But that still didn't keep me from wanting to see more of his character later down the line.
Justice Smith's Simon has a nice self-esteem arc, and I enjoyed watching his growth through the movie. He also has an interesting backstory that sort of gets played with, but has plenty more room to grow, and I also want to see more of him and his character.
Sophia Lillis' Doric is a lot of fun and strikes me as a Circle of the Moon druid. She gets a small, engaging focus of her own, but in keeping with the pacing and the ensemble directed at Edgin, I find myself wanting more of her as well.
Doric and Simon are paired up, sort of, and I'm not entirely sure if it works since they don't get too much time, but such is the curse of a fast-paced ensemble film. Hell, Casino Royale was barely an ensemble film, if you count the sidekicks and villains, and Bond got a life-and-sequel-movie-altering romance that was built through the whole thing and I didn't feel like the relationship had enough there by the time she was killed at the end of it, so mileage may vary I suppose.
Michelle Rodriguez's character Holga was also a delight to watch. She's not the lowest of Intelligence but she for sure rolled a nat20 on heart. (Yes I'm keeping that.) It may be since I've been watching a lot of the Mighty Nein campaign, but she reminds me a lot of Yasha. And given that this movie was filmed during the pandemic, and the people behind it are huge nerds themselves, it may be very likely they were in part inspired by Yasha when writing Holga. Who could say?
But Holga holds up the party with Chris' Edgin, and they have a great dynamic with each other. Edgin is the bard, and while he doesn't have his own colorful Bigby's Hand, he certainly and deftly weaves the story as his class is wont to do. And I worry for his lute because he swings it around like it's a sword sometimes and every time I think it's going to break.
The writing is fairly tight, fast pacing aside, and there are plenty of laugh-out-loud moments and heartfelt moments. I want to see deleted scenes for this movie because I just want more of this story and these characters. And I feel like some things may have been trimmed that might have bloated a scene or two, but also would have been good to see. Hard to say at this point, but that's the vibe I get.
Overall, this movie is so much fun and worth going to see in theaters, more than once if you can. There is so much love in this story and it is absolutely felt when watching. You can definitely have fun with it if you have no experience with Dungeons and Dragons, if you're only familiar with separate properties like Critical Role or Dimension 20 and not so much the Classic Stuff(tm), or if you're a hardcore fan. There's good content in here for everyone, and it's treated well, and it treats its audience well.
If I were to give it a score as a movie, I would err on the side of 8.5/10. It's far from perfect, but it's a hell of a lot of fun and really well put together. Seeing it with friends/family in an engaged theater I would bump it up to a 9 or a 9.5.
I will be seeing it again, so I am going to reserve any Spoiler/Context-Specific Thoughts for after that time comes, and I will be interested to see how my experience with the movie changes depending on the theater and who I see it with, as I went alone this first time. But I'm very glad I saw it and look forward to seeing it again, and I hope they do get more opportunities to tell more stories in this world and other of the D&D worlds.
Both this cast, and John Francis Daley and Johnathan Goldstein as writer/directors, and all the people who worked on this movie, hit one out of the park and I would be very excited to see what more they could bring.
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dorianpavus · 1 year ago
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I want to play the new Baldur's Gate 3 but I've never had an exposure to the franchise and barely any knowledge of D&D. Do I need to have that in order to properly understand the game, or...?
oooh!!! i'm very excited you're interested in bg3, it's SUCH a fun game. :')
the short answer is no, you don't need any knowledge of the previous games or dnd! the game takes place about 100 years after the events of the second game, and it functions as a stand-alone. and because it's a video game, the game comes with tutorials and explanations of mechanics! if you want to jump right into it, many other people have, that's totally an option! 😊
the longer version is this:
FRANCHISE LORE
although no knowledge is necessary, some would help.
there are many people out there who've done let's plays of the first two games, or have summarized the plots. you can find relatively short or very in depth versions of those on youtube! take your pick. or don't watch at all! :)
because this is dnd, and there are some creatures that can live for centuries -- through magic or natural lifespans -- there are some characters you'll come across that were in the first two games, even though that was 100 years prior!
you yourself are a new character, though, so it's not like you're expected to know who they are. it's more like it's exciting for people who have played the previous games, but they function as normal characters for everyone else! this is also true for familiar locations making a comeback. for a new player, they're just cool new places -- no previous knowledge necessary! DUNGEONS & DRAGONS LORE
what will help you most of all while playing the game, imo, is knowledge of dnd. both mechanically, how the game/combat works, and some knowledge of this setting.
people play dnd in all kinds of different settings. lots of people make up their own, but there are some "official" settings, that published content is made for.
one of these settings is called the "forgotten realms," and that's the one this game takes place in!
there's this great ongoing lore series on youtube that goes over a lot of the lore (specifically relevant to baldur's gate 3) that leads into the game. if you want to know about the big players in the world, religion, the fantasy-talk the characters drop, this is the playlist for you! each video is about 10-15 minutes long, so they're great to watch quickly while eating lunch.
(i would really argue watching those videos will get you more prepared for bg3 than just a recap of the first two games.) COMBAT
then there's combat.
the good news is, if you play other video games, lots of them were modeled after dnd! it probably won't be too different from other fantasy rpgs.
there's gotta be thousands of videos explaining how dnd combat works, but i'll break down the important bits here:
almost anything you do in dnd boils down to rolling some dice and adding some numbers. usually, for combat and skills, that means rolling a d20, and adding any relevant numbers afterwards (that come from your own stats). when you're making your character, it will be useful to know what ability score affects what!
example: most melee weapons use strength. that means if you're using a longsword and invested in strength when creating your character, you'll have a higher number you get to add to your roll when you're attacking (so more likely to hit your target), and a higher number to add to its damage.
there are some exceptions to this -- some melee weapons have the "finesse" property, that allows you to use your dexterity instead of strength. (daggers, rapiers, scimitars, shortswords, etc.) that's useful if you're playing a high dex character rather than high strength!
ranged weapons, like longbows and shortbows, use dexterity.
classes that use magic have a "spellcasting ability" that they use for magic. for wizards, that's intelligence; for bards, sorcerers, and warlocks, that's charisma; for clerics and druids, that's wisdom. investing in those abilities as that class will let you add a bigger bonus to you rolls, or to the number enemies have to roll against you.
combat is turn-based. at the start of combat, every character (enemies and allies) will "roll initiative," which comes from their dexterity. (higher dex = higher initiative). then everyone takes their turn in order of their initiative.
dexterity is also used with armor -- without any armor on (and lots of spellcasting classes cannot wear armor), your base AC, or "armor class" is 10 + your dexterity modifier. that's the number an enemy has to roll to hit you. the higher your AC, the better!
different armors will have a different base AC. some of them you can add your dexterity modifiers to, and some of the heavier armors you cannot. (realistically, it's saying you're not gonna be too nimble when you're clanking around everywhere).
for characters who cannot wear armor, there are spells and buffs in game to help raise their AC! if they're getting hurt too easily, you might want to invest in one of those -- for instance, the Shield of Faith cleric spell adds a +2 to AC, and the Mage Armor wizard/sorcerer spell makes your base AC 13 + Dex Modifier (instead of 10 + dex!) when not wearing armor. Very very useful!
