#the power of rolling 2 natural 20s on a disadvantage check
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Every so often I’ll pull up this clip of EXU and watch it just because.
Still remains one of my favorite Orym moments.
#critical role#orym#orym of the air ashari#Exandria Unlimited#the power of rolling 2 natural 20s on a disadvantage check#Orym's deadpan 'm o t h e r' kills everyone and also me
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Plane Shift: New Phyrexia Phyresis Rules 1.0
Contact with Phyrexian creatures and glistening oil can lead to phyresis, a special condition tracked in ten stages. Phyresis is not a disease, so immunity to disease cannot prevent a creature from being afflicted. Phyrexian creatures are immune to this condition.
A creature infected by phyresis experiences the effects of its current level and all those below.
Until level 5, greater restoration may remove a phyresis level from a targeted creature in addition to its other effects.
Every 24 hours, a character who has at least 1 phyresis level must roll a d20. On a roll equal to or less than their current phyresis level, they gain one level.
Phyresis Level Effects
1: No effect 2: No effect 3: Disadvantage on saving throws against being charmed or frightened by Phyrexian creatures 4: No new effect 5: Phyresis can no longer be removed by greater restoration 6: No new effect 7: Phyrexian language proficiency 8: Gain one augmentation for which you meet the prerequisites (detailed in a later installment) 9: No new effect 10: Incapacitated; begin compleation saving throws (see “A Sublime Transformation”) (Below the cut)
A Sublime Transformation
Most compleated adult Phyrexians, including player characters, are capable of compleating other creatures with sufficient ichor and time. A compleated creature retains its original type and racial features but gains the Phyrexian supertype. As a general rule, spells cast using Phyrexian mana that raise a target from the dead will return them compleated, if they were not already.
Much like being raised from the dead, the process of compleation is an exhausting ordeal that saps the energy of affected creatures. A newly compleated Phyrexian takes a -3 penalty to all attack rolls, saving throws, and ability checks. Each time the creature finishes a long rest, the penalty is reduced by 1 until it disappears.
Often, compleation is a process of optimization, reinforcing a creature's existing strengths. In that spirit, compleated player characters may increase one ability score above 20 by subtracting 2 from another ability score for each increase by 1 to the target score, to a maximum of 22. In addition, the compleated character gains one Phyrexian augmentation for which they meet the prerequisite.
Compleation is a unique opportunity for a player to re-work their character, extending to even class and subclass choices. Additionally, the mnemonic nature of glistening oil means that genetic material is not the only thing passed down from a Phyrexian to a creature they compleat. A newly compleated creature gains one skill proficiency possessed by the Phyrexian who compleated them.
Glistening oil carries the voice of Yawgmoth, who seeks to bend all to his whims. When you reach 10 phyresis levels, you must make a DC 16 Wisdom or Charisma saving throw each turn (your choice). The Phyrexian compleating you may grant you advantage on these saving throws. Successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. When you roll a 1 on the d20, it counts as two failures; likewise, a 20 on the d20 counts as two successes. On your third success, you become compleated while retaining your previous memories and convictions. On your third failure, your bonds are altered to serve Phyrexia. You retain your base alignment and personality, but may suffer memory loss. Either way, you lose all phyresis levels and their effects.
Though powerful, the alteration of loyalties during compleation can be undone. Dispel magic or remove curse cast with a 7th-level slot or higher can restore one target creature to its former bonds if its mind had been altered in this way. You can target one additional creature for each slot level above 7th.
#mtg#magic the gathering#dnd#dnd 5e#plane shift new phyrexia#phyrexian#new phyrexia#dnd homebrew#plane shift#worldbuilding
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Aasimar (5.5e)
Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power they can fan that spark to bring light healing and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents but they live for up to 160 years and have features that hint at their celestial heritage such as metallic freckles luminous eyes a halo or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the Aasimar learns to reveal their full celestial nature.
Traits:
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As an Aasimar, you have the following special traits.
Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.
Darkvision. You have Darkvision with a range of 60 feet.
Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait you can’t use it again until you finish a Long Rest.
Light Bearer. You know the Light Cantrip (Described at the end). Charisma is your spellcasting ability for it.
Celestial Revelation. When you reach character level 3 you can transform as a Bonus Action. The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest. Additionally once on each of your turns before the transformation ends you can deal extra damage to a target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. The transformation options are as follows:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends you have a Flying Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet and at the end of each of your turns each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. (The Frightened condition is as such: A frightened creature has Disadvantage on ability checks and attack rolls while the source of fear is within line of sight and the Frightened creature can't willingly move closer to the source of fear.)
Light
Light is a Evocation Cantrip that can normally only be learned by Bard, Cleric, Sorcerer and Wizard. It is an action. Range is Touch. It does require a Verbal Component and the ingredient for it is a firefly or Phosphorescent Moss and the duration is 1 hour. (Though you don't need to worry about ingredients if you can innately cast it.)
You touch 1 large or smaller object that isn't being worn or carried by someone else. Until the spell ends the object sheds Bright Light in a 20 foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
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Warriors of the agathion, leonals are humanoid lions that hunt fiends and monsters across the planes. While avorals scout, leonals are dedicated killers, called in when it is determined that the threat is imminent. On the material plane or in the celestial realms, the leonal will use its roar to banish threats back to their home, but if that fails they will fall back on their claws and bite to shred enemies in vicious display of power. For their strength and generally straightforward personalities, they are still quite cunning fighters, and will make good use of stealth and tactics to ensure the tides of battle swing in their favor. They are capable of using manufactured weapons, but their own pride and confidence in themselves means they rarely do, preferring their natural weapons.
The leonal originated in 2nd edition D&D, and made an appearance in 3rd edition and Pathfinder 1e Bestiary. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Leonal Medium celestial (agathion), neutral good Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 60 ft. Str 23 (+6) Dex 17 (+3) Con 20 (+5) Int 14 (+2) Wis 14 (+2) Cha 15 (+2) Saving Throws Str +10, Con +9, Wis +6, Cha +6 Skills Acrobatics +7, Animal Handling +6, Athletics +10, Intimidation +6, Perception +6, Stealth +7, Survival +6 Damage Immunities lightning Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons, cold, thunder Condition Immunities petrified Senses darkvision 60 ft., passive Perception 16 Languages Celestial, Common, speak with animals, Sylvan Challenge 12 (8400 XP) Keen Smell. The leonal has advantage on Wisdom (Perception) checks that rely on smell. Poison Resistance. The leonal has advantage on saving throws against taking poison damage or becoming poisoned. Protective Aura. The leonal is surrounded at all times by a 10-foot globe of protective magic. Fiends cannot enter this area by nonmagical means, and have disadvantage on attack rolls against targets within the area. Creatures of the leonal's choice within the area can't be charmed, frightened, or possessed by fiends. Additionally, any spell of 4th level or lower cast from outside the area can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas effected by such spells. This effect can be dispelled as a 6th level spell, but the leonal can restart it as an action. Actions Multiattack. The leonal makes three attacks: one with its Bite and two with its Claws. If both Claw attacks hit the same target, it can make an additional Claw attack against the same target as a bonus action, with advantage on the attack roll and a +10 bonus on the damage roll. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage plus 10 (3d6) radiant damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage plus 10 (3d6) radiant damage. Roar (1/Short Rest). The leonal can unleash a mighty roar that affects a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 14 (4d7) thunder damage on a failed save, or half as much damage on a successful save. Then, each creature in the area must make a DC 14 Charisma saving throw against magic. On a failed save, a creature suffers an effect based on its current hit points. If it has 50 hit points or fewer, it is deafened for 1 minute. If it has 40 hit points or fewer, it is deafened and blinded for 10 minutes. If it has 30 hit points or fewer, it is blinded, deafened, and stunned for 1 hour. And if it has 20 hit points or fewer, it is killed instantly. Regardless of its current hit points, a celestial, element, fey, or fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't leave that plane for 24 hours by any means short of a wish spell.