"Concentration" is when a spell must be passively maintained by the caster. You can only concentrate on one spell at a time, but you can cast other non-concentration spells with no issue. If you attempt to cast a second concentration spell, however, the first one will drop, and you will lose its effects.
If this is all overwhelming, I know! I just threw a ton of information at you that's all probably meaningless until you're playing the game. Don't sweat it too much, and feel free to come back to this if/when you're making a character.
Regardless, the game will try to teach you everything that you don't know. At the top right corner of the screen, little tutorial icons will pop up as you play, explaining some new feature -- don't skip those!
And my inbox is always open. If you ever have any questions or are having any difficulty or confusion, hit me up! Tl;dr, NONE of that extra frou frou I just gave you is necessary. You could hop into the game right now and start playing. You'll figure things out as you go!! Most importantly, HAVE FUN!!!!! It's an incredibly rich game with very vibrant characters and so much to explore and delight. :')
I'm sorry if my wall of text was too much sldgkhslkgh 😭😭💖💖💖💖 I LOVE this game and I'm so excited anyone else wants to give it a go!!!
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justmightyshadows · 10 months ago
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BG3 FicFeb Day 2(for me) Jaheira teaches Minthara how to cook. Minthara teaches her how to win
Next little fic - I had fun with this one! A lot of angst and jealousy which is always fun to write. The prompt is #6 SFW from here.
Rated E / maybe T .
Minthara hates mornings in the surface world, the sun blinds her with its morning glare and pushes her into waking without her input. However, more than even that she despises to be idle once she rises. Today, she rose from the bedroll unwrapping her limbs from Muira’s and shushed her gently as she began to stir “Sleep more my love. Let me take care of you this morning.” She planted a gentle kiss on her lips and pulled herself away reluctantly glancing back at the bundles of curls that now fell over the fur blankets. She changed into her camp clothes and went to get the fire started. This she was confident in, stacking the logs in the way that she had many times before. She added the small nest to the bottom and watched as it began to blaze. She set up the cooking rack and put water on to boil and then looked for pan to make mushrooms. She scanned the camp multiple times ‘Where would you keep a pan?’ She thought to herself. She found a couple of sticks and decided to roast the mushrooms over the fire by hand. A dull clinking came from behind her as she hunched over a handful of tiny mushrooms that she had found by the camp’s edge. Jaheira walked to the fire with a raised eyebrow.
“Up early today your highness!” Jaheira placed the box down containing the pan, food, and all the bowls/plates. She was in a loose tunic that barely seemed to cover her, her hair was not braided and fell to the side. ‘Must belong to someone else.’ Minthara thought with raised interest, scanning the length of her body from her crouched position.
“I am always up early- I simply do not like the sun, so I read and study in the morning. I can hear you all scavenging about like a pack of wild dogs.” Jaheira laughed heartily “It is not nice to speak about the way that Shadowheart eats. Poor cub has seen a lot.” She gave another laugh when she saw an actual grin spread across Minthara’s lips “But truly, are you up to make breakfast?”
“This morning yes. Every morning Muira rises and makes me breakfast. Before she did this I thought it a servants task. She’s been working so hard lately so today I bid her sleep in. I would be the one to nourish our bodies. However-”
Jaheira interjected, standing close to look at the minuscule mushrooms skewered by much larger sticks “You’ve never cooked a meal before.” She smelled of lavender and honey as she bent down to grab the makeshift meal. Minthara breathed her in with a sigh and thought of Muira alone with her every morning, close to her in this way. Did she notice the scent as well?
“Correct. Though I doubt it is beyond my skills once I gather the correct tools.” She stood and inspected the box of pans and ingredients and pulled out what she knew to be the right mushrooms with a look of confidence.
“I can show you how to make breakfast - usually I cook with Muira anyway.” Jaheira placed the pan on the stand and took the mushrooms from Minthara’s hands making sure to drag her nails lightly against her palms as she did. Minthara tried to look as if this was unsurprising handing them over in a nonchalant way. It was odd though, was she marking her territory or issuing a threat. Either way Jaheira did not acknowledge the interaction and began to cut the long mushrooms into a bowl.
“Yes. Show me how she prepares the food, druid.” If this was to be a game - then she would need to learn the rules before showing her hand. It is better she thought to play along for now.
“You are aware that she is truly devoted to you, are you not?” Jaheira handed a parchment with steak in it to Minthara and gave quick instructions “Cut thin slices into the bowl and then season with this” She handed her a bowl and small seasoning container.
“As she should be. I would expect nothing less of my chosen partner. I too am devoted to her. As you can see it has led me to cook like a common servant.” She settled onto a stool and gingerly began to plop small slices into the bowl below.
There was a silence as Jaheira stirred the mushrooms in the pan, letting them sizzle and pop from the oil. “I’ve grown rather fond of her. Though she is ruthless and unforgiving - quite like yourself. She is also easy to talk to with a remarkable amount of knowledge about people. I assume that comes from her old age.” She brushed past Minthara again this time her leg rubbed against her as she bent down to pick up satchels of tea.
“Tell me High Harper, what do you two talk about every morning? Muira is not like anyone else here and has no shared background with you. Yet, you tell me she has grown on you and I know you are one of the few people she speaks to in camp.”
“The shared background of being alive is enough. She is quiet in the morning but we usually discuss our homes, the ingredients we have, the drama around the camp and of course you.” Jaheira let the words fall with a weight - she seemed to be trying to get under the her skin or this was a type of slow interrogation.
“Me? I doubt there is anything for her to divulge about my past to a stranger.” Minthara bristled at the thought of her secrets being shared with anyone. Would Muira really divulge their intimate talks with someone else?
“She dotes and worries like a lovesick pup.” Jaheira chuckled lightly as she moved on to slicing onions.
“She noticed you weren’t eating when you first arrived save for mushrooms. Immediately she asked me for tips on growing mushrooms and had me set up trays for propagating them. You have an entire box devoted just to food of your taste, every morning she mists and cares for them as if they were little nuggets of gold.” Jaheira wipes a couple tears from her eyes, the onions had begun to agitate her and dropped those into the pan as well after scooping out the mushrooms.
“I do not like the sun grown food. It leaves a taste in my mouth.” Minthara retorted.
“She knows and by extension I know. Chop the meat thinner or it will never cook.” Jaheira muttered after inspecting the knife work.
Minthara looked down and focused on cutting the steak into thinner pieces. “She does not eat steak.” Minthara commented after looking down at the ingredients that were coming together. “I need to get her a piece of fish and also that disgusting smelling soup she drinks each morning.” She handed the finished bowl to Jaheira and stood up to get a piece of fish.
“I was waiting on you to mention it - you know where the fish is and underneath are small satchels of dried fish broth - the only thing she drinks in the morning. You’ll also need greens but we usually cook that together.” Jaheira watched her as she picked out the ingredients and headed back over to her. “I will be forward then since we are running out of time with playing cat and mouse.”
“You were playing with yourself, something I’m sure you’re used to these days.” Minthara ribbed at her making sure not to hold back the teasing she had held onto until now. “I have grown fond of Muira and will not stand to see her hurt by selfish people. Even those she thinks are on her side.” Jaheira continued.
“Do not make idle threats elf.” Minthara began to rise but thought better of attacking someone that Muira was fond of.
“I have never and will never wag my tongue unless my sword is ready to follow. Treat her well or I will. How does that sound? ” She turned and with a complete change in tone said “Ok - the meat is ready for the fire. This will wake everyone up so I usually put some bowls out for them all to get food.” When the food had browned nicely Jaheira pointed it out to Minthara and they made plates for themselves. Minthara piled fish and greens into a bowl as well as a small serving of soup and turned to bring it to Muira in the tent. She froze - seeing her lover standing outside of the tent with a grin. “For me?”
“Yes, you needed more rest this morning. Here.” She pushed the bowls gruffly into Muira’s hands and sat on a low stool to eat. Muira cooed as she scarfed down breakfast. “Delicious! You have some skill, I did not know you could cook at all. Did Jaheira help much? Sometimes she can be a bit bossy so I’m surprised if you got to even touch the food.” Muira let out a devilish grin her rows of sharp teeth adding to her sinister look as she eyed Jaheira for a reaction.
“I can hear you just fine cub! Sometimes you move around the fire so slow - we would have burnt mounds of ash if not for me.” Jaheira responded moving closer and allowing herself to rest close to Muira. Their arms rubbed lightly as she sat and ate. “Here try this.” She scooped a spoonful of a thickened fish soup into Muira’s mouth gently leaving her hand to linger on her chin.
“Delicious of course but did I hear you call me cub? Don’t insult me. I am many times your age young elfling. I could easily bend you over my knee.” She pat her lap in a mock show and they both threw their heads back in laughter. Muira rose to plant kisses on Minthara’s neck and wrap her arms around her. “What a lovely morning surprise, thank you. Will I be seeing you for morning duty again? I must admit I’d miss the sight of you scantily clad in my tent as I serve you.” She grinned again and nibbled gently on Minthara’s ear. Jaheira turned from them briskly and began to make conversation with Shadowheart who sleepily rested against her.
“Unlikely - I prefer the view of your body from our bedroll and the fire is too hot of a thing to wake up to. Plus, I’m not sure if cooking is truly my calling. I’ll leave the work of servants to Jaheira and the work of the nobles to myself.” She rubbed a hand greedily around Muira’s shoulder and pulled her into a sloppy kiss.
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For the BG3 Matchups may I offer my tav Jubilee, my little tiefling sorceress had been adventuring for like 2 weeks trying to figure out the origins of her magic when she got yoinked by mindflayers so she has no idea what anyone of any class/role is supposed to be like. She just kinda assumes whatever her companions do is the norm even when it’s really not, Shadowheart hates selûne with a passion I guess all clerics just get grumpy about gods other than theirs and she offered another rouge her blood once because she assumed that’s just how they are and got a horrified reaction. The woman is just taking things at face value and needs to be wrangled by the party about her misconceptions about how this works. This being said she has no idea what a sorcerer is supposed to be like and often ends up acting far more like an overly compassionate Druid or an innocently charming bard. She was working as a baker before getting all the adventuring nonsense and keeps bringing her party member’s pastries the way one would expect a cat to bring you a dead mouse. She is a genuine sweetheart who is deeply in over her head with everything happening too her. She a simple woman with a strong sense of fairness but has some strong people pleasing and attention seeking tendencies. She wants to be liked and while that leads to her being kind and helpful it can also lead to her being pushy. She has a lot of energy and is extremely affectionate to everyone. As mentioned before she’s an avid baker but can also sing and play the lute. She also just loves insects and has a collection of the little creatures, she hates loud noises as she has very sensitive hearing and sarcasm confounds her more often than not. I threw in a doodle of her for fun!
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She’s down for Poly and extremely sapphic.
A/N: Lol, I love it! This is now officially a Jubilee stan blog. 
And oh my gosh at that doodle? She’s so sweet??? I love her so much??? 
“She was working as a baker before getting all the adventuring nonsense and keeps bringing her party member’s pastries the way one would expect a cat to bring you a dead mouse.” 
@botanicalbard Literally my favorite line ever in a matchup submission, holy shit lol. Like she is so precious! Her companions better protect her or I will personally jump into the game to kick their asses. 
Please Like & Reblog!
Okay… So for Jubilee, as you said she’s into women, and down with a poly relationship, I think her best matchups would be monogamous relationships either with (or a poly relationship with both) Karlach and Hope!
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♨ Karlach is such a sweet girl, despite years of being forced to fight in hell. She’s kind, happy, and boisterous. She doesn't beat around the bush. If she likes something, she says it. If she disagrees, she’ll make her opinion heard. She has a fair amount of experience, but still manages to look on the bright side without coming off as naive. I think she’d find Jubilee’s innocence and curiosity sweet, as opposed to some other companions who might find it off-putting or dangerous. So it’s okay for Jubilee to take what Karlach says at face value, and in the event she needs clarification (which you said seems to be most of the time lol), Karlach is there, ready and willing to give it to her. 
Karlach isn’t a magic expert. She’s a barbarian, so her frame of mind is “If I can hit it, I can damage it”, which, to be fair, works out more often than not. However, I do think Karlach would encourage Jubilee to do some digging into her past and into her possible education, to try and teach herself more about sorcery for a couple of reasons. 1) It would be a great addition to the party to have a sorcerer on board, and 2) Karlach knows how good it feels when she’s being true to herself, smashing the bad guys to bits. She wants Jubilee to feel that self of purpose herself. But in the meantime, Karlach enjoys the way Jubilee acts and approaches situations. It’s refreshing to see someone try their hardest to be a good person. After years of watching armies battle in hell, Karlach has seen people at their worst. Every moment above ground with Jubilee only further reminds her how beautiful and compassionate people can and should choose to be. 
She’s also obsessed with Jubilee’s baking. Karlach is a tank, alright. She’s gotta fuel up way more than the other companions. And as long as Jubilee is happy to bring her sweets and pastries, Karlach is more than happy to eat them. 
Karlach also feels a duty to protect Jubilee, physically and emotionally, from all the violence and betrayal out there. It’s a harsh world in Baldur’s Gate, and it’s very clear to Karlach and all the other party members that Jubilee’s in over her head. But that’s no matter. Karlach promises to stick by her side throughout it all. She truly believes that as long as they stick together, there’s nothing they can’t do. 
Jubilee is similar to Karlach in that they both have a lot of energy. In some ways, they’re both people-pleasing. This can cause some issues, with neither one of the two being able to put down super firm boundaries. Thankfully, Karlach’s protective nature prevents Jubilee from doing anything overly foolish or risky while Jubilee’s genuine love for Karlach reminds Karlach to not put herself in unnecessary mortal danger. Because for Karlach, it’s not just about her survival anymore- it’s about theirs. 
Karlach loves when they get a moment somewhere quiet, where Jubilee can sing or play the lute for her. It’s so sweet and peaceful, that for a moment they can forget all their troubles. 
I think if/once Karlach’s engine issue gets fixed, the two of them can count on a long future together. One filled with just a bit less perilous adventures and lots of pastry eating together. 