13th Age
Leonal 9th level wrecker [celestial] Initiative: +16 Claws and Bite +14 vs. AC (2 attacks) - 25 damage. Dual Hits: If the leonal hits the same target with two claws and bite attacks on the same turn, that target also takes 10 ongoing damage. C: Roar +14 vs. PD (1d3+1 nearby or far away enemies in a group) - 20 thunder damage. Natural 14+: The target is also hampered (save ends). Natural 18+: The target is also stunned (save ends). Limited Use: 1/battle. Recharges when the escalation die reaches 6. Aura of Protection: The leonal and all nearby allies gain a +4 bonus to all defenses against demons, and a +2 bonus to attack rolls against demons. Resist Lightning 16+. AC 25 PD 23 MD 20 HP 172
#d&d#dnd#dungeons and dragons#5th edition#13th age#homebrew#my homebrew#monster#long post#celestial#dnd cr 12#13th age level 9
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Homebrew Spotlight: The Warden
Hi there~! While you wait for my next entry into homebrew design class for dummies, I wanted to give some spotlight to one of my favorite homebrew designs as of writing: The Warden by Kibblestasty
Based on 4e's class of the same name: The Warden is a class that focuses on locking down targets and tanking
When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of your Warden Bond (for example, an Elemental Soul may manifest icy plating to reinforce it). When you do so, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC with that armor. While you have your armor integrated with your primal power, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2. This value increases at 5th level (to 3), 9th level (to 4), and 13th level (to 5), and 17th level (to 6)
First, I love the flavor text at the start mentioning how an elemental soul may manifest this feature, but I also like how it immediately establishes your role as a tank, it helps keep your AC up when you otherwise would be lacking, helps reduce the MAD (Multiple-Ability score dependency) of the class, but also reduces damage taken by a flat amount, similar to a barbarians rage.
Moving on to second level the Warden is granted two features, Primal Interdiction and Endurance Die, the latter allows you to roll a d8, using it to either reducing oncoming damage or adding it to a saving throw, the die and uses increase as you level up. Primal interdiction meanwhile reads as follows
Nature hinders your foes with aspects of your primal power. This effect has a 5 foot radius centered on you, turning the ground within range into difficult terrain for creatures of your choice. Additionally, at the end of your turn, you can choose to recklessly defend your allies within this area at the cost of your own safety, giving attacks against you advantage, and giving attacks against allies within the effect disadvantage if you are also in range of the attack being made (or have been at any point since the start of the attacker's turn) and not behind total cover. The range of this effect increases by 5 feet at 5th level (to 10 feet), and again at 11th level (to 15 feet), and 17th level (to 20 feet).
This feature is what really establishes the warden, not only do you establishing yourself as a battlefield controller but you also gain a defensive version of reckless attack. And I simply love it, at 3rd-level you gain Primal Manifestations, which essentially act like eldritch invocations, either granting you a tiny boon or allowing you to cast a specific spell. You also gain the gardens grasp feature, which lets you grapple a target when you make an opportunity attack. While I recommend you read the whole document, the basic rundown of its remaining class features include:
Your natural weapons overcome resistance to nonmagical attacks and damage
You add your con modifier to damage reduced via an endurance die
You no longer need to eat or drink and are immune to disease
Your Mystic bulwark works on all damage types
You can bring yourself back to 1 hit point when you fall to 0.
You gain a swimming speed or a burrowing speed
And as your capstone, you can essentially warp the area around yourself, causing an effect similar to earthquake or manipulate weather
Got all of that? Good, now lets move onto a basic rundown of the subclasses, also known as your Wardens Bonds
Elemental Souls can create weapons of the elements, such as lightning lashes or a shield of ice, create an elemental maelstrom within their Primal Interdiction, and transform into embodiment's of the elements.
Beasthides can sprout claws, gain bonuses to grappling and athletics checks, cause their claws to crit on 19 or 20, cause concentration on their inate spells to be unbreakable via damage, and transform into a gigantic form.
Elderhearts create lashing vines, redirect damage back to their attackers, turn critical hits against them into normal hits, transform into a treant-like form and sprout trees.
Stonebloods create fists of stone (Duh) that they can augment with different properties, unleash tremors, pull in enemies, gain tremorsense and draw upon the power of the earth itself.
Sunwatchers (My personal favorite at the moment) create blasts of solar energy, use the light cantrip to augment their weapons, create solar flares, teleport in a burst of sunlight, and transform into an embodiment of the sun itself.
And lastly: Ironbounds can use their Mystic Bulwark with heavy armor, gain resistance via Endurance Dice, use chains to bind those that attempt to escape your primal interdiction, morph and adapt sets of heavy armor, and transform into a monolith of iron.
There's not a whole lot to cover in terms of the primal manifestations, but in essence they're little bumps that enhance your endurance die, enhance your weapons and create various walls to impede your foes.
Final Verdict
Overall I really enjoy what kibbles has done with the class, I love its blend of tanky endurance coupled with battlefield control, an archetype not present on martial classes outside of subclasses I also enjoy how it allows you to to use magical abilities, in particular I like how the subclass specific spells allow you to use your Endurance Dice to cast them. I also admitively am a sucker for magical martial classes if you couldn't tell.
If you like what you've read then make sure to check out kibbles other content, and if you feel so abridged make sure to donate to him as well.
That's all I got for today, if you want me to cover any other homebrew classes, subclasses or likewise let me know, links to the warden + Kibbles website is down bellow, stay cool and go make some homebrew.
The Warden
Kibblestasty's website
#dnd homebrew#5e homebrew#dnd5e#dnd#homebrew 5e#5e#dnd 5e homebrew#dungeons and dragons#dungeons and dragons homebrew
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#25: Artio, The Bear Goddess
Fáilte, Gods and Goddesses!
Today, we step onto the green shores of Ireland for our first Celtic deity. Meet Artio, the Bear Goddess. Evidence of her cult was found as far as modern-day Switzerland, where a figure showing a woman feeding a bear was discovered. In SMITE, Artio is a melee druidess who shapeshifts into a bear to protect her allies.
Next Time: Who knew the wisest of the gods would turn out to be the pettiest...
Let's start with the goals of making Artio:
Bear Hug: Easy one, but necessary - we need to be able to transform into a huge bear and deal some serious damage.
Mother Nature: Artio can heal, conjure up vines, and drain vitality from her enemies.
Celtic Guardian: Artio's strong sides are good Crowd Control abilities and High Sustain. We need to be able to soak in some damage and prevent enemies from advancing.
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Now, we could just go with a human or (like Artemis) an elf, but for Artio, I think we'll look at the Wayfinder's Guide to Eberron and one of their races. More specifically, the Beasthide Shifter. Believed to be descendants of humans and lycanthropes, Shifters combine the traits of man and beast into a single, deadly force. Beasthide Shifters get a +2 Constitution and a +1 Strength, 60 feet of Darkvision, and proficiency in Athletics skill. We also get the Shifting ability; as a bonus action, we can assume a more bestial form for up to 1 minute. We gain Temporary Hit Points equal to [our level + our Constitution modifier] plus one more benefit depending on our Shifter subrace. Beasthide Shifters gain an extra 1d6 THP and +1 AC bonus when shifted.
As the Big Bear In Charge, Artio is the protector first and foremost, so making her the Folk Hero seems right to me. We gain proficiency in Animal Handling and Survival, one type of artisan's tools, and land vehicles. The Rustic Hospitality feature allows us to seek help and shelter among the common folk, because of our good reputation among the poor.
ABILITY SCORES
We'll start with Strength - we're a melee combatant, our blows need to pack a punch. Constitution will be next, we're the guardian with a thick bear hide for a reason. Follow that up with Wisdom, it's going to be our casting ability, but we won't be very spell-forward.
Dexterity is next, while not the most nimble of fighters, we need to make sure everyone around is protected. Charisma is a little low, but since Artio keeps mostly to the wilderness and forests, she doesn't necessarily interact with people... although we need to boost this up, bears are pretty intimidating. Finally, we're dumping Intelligence. I don't see a reason to have academic smarts here.