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❂ Hope is actually the first character I thought of when I read your Jubilee description, (even though she isn’t a companion, but an NPC). She, much like her namesake, is an embodiment of hope in The Devil Raphael’s house of horrors. Despite years of torment and abuse, she still manages to have hope that things will get better. She naively believes that things will end well and that she will one day be free from the literal and metaphorical chains that bind her. That is one of the reasons Raphael chose to keep her locked away, as he could never seem to fully break her spirit, and it infuriated him. 
As a cleric, Hope would probably be better equipped with teaching Jubilee more about magic, spells, and sorcery overall. And it’s alright if Jubilee doesn't know a lot, because honestly, Hope doesn't either lol. She’s young at heart and in soul. There’s so much she still wants to learn, and do, and make for others. She and Jubilee could spend time together, each researching their own abilities, while still enjoying each other’s presence/company. 
Hope is overly compassionate herself. We know as much because she risks her own safety to help the party defeat Raphael. She’s giving but not completely selfless, asking to be rescued herself. This tells me she would be good at agreeing with Jubilee’s acts of compassion while keeping in mind her and Jubilee’s physical safety as well.
Hope would love to have Jubilee in her kitchen, brightening up the place. After taking the house from Raphael, she tells the player she plans to make the place more homely- some fresh paint, a new atmosphere, and her as the new owner- the place should be in much better spirits. Jubilee baking delicious pastries, and the smell of fresh baked goods wafting through the house just adds to that effect. It’s no longer a house of torment, but a safe home. 
And Jubilee being a bit pushy when it comes to people-pleasing won’t be an issue with Hope lol. Hope can be quite loud when she wants to be. Despite her smaller stature, she’ll make sure she’s heard. She has no problem pushing back against things that make her feel uncomfortable. Now that she’s free, she promises to never let herself be forced into uncomfortable situations again. If Jubilee is asking too much of her, Hope will communicate that. And on the other hand, Hope respects when Jubilee puts her foot down on something Hope may want to do. Communication is key to any relationship, and the two of them have it down pat. 
And Hope is interested in Jubilee’s insect collection. Hope is pretty small herself, so she feels a kinship with the little bugs and creatures Jubilee collects. And now that Hope has all these rooms, she has no problems converting one of them into a sort of conservatory to house all of Jubilee’s new little friends!
I think Karlah and Hope would get on well. Both of them know what it’s like to be trapped in hell and both of them managed to get through their traumas with their bright personalities intact. The best part about this arrangement is because Hope’s new house is technically located in hell, Karlach’s engine would calm down long enough for all three of them to come up with a plan to fix it. It would be the three of them- a trio of positive like-minded women versus the world. 
No imp or cambion, or even Zariel herself could tear them apart. The trio’s collective optimism and hope keeps them together. 
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twixtandshout · 1 year ago
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I spent way too long getting distracted by the sparkles that follow my cursor on your blog XD XD XD ANYWAY, you had talked about DnD character sheets for the LU boys and I'm here to ask about them! :D I don't know much about DnD but you were excited and I'm interested so feel free to tell me all about it!
Yes!!! Hi! :D There's a lot on them but I'm proud of them all. I guess I'll just pull out a couple things I think are neat from each of them? (And I'll try to keep things understandable for you, dw!!)
Sky: I don't remember what I already went through in comments, but I know he's your favorite so I'll try to pull out something new and interesting for you. Hm... I've got him with 14 levels of Paladin (swords and a bit of holy magic, sworn to a higher power), 3 levels in Warlock (magic granted as part of a pact with an outside entity), and 3 in Barbarian (hit stuff better when you're angry). Pretty sure I already talked about the storm stuff he gets from the Barbarian side of things – he gets some storm/lightning stuff and it's great – but I've made him a Pact of the Talisman warlock with Sun: his sailcloth is a symbol of his bond with her, and apart from acting as a parachute, it also lets him add a little extra to the roll a few times each day through her power when he fails a check. He's got a bunch of stuff that makes him really good at dueling, plus a couple extra feats that make it easier for him and Sun to talk 💞
Four: Four has. so many classes. I gave him 10 levels in Artificer, for making magic tools; then each Color plus Shadow got 2 levels in another class: Wizard for Vio (learn magic through study), Druid for Red (learn magic through becoming in tune with nature), Barbarian for Blue, Paladin for Green, and Sorcerer for Shadow (obtain magic through genetic accident/tragic backstory/general lottery). Generally Druids' main ability as a class is Wildshape, which is to say animal shapeshifting, but that wasn't the vibe for Red, so he's a Wildfire Druid, which gives him a living fire friend instead. Also, one of the magic things you're allowed to say your character knows how to make when you're making an Artificer is a living robot – I've quietly had him learn that, with the expectation that that's how he got Shadow back. :3 Other than that, he's just got a bunch of elemental spells basically!
Time: Time's got a couple levels in Bard (magic through music) and Ranger, but he's primarily a Sorcerer, with a slightly modified Clockwork Soul subclass – technically the flavor there's meant to be more "the underlying order of the universe" than "messing with time," but I just traded out a couple spells on the list and it works fine for him. :3c His background and his Bard and Ranger subclasses all involve the fey, though. He gets some fun stuff with glamours and charm effects, and, just for flavor, when he casts time stands still and you can hear/see gears ticking around him.
Legend: Lej's got a ridiculous number of classes too, and he doesn't have Four's excuse. (There's not even enough room on the sheet to abbreviate them all like I did Four's, so I just filled in the "class" blank "Yes.") So he's got a bit of everything! Pulling out a few interesting bits: he gets a whole bunch of sneaky stuff as a Rogue, as well as sizable bonuses to spotting lies and hidden objects. As a College of Creation Bard, he gets little visual symbol effects that float around him when he plays, and he can create a medium-sized object out of nothing, like that cane that lets him make boxes for some reason. As opposed to the more heroic Paladins of the Chain, Lej's Paladin subclass is the Oath of Vengeance, which among other things lets him channel divine power through utter a "vow of enmity" against an enemy, making his attacks more likely to hit until it's dead. I also gave him a few feats to really round out the knowledgeable veteran thing – he's really good at dungeon delving.
Hyrule: I gave Hyrule the Circle of Dreams Druid subclass, which is fey-themed and gives him a lot of healing abilities in addition to a little bit of teleporting. (He's got levels in Rogue and Sorcerer too, but apart from "he dodges real good, gets bonus damage for surprise attacks, and can modify spell effects," I don't have much to say on those for him.) Reflecting that he carries the Triforce, I borrowed the Radiant Consumption character feature from the Aasimar – as a bonus action, he can start burning, glowing brightly for 10' and doing radiant damage to everyone (including himself) every turn for a full minute. (A combat round in DnD lasts approx 6 in-game seconds!)
Wind: Wind! 2 levels in Rogue, 18 in Sorcerer. As a Halfling, he can reroll any 1 once. He can fly after casting spells (or grant flight to others), is immune to thunder and lightning damage, and he gets a feature to control storms! He can stop rain in a sphere, control the direction of wind, and hit things with lightning. He's also got Truesight and can make ghosts visible for an hour once per week, and I gave him the Quickfingered and Silvertongued feats, so he's great at pickpocketing and sweettalking people.
Twilight: Twi's largely a Ranger, with Exactly enough levels in Druid to give him Wildshape, because Wolfie. He's a Circle of the Shepherd Druid, which seemed fitting; he gets feyspeak as a language, can talk to animals, and can summon a hawk spirit to fight for him. As for the Ranger stuff, he's a Horizon Walker Ranger – the subclass description says they "guard the world against threats that originate from other planes or that seek to ravage the mortal world with otherworldly magic." He doesn't have a lot of spells – I don't think he'd use most of the ones I gave him, honestly, but the class says he gets some so I made the most of it – but he's really good at navigating, especially in forests, and he gets bonuses to track enemies. He's Also very good at vanishing in plain sight, seeing in darkness, and teleporting up to 10' before each attack.
Warriors: Seven levels of Fighter! Seven levels of Paladin! Six levels of Cleric! This boy is So Good at whacking things with swords, and he also channels magic/holy power as a representative of the god of War. As a Battlemaster Fighter, he's got a lot of tactical maneuvers he can use to set people up around the field or grant bonuses, and although his Paladin oath is baaasically the same mechanically as Sky's, he's an Oath of Glory Paladin where Sky's Oath of Heroism. He has a Peerless Athlete feature, he can Channel Divinity to vaporize low-level undead, and he's very mobile – he isn't slowed by difficult terrain, and he literally cannot be physically restrained.
Wild: He'd have a different level distribution if I kept what he had pre-nap, but I decided he keeps five levels in Fighter and then the rest is Ranger from post-nap. He's a Fey Wanderer Ranger (like Time!) so he gets some glamour abilities, and if something makes him save against charm/fear effects, he can redirect it and make that thing make the save against Him instead. He's great at navigating and disappearing in the wilderness, and he gets a couple teleporty things. He's also got a bunch of skills in cooking and making/finding healing food, and he regains more than the usual hp when he recovers, too.
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idlenight · 11 months ago
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🎼
Hi! I love hearing new music ideas so this seemed fun! Is it okay if I give you two to choose between? Because I love both and can’t choose between them myself (lol)
1) first choice is Saoirse MacLir, a half elven druid-rogue known for being a chronically terrible liar, having the most intense daddy/commitment issues of the group, and loving her friends as fiercely as a storm. She was a sailor like her late father before getting arrested and meeting the party, and I play her as incredibly Irish! Overall, a sad character that puts up a lot of joyful idiot fronts.
2) the other option is Marlene Nacht, they’re the changeling child of an archfey striking out into the world beyond their mother’s domain for the first time. They’re very blunt, and very much self motivated in that they chase their own amusement more than what’s right. Being fey, they don’t care much for right or wrong/good or bad, but they operate on very strict rules and expect everyone else to follow those same rules too. Mechanically they’re a warlock-sorcerer (with both strains of magic coming from their mother)
Thank you in advance 💛
I’ll give you one for each because I think it’s fun 🧡
For Saoirse I focused on the sailor part because it felt important to me, so i offer thee Riverboat Shanty by Emily Axford.
Marlene ‘i have a strong moral code but nobody can figure out what it is’ Nacht deserves a bit more chaos and energy for their song. The song Fuck It by Rio Romeo might be a bit crude -and I admittedly don’t know if Marlene is - but I thought it fit the energy that I was picturing for them based on the description!
I hope these recommendations fit what you were looking for Apple!
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theuntitledblog · 2 years ago
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Dungeons & Dragons: Honor Among Thieves (2023) - REVIEW
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SYNOPSIS
A Bard, a Barbarian, a Sorceror and a Druid must team up and find a way to break into a castle to save the Bard's daughter from a treacherous Rogue and a powerful Wizard.
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It can be a great thing to be completely wrong about something and Dungeons & Dragons: Honor Among Thieves is one of those very rare surprises that you just didn't expect at all. The first trailers did nothing to win me over; sure the visual effects looked impressive enough but everything else about it just screamed generic, throwaway fantasy of the likes of say Eragon. While Eragon remains a truly terrible cash-in, Dungeons & Dragons couldn't be far from that if it tried. Contrary to the special effects, huge Lord of the Rings-esque landscapes, magical creatures etc; Dungeons & Dragons greatest asset isn't the spectacle but rather its heart. This is a film that is very earnest and the writers (Jonathan Goldstein, John Francis Daley and Michael Gilio) have put a lot thought and effort into characters who you are more than happy to just hang around with while on this adventure.
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It's an eclectic group of characters who all have different personalities and abilities that they bring to the table (much like in the game) but all are grounded by their respective personal and somewhat relatable demons. Justice Smith's Simon is a sorceror with self-esteem, confidence and performance issues, Michelle Rodriguez's Holga struggles with being outcast for marrying someone her family disapproved of while Chris Pine's Edgin grieves the loss of his wife and trying to manage with fatherhood. Yes there's a fantasy adventure for them all to go on and challenges for them to overcome but it is the amount of depth that they are given as characters that is the biggest surprise. A scene where Holga visits her ex-husband (Bradley Cooper) could've been played for just laughs but it's an incredibly tender scene and the subsequent exchange with Pine's Edgin afterwards that is memorable. Each character has a moment like that of sorts with perhaps Sophia Lillis's Doric receiving slightly less from a character perspective but even then she is no simply bystander. The main take away from this is that this is a film whose foundations are firmly rooted on characters that you are actually given a reason to care about and makes you invested.
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But of course what also helps the film is that it is just incredibly good fun and you get that sense from the opening and hilarious escape attempt from a barren and icy prison. Effortlessly blending the standard exposition with the type of humour that Chris Pine does so well, you know very early on you're in for a fun ride. The humour is neither mean spirited or seeks to mock but is playful and endearing with respect to the source material and those who play it with a graveyard interrogation scene a particular stand out for me. Pine and Rodriguez enjoy great chemistry in a platonic relationship but perhaps no-one appears to be enjoying themselves more on screen than Hugh Grant's treacherous Rogue; Forge Fitzwilliam. But it's Regé-Jean Page's Paladin Xenk Yendar who gracefully wanders into the film and steals it from everyone in the roughly 20 minutes he's in the film for. I could go and say more but sufficed to say, the greatest compliment I can pay Dungeons & Dragons is that it is the type of film you could watch over and again no matter what mood you're in.
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VERDICT
An unexpected triumph but a delightfully entertaining one at that. With a strong cast, likeable characters with plenty of depth and a genuine earnestness, Dungeons & Dragons is a blockbuster you will want to revisit again and again.
5/5
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clockworkstarlight · 1 year ago
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YOUR DND OCS...... NOW!
GRAHH! I STILL ONLY HAVE THEIR CONCEPTS FOR NOW BUT I NEED TO DRAW EM SOON.. I ALSO HAVE THREE THAT IM ACTUALLY USING FOR TABLES IM PLAYING SO ILL INCLUDE THESE THREE IN HERE TOO...