CLASS
Now, I know what you're thinking. Nature, shapeshifting, magic... Druid start-to-finish, right? Well, not necessarily. Half-a-point for trying, though.
Level 1 - Fighter: Artio is a melee character with spellcasting. We need to be a tank first, a magic-user second. Fighters get a d10 Hit Dice, [10 + Constitution modifier] initial Hit Points, and proficiency with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. For Artio (when not in the Bear Form) I think we could get regular leather armour and either a quarterstaff or a glaive. Our saving throws are Strength and Constitution and we get to pick two class skills (Intimidation and Perception).
Fighters begin by choosing their Fighting Style, and to fulfil Artio's role as a guardian, we're gonna go with Interception from Tasha's Cauldron of Everything. Whenever a creature within 5 feet of us is hit by an attack, we can use our reaction to reduce the damage taken by [1d10 + our proficiency bonus] to a minimum of 0 damage. We must be wielding a shield or a simple/martial weapon for this.
We also get Second Wind, which lets us take a breather and heal [1d10 + our Fighter level] Hit Points as a bonus action once per short or long rest.
Level 2 - Fighter: We get Action Surge. Once per short or long rest we can take one additional Action on our turn.
Level 3 - Fighter: We get to pick our subclass, our Martial Archetype. For Artio, who uses her bear form to maul any enemy in her sights, we're gonna pick the Brute archetype from a 2018 Unearthed Arcana. With Brute Force we increase our overall weapon damage by an extra 1d4.
Level 4 - Fighter: Time for our first Ability Score Improvement. We're really going to double down on our Hit Points, by taking the Tough feat. Our maximum Hit Points increase by [our level x2]. Whenever we level up afterwards, we get +2 Hit Points Maximum.
Level 5 - Druid: Time for some representation of Nature's might. Multiclassing into a Druid gives us proficiencies we already have, so we're going to skip it. We do, however, learn the Druidic language - a system of phrases and symbols we can use to encrypt messages.
Druids are also full casters, so we learn Spellcasting from the start. Wisdom is our casting ability, and we can learn cantrips and ritual spells. Druids have an access to their full spell list, and can each day prepare [our Wisdom modifier + our Druid level] spells. We start by knowing two cantrips:
Druidcraft is a druid-exclusive cantrip used to influence nature around us. We can make flowers bloom or wither, predict the weather, light and extinguish small flames, and create harmless sensory effects.
Guidance lasts for 1 minute (concentration). A willing creature we touch (or us) can add a 1d4 to one ability check of its choice.
We also start with two 1st-level spell slots:
Cure Wounds is a very useful healing spell. One creature we touch regains [1d8+our spellcasting modifier] Hit Points instantly. The number of Hit Points healed increases if we use a spell slot higher than 1st level.
Earth Tremor creates a shockwave within 10 feet of us. Each creature in the range must make a Dexterity saving throw or take 1d6 bludgeoning damage and fall prone.
Level 6 - Druid: We unlock the Druid's signature ability: Wild Shape. As an action, we can transform into a beast for a number of hours equal to half of our Druid level (rounded down). In the beginning, we can only transform into a beast with no flying or swimming speed and with a maximum CR of 1/4... which means, we can't become a bear yet.
We also get to pick a second subclass, our Druid Circle. We need to become a bear ASAP, therefore we're choosing Circle of the Moon, which focuses on improving our Wild Shape. The Combat Wild Shape feature lets us transform as a bonus action instead of action and lets us spend a spell slot when transformed to regain 1d8 Hit Points. Circle Forms changes our Wild Shape table, giving us the ability to transform into beasts with a maximum CR of 1 as of now. This means we can now become either a brown or black bear.
We gain another 1st-level spell: Entangle causes grasping vines and thick brambles to grow in a 20-foot square area centred at a point within 90 feet of us. For 1 minute (concentration), the area becomes difficult terrain. Any creature that enters (or ends their turn in) the area must make a Strength saving throw or become restrained. On each of their turn, they can make a Strength saving throw to free themselves.