GET READY FOR A LOT OF TEXT First things first, the actual oc ones! the ones i just made for fun and not actual use in an adventure! i've shown you them before :D most of these dont have names decided yet! - A warforged monk, a robotic lady made for a cloistered monastery life, acting as a teacher for new monks and a practice bot. After the destruction of her monastery, she has been forced to live in the outside world, her only goal being to spread her teachings. She is the "voice of reason" of her group, seeming too logical at times, especially because of her robotic nature. Her strongest flaw is that she does not see alignment in her students, so her teachings may be used for evil or good, and she couldn't care less about the uses. - A thri-kreen barbarian. Coming from a humble life, the man has become a hero of his town and respected after taking down a monster threatening the lives of the others of his kin. Despite having a certain kind-hearted nature, both to the innocent and those of his party, he is still a tough beetle to crack, having a somewhat rough personality when it comes to threats and such dangers. Uses a maul (two-handed battle hammer) as his main weapon, using his bigger set of arms to wield it. Sometimes carries his teammates on his bigger arms as well.(hehe hi beetle boy. beetle guy.) - A plasmoid druid. Born to the woods, they live a reclusive life in the wilderness with quite a soft interest for creatures that are around them, slowly becoming closer and developing a guardian bond with animals from the terrain they were bound to. It is quite the curious plasmoid, a small slime with the wish to know more about its surroundings, even being filled with leaves, sticks and flowers to the point of those blossoming through their slimy surface. Surprisingly, it doesn't remember its origins, other than it's wandering past before becoming an adventurer with their current party. Somewhat knowing, yet naive. It's contradicting in nature.
- An owlin ranger. A boy born to a family of corrupt aristocrats, his parents extorting those in need and using what they gained to shower their family in riches, his parents treating him as a golden child. Due to his family's bad reputation, the owlin himself was seen by part of the population as someone as bad as his parents, and that was the last thing he wished to be perceived as. He aimed to be a hero, but his origins prevented him from taking such a path in his life, in a way that almost would lead him to a breaking point. One night, he finally managed to escape his chains, finding refuge in the darkness of the forests nearby and making his living out of hunting the beasts that lurk in the shadows. His family still searches for him out there, but he knows they'll never know who he is now. His persona seems a little bit overconfident, but displays signs of humility, taking his inspirations from heroic adventurers he heard in stories. The boy is.. not really used to socializing and physical touch due to his affinity to the darkness, but he tries his best.
- A fairy cleric. A devout acolyte of the fey deities, she had been assigned to the research of her own religion, seeing old fragments of ancient texts and deciphering their messages. She deeply believed and worshiped Titania, the Queen of Fey and Summer, till the day she received an important notice: she would be called for a meeting that would decide her fate in the church. The fairy excitedly awaited such a day, and such a day came, but in a way she did not expect. She was called upon a manifestation of Titania herself, and such mighty light shocked her weak brain. Despite being so knowledgeable, she could not handle the pure appearance of her goddess, and it made her lose her sanity, to the point she had run away mid ceremony, laughter mixed in with desperate cries for forgiveness coming from the faerie. She now lives as a somewhat insane cleric, living in constant euphoria and happiness, not considering it a curse nor a blessing, but rather questioning why she is the one fated to suffer with such insanity.
- A kalashtar fighter. An avid anthropologist studying demonic races, she wouldn't consider herself an adventurer until a sudden calling for adventure from the plane of dreams and after hearing a story of adventure coming from a tiefling. After those events, she has made herself quite proficient with bladed weapons in order to be a sufficient member of a party, taking advice from her own studies and fighting styles coming from temples she studied for when young, and after that sailing off towards the unknown. She has quite a nerdy personality mixed with seriousness, though asking her about cultural details of certain races may lead to unexpected ramblings from the kalashtar woman. Mostly interested in the religious and historical aspects of those she studies, but doesn't consider herself much of a scholar or a specialist for either of those topics. A somewhat honorable fighter.
For my actual in-use characters we got: - Octopus mermaid death cleric, a young woman forced to pray to gods of destruction due to her own fear and paranoia of her city being destroyed again.
- Astral elf wizard named Alcyoneus. Previously a high ranking magician, she was locked in a prison unjustly after being accused of the murder of her entire family's court, she being the only survivor to tell the true story, yet with no one to believe her.
- A tiefling sorceress with Beelzebub ancestries named Urtica. Lead by her ancestor (Beelzebub himself, she calls him "Father" though) living as a voice that only she can hear to a new land, the bug-like lady has lead quite the shaken-up life, tricking others with her human form and looking for money related deals.
those last three have drawn looks but i will post them separetly! SORRY IF THIS GOT TOO LONG I GOT TOO EXCITED ...
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sevilemar · 2 years ago
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Hi,
To a beginner interested in maybe joining a dnd campaign, what would you say and what would your advice be?
🎊🍾Welcome to the wonderful world of ttrpg and collaborative storytelling, nonny! It's awesome that you want to try, it's so much fun! 🍻🎉
It's not gonna be Critical Role or Dimension 20, but it's gonna be you at the table rolling the dice, you who cheers for a Nat 20, you who breaks the GM by pulling something crazy, you who has adventures and is telling a story with other cool people, and that's one of the best experiences I know.
Here are a few general things I found helpful over the years:
- It's completely OK to start with a group, find out along the way that you maybe want different things from DnD, and then leave the group and look for another. DnD should be fun, and if you're uncomfortable at the table, or just want a different experience, it's OK to shop around. Especially in the beginning, when you don't really know what to expect yet.
- Tell your GM and your group that you're a new player, and ask for help when you need it. Most tables are very willing to help with character creation, roleplay, what dice to use, reading your character sheet, or what you can do in combat, etc. DnD is a lot in the beginning, and we all know it.
- It's usually easier for new players to play a barbarian, fighter, or paladin than a full spellcaster, and it's easier to play a bard or warlock than a wizard, a cleric or a druid. Barbarians and fighters have a more limited choices in combat, which makes it easier to get into the flow of things. Paladins have a few spells to make it interesting, but not too much to overwhelm. Bards and warlocks have only a few spells they chose once, while wizards, clerics, and druids have to choose their spells every day. It gets overwhelming real easy when you don't really know how to fight yet, and when to take what spell, etc. But fuck easy, if you wanna be a druid, go be a druid. You'll get the hang of it soon enough.
- Ask your GM or your whole table about safety tools and feedback. If you get a weird feeling from the reactions, keep an eye on your comfort level while playing.
- If you spread organisational tasks around, it's easier for everyone. In the groups I played with, everyone brings snacks and other food, and hosting and scheduling is done by someone that's not the GM. Also, it's much more fun when everyone is there, which means committing to the dates your table agrees on.
- Even if I am just playing a oneshot, I make sure to talk to my GM about the world and what kind of characters would fit in it before I create a character. If you already have a character in mind, talk to them and see how they would fit the world and the story. Be prepared to make a few compromises; in my experience, it's ten times easier to play a character that fits into the world, than one that is obviously an alien. It's also my way as a player to show respect for my GM and their world.
- When I make a character, I always try to find a good reason why they want to go adventuring. Maybe they're looking for something, or running away from something, or want to avenge something, etc. I find it easier to get into roleplay when I already have something that moves me forward and gives me a reason to talk to strangers.
- Especially if you're new to roleplay in general, some people find it easier when their character has something like a tick, or a special voice, or something they like to say a lot. It breaks the ice, and makes your character instantly recognisable.
- Talk to your GM if you have special requests. If you want something in your backstory to come up at some point, ask your GM. If you want to use a pet companion in combat, ask your GM. If you want a special weapon, ask your GM. They will not always say yes (they have the other players and their story to consider), but if it's not throwing off the game, my experience is that they'll find a way.
- In my groups, there's always a player who is a more outgoing person, or a more experienced player, or someone whose backstory we are currently playing with, who takes the reigns a bit more. If you're that person, great! It's an awesome feeling, enjoy it! And also take care to put the spotlight on others when it's their time. If you're not that person, also great! Let them do their thing, watch and enjoy, but also be prepared to jump in whenever you feel like it's a good time, or when the others put the spotlight on you.
- If you feel like someone is hogging attention, bring it up after a session, because it can get frustrating if it's not talked about in the group.
I am honestly so stoked you might want to try, nonny. DnD has given me a lot, has helped me a lot, and whenever I find someone new who is interested, I can get a bit over enthusiastic about it. Use whatever advice you think you'll need and forget the rest. I hope you find a good group and an interesting story to tell. Have fun throwing the dice, nonny!
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evokersapprentice · 7 months ago
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Pros and CON
As a relatively new player who is just about figuring out how the game works, I was wondering if I had any tips for my past self, any wisdom to offer for those just starting out. Funnily enough, my insight may be mostly to do with my lack of Wisdom, given that it just stopped me from multiclassing as a cleric.
It's not necessarily a lack of knowledge. I recently did a deep dive into some of the detail of the game, and I would heartily recommend that, but I wouldn't say it's required. A great thing about D&D is that it can be as complex or as simple as you want it to be. You get out what you put in, but you can still have a lot of fun as a complete novice.
Some of the older heads you hear from get snobbish about people who don't want to do the reading, or are only interested in certain areas of the game, but I'm not keen on all that gatekeeping. Even within my party there are various levels of enthusiasm for various things, and we just complement each other. If they don't care about optimisation and just want to play dress up, that works fine for me.
I got through a good few levels without knowing what a rogue was (although spelling it seems to put me in the top few percentiles of forum users) and it hasn't hurt me at all. The one thing I would say with hindsight, as a wizard, is to think early on about your build if you think there's any chance you'll want to later. You have limited decision points, and they lock you in forever, so when you later know what you're doing you might regret it. Your future self could be grateful for a little forward planning now.
It starts at day one, with your character sheet ability scores. Mine was pre-made, and I've worn those limits ever since. For example, others in the party are now looking to multiclass, and I can't take a level in cleric (or druid, or bard or sorcerer), because I don't have the Wisdom (or Charisma) you need. You may want to think about that.
You then have precious few chances to build on that starting point. At levels four, eight, twelve, sixteen and nineteen, you can either add two points to these scores or take a feat (if you're playing that way). I made my choices at level four without thinking about my overall plan, and that's limited my options now as well. I'm not saying that you need to optimise your character, but there are ways to make them better at whatever you want them to do.
Some of these points are conditional on how long you expect your campaign to last, given that some builds work better in the short term, medium term, long term, or you may just want to get the things you need now rather than planning for the future.
As wizards, I think we're both better and worse off than other classes. We have more decision points, as we get to choose new spells at every level, and unlike most casters we're limited to those spells and can't choose from the whole list each day. Those decisions are locked in, so the random spells you picked early on are two better spells that you now don't know.
But compared to martial characters, our ability scores and even feats don't feel as crucial. Magic can cover over most of our deficiencies, whereas they need to hone themselves into a specialised fighting machine to keep up. If you're a wizard going all the way to the endgame, you probably don't need to worry about power, because you're destined for omnipotence at level 17. You just probably don't want to delay that much with multiclassing.
In my campaign so far, I've been more concerned about the other side. Young wizards are extremely fragile, and with no worries about doing damage I've been mostly looking for ways to wrap my character in cotton wool. You may want to plan around that as well. Investment in AC, HP, saving throws, that kind of thing. Not feeling afraid every time a bad guy looks your way, pleading for the tank to save you. You don't need to be a tank yourself, but you need a little bit of weight so you're not knocked down by a breeze.
For all of their strengths, wizards also contend with a lot of different limiting factors. They can only learn those two spells per level, whereas others get access to a full list, and have to make sure they choose the right ones at the time and for the future. They can also only prepare a certain number of spells per day: at the moment that's 13 for me, which feels like a lot, but there are easily over 13 spells I'd like access to in case they came up, and that list is only going to grow as I keep learning stronger spells at high levels.
Wizards can do so many different things, but you're restricted and made to choose which of them you want to do with your build, and then again on any given day. Then you only have a handful of spell slots, and even fewer at each level. Then there's action economy: everybody is limited to one action per turn, except that some of the other classes get multiple attacks or bonus actions, and wizards are further limited by only being able to cast one levelled spell per turn.
Finally, we have to think about concentration, which seriously limits the number of our more powerful spells we can use to one per combat. Everything has a massive opportunity cost. If I use a fifth level concentration spell, that means a) I use up my action for that turn, b) I can't use a spell as a bonus action, c) I lose a fifth level spell slot, which seriously dents my capabilities for the rest of the day, d) I can't cast any of my other concentration spells whilst it lasts. Any wizard-building may want to look at loosening those restrictions as much as possible.
I would say take all other guidance with a pinch of salt. There's an awful lot of unqualified and unhelpful guidance out there, probably including a lot of what I've had to say. A lot of it's down to subjective opinion: so much depends on your DM, your party, your role, and what you actually enjoy. You'll see discussions of a spell where they haven't actually read the T&Cs properly, or without mentioning that their campaign plays a certain house rule that makes it work.
Even two of the more comprehensive guides to wizardry, from Treatmonk (spells here) and RPGBOT (spells here), can offer massively different conclusions. The former ranks Hold Monster as a mid-tier spell, the latter holds it up as one of the best. I find such guides to be useful as a reference, but I often come away with a difference in opinion. Every game is unique and you can find a niche for whatever build you like. It's just about making sure your choices complement each other, and ideally the rest of your party.
As a personal example, both of those guides are fairly in agreement that the purpose of a wizard is battlefield control, to cast save-or-suck spells to debuff the bad guys and leave them vulnerable for your teammates to finish off. I don't really do that, for three reasons. One, my druid really enjoys that role, and I find myself best deployed doing something else. Second, I was set up as an evocation blaster, and feel that there's an incentive to lean into that. Third, I don't really want to.
In my adventures thus far, I've found that our enemies are either weak enough for us to deal with the old fashioned way (hit them with a load of damage as quickly as possible), in which case save-or-suck is an unnecessary delay compared to blasting, or so strong that they can probably resist me (for example, some monsters have +6 to saving throws against my 16 DC), in which case they're of limited use, especially if they also hog my concentration.
There's a half chance that I'll get them to stick for one round, but then there's another saving throw, and an equal chance that I've achieved nothing at all. I've seen suggestions that aggressive use of Silvery Barbs can make those spells more of a certainty, but a) I'm the only one in my party who knows it, so it's only one re-roll per round b) I'm not made of spell-slots, and c) I don't want to push it and annoy my DM too much.
Then there's dragons to consider. We're in a fairly dragon-heavy campaign, where the big foes who can't be simply blasted aside are often draconic in flavour. All of the adults have Legendary Resistance, allowing them the ability to turn a failed saving throw into a success, three times a day. If they're succeeding at least half of the time anyway, you've got to waste an average of seven or eight save-or-suck spells before one actually hits. At that stage, the fight is over and you could have done 200+ damage instead.
My biggest frustration in combat is wasting a turn, and wasting a spell slot, given all of the limitations above. Wizards don't have enough of these things to throw away, and I want to make them count: perhaps via other forms of battlefield control, perhaps by buffing my friends, perhaps just by dealing damage, but all things which are guaranteed to have some sort of impact.
Given all of the above, my priorities to cover over wizard limitations are as follows:
Gain more spell slots, if possible, or find a way to reduce avoidable spell usage (e.g. Mage Armour each morning).
Raise the cap on the number of different spells I can prepare.
Protect myself from damage. As well as my health, my concentration spells are expensive, and I don't want to lose it.
I sometimes wish I was a Bladesinger (with flowers in my hair), but discovered that subclass long after I'd been assigned Evocation as a novice who didn't know what it meant. I live Evocation, but sometimes I do think longingly about what a cool ability Bladesong is. Adding your INT modifier to both AC and concentration saving throws is tasty, especially as you were going to maximise it anyway (so it's between +3 and +5).
I think you can rebuild it in the aggregate, maybe even better, but at the cost of some of your upgrades. A dip into Artificer would seem to be the ideal alternative. If you start there, you get both proficiency in medium armour and shields and in CON saving throws. It costs you a level's delay in terms of learning spells, but you get to the same place in the end.
The Bladesinger can only wear light armour, so their best bet is probably Mage Armour for a 13 + DEX + INT total. For me that would be an AC of 19 at the moment. The ArtWiz would get the same total with medium armour, a shield, and the same +2 to DEX. They would then save a first level spell slot per day, which as another use of Silvery Barbs (or any better alternative in the moment) is not to be sneezed at.
The Bladesinger has a higher ceiling (they can add another +1 to INT, and keep increasing their DEX if they like), but I think at that stage you're already maxing out AC's usefulness. With the Shield spell up your sleeve, very few attacks are going to be hitting on a 24, and of those there are very few which would then miss on a 25, 26, 27. The marginal benefit decreases the higher that you go.
In addition, as a general point, I think it's worth noting that AC is not as important for wizards as it may seem at first, when you get your character sheet with that big number in the middle. Unless you come across a lot of archers, it's mainly for character who are going to be in melee range, in which case the more obvious solution is just to get out of there.
Wizards will usually lurk at the back of the party, and most of the ranged attacks they face will be of the saving throw variety, like a dragon's breath, which makes AC useless. It's worth having at a decent level for those odd moments, including surprise attacks (like when I got myself surrounded by kobolds and had to self-immolate with a fireball on myself), but pushing it higher and higher will never make you invulnerable.
Whilst we're talking about the Bladesinger's cons, it's important to note that they don't have a bonus to CON saving throws in general, only concentration ones. That's nice, but concentration is sort of a second-order defence: if you're making a concentration save, you've already been hit, so you have other problems. It would be better to stop the damage in the first place. For many ranged attacks, CON or DEX function like AC, so it's worth pumping one or both up in their own right. It might even save your life.
For illustration, a white dragon's breath attack needs a CON saving throw against a 19 DC, or face an average of 54 damage. If it hits, you've got to run a concentration save to beat 27, which is impossible even with a +5 INT modifier. Given a wizard's low HP, you may also be dead. It would be much better to have a +4 to CON in the first place, potentially saving you from full damage in the initial check, and then still get that +4 to concentration if it did come down to that.
I've come across CON saving throws out of combat too, and it would be annoying to lose concentration on my fifth-level summon because the fighter trod on a poisonous mushroom, or have all your preparation taken out by the same dragon's lair effects before they even turn to attack you. Being able to add your proficiency bonus, which scales at least as quickly as your INT modifier will, could be every bit as handy as the AC boost.
You could grab Bladesinger as well as your first level in Artificer, to really supercharge your concentration, but then it would prevent you from enjoying your newfound armour proficiency. Many multiclass builds like to match subclasses which have 'synergy', but there's often a lot of wastage in the overlap because that subclass is supposed to compensate for NOT being a fighter or whatever. You may get just as much by letting Artificer solve these particular problems and going with a different school for another flavour of benefit.
Annoyingly, I can't do either of the options above, and have to settle with third choice: starting at Wizard and dipping into Artificer at a later stage. This still gives me the benefit of armour, but I don't get any sort of CON protection. My only route to that is picking up a feat later on, which I may well end up doing (Resilient and investing in CON anyway for HP and saving throws), but that's still a big opportunity cost.
But ideal timing or not, I still think a one level dip into Artificer is worthwhile. You don't miss out on spell slots at all, you're still INT based, and you get the chance to pick up a decent number of Artificer spells (two cantrips and five first level spells for me). They're all at low levels, so it's sort of a choice between seven weak spells or two strong ones. That already feels like a fair trade-off if you're looking for more flexibility, but there are also three benefits to choosing the seven.
First, it's flexibility on top of flexibility. Artificers don't learn spells like wizards do; they prepare them each day from a much wider list. This means that you aren't actually limited to seven spells, just seven spells on any given day. You can see what you use or not and switch it up. Second, it's much more choice on each of those days. Because you can prepare these spells as an Artificer, they don't count against your ~13 prepared spells as a wizard. You can even re-take wizarding favourites, like Feather Fall or Absorb Elements, to free up space for a higher level wizard spell. This massively loosens one of your main restrictions to future growth.
Finally, the Artificer has access to spells you would otherwise never have access to, such as Guidance, Sanctuary or Cure Wounds from the Cleric playbook. You can always find a way to learn more wizard spells, if you find a library or wizard to teach you, but other class's abilities are usually off-limits. These options let you be a lot more versatile, and allow you to find a use for lower level slots which might have otherwise been wasted.
In summary, armour serves to both protect you from damage (saving both HP and concentration) and spare you your Mage Armour both as a daily spell slot and as a prepared spell. The starting CON proficiency, if you can get it, likewise helps protect you from damage (saving HP once and concentration twice). Artificer spellcasting massively increases your number of prepared spells and widens your options in every way. It's not a bad haul.
Another detail of my planned build is that I took Fae Transportation as a feat. It's only a 'half feat', allowing me to increase my INT by one, which already lessens the cost, and I think that overall it's been worth sacrificing another INT increase. Not only because I got to learn two useful spells which I didn't previously know (Misty Step and Silvery Barbs), but because I effectively gained two spell slots (at first and second level) and two prepared spells (as they don't count against my thirteen). As those limitations start to bite, I feel like that sort of benefit is overlooked.
But concentration is still the thing that holds my attention. I don't want to waste my spells: most people recommend maximising your save DC for that reason, but I want to max my CON too. If I was building a new character, I might start with Artificer, then go Bladesinger, then take War Caster instead of Resilient (due to already having proficiency).
Investing a little more in CON over some of my wasted stats could then give a +11 (+3 CON +4 INT + proficiency) bonus on CON saving throws at this stage, which is enough to guarantee 24 damage doesn't shake your concentration, plus advantage on those rolls to make you pretty safe beyond that. It's just the breath attacks you need to dodge, and there are other ways around those. Blink, Sanctuary, Mirror Image are all non-concentration spells you can cast before a big combat. A Draconic Spirit can lend you a resistance of your choice. A wizard can actually be pretty hard to hurt, which is just the way I want them.
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