Level 7 - Druid: We don't get any class features here, but we do unlock 2nd-level spells. Gust of Wind causes a strong gale to blow in a line 60 feet long and 10 feet wide for 1 minute (concentration). For every 1 foot they want to move, all creatures within the line must spend 2 feet of their movement speed. The wind disperses gases and fog and can either extinguish flames or fan them (50% chance).
Level 8 - Druid: Time for another ASI. This time, let's put two points into Constitution for even better durability.
Our Wild Shape ability also improves, now giving us the ability to transform into beasts with a maximum CR of 1 but with swimming speed (e.g. a giant octopus).
We also learn a new cantrip: Frostbite causes ice and frost to appear on one target within 60 feet of us. The target must make a Constitution saving throw or take 1d6 cold damage and gain disadvantage on their next weapon attack before the end of its next turn.
We get one more Druid spell: Enhance Ability lasts for 1 hour (concentration) and enhances one ability for one creature of our choice (or ourselves).
Level 9 - Fighter: Coming back to the frontline combatant, we unlock Extra Attack. We can now attack twice instead of once during each Attack action.
Level 10 - Fighter: Halfway through the build and we get an ASI. This time, let's raise our Dexterity by 2 points for better AC and Initiative count.
Level 11 - Fighter: We get another subclass update. With Brutish Durability, we can now shake off more powerful attacks. Whenever we make a saving throw, we can roll a 1d6 and add the result to the overall score. This benefit also works on Death Saving Throws; if a total result is 20 or higher, we gain the DST benefit of a Natural 20 (+2 saves).
Level 12 - Fighter: Another ASI. This time, let's put one point in Strength and one in Dexterity.
Level 13 - Fighter: We get the Indomitable feat. Once per long rest, we can re-roll a failed saving throw. We have to use a new result even if we fail it again.
Level 14 - Fighter: Another subclass upgrade. This time, we get to pick a second Fighting Style. The Superior Technique style lets us choose one manoeuvre from the Battle Master subclass. We also get one d6 Superiority Die to fuel said manoeuvre. Pushing Attack allows us to spend the Superiority Die whenever we hit the enemy and impose the Strength saving throw on them. On a failed save, the target is pushed up to 15 feet away from us.
Level 15 - Fighter: Our Extra Attack can now be used to attack twice instead of once, for a total of three attacks per one Attack action.
Level 16 - Fighter: For another ASI, we once again increase both Strength and Dexterity.
Level 17 - Fighter: We improve our Indomitable feature into two re-rolls between long rests.
Level 18 - Fighter: Another level, another ASI. Let's max out our Constitution into 20.
Level 19 - Fighter: We get our final subclass upgrade. With Devastating Critical, when we score a critical hit with a weapon attack, we gain a bonus to damage roll equal to our Fighter level.
Level 20 - Fighter: Our capstone is Fighter 16, which means final ASI. Let's put two points into Intelligence to get rid of negative modifiers.
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And that is Artio, the Mother Bear of Ireland. Let's see what I came up with here:
To start off, we're an absolute tanking beast (no pun intended). With an average Hit Points of 235 and Temporary HP of 25+1d6 every time we shift, we can soak some serious damage and protect our allies. Our AC is 16, and we have a +3 to our Initiative.
Unfortunately, our magic capabilities are pretty scarce for a Druid. Plus, most of our spells require concentration. Our Intelligence and Charisma scores are also not great, so we might be vulnerable to those kinds of saving throws.
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Another day, another build. I hope you guys enjoyed it and I'll see you for the next one. I'll start with another request when we finish gods beginning at the letter A.
- Nerdy out!
#dnd#d&d#dungeons and dragons#smite#smite gods#artio#celtic gods#druid#d&d druid#circle of the moon#shifter#beasthide shifter#fighter#brute#dnd build
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Fate and Phantasms #198
Happy New Year! (If it is not new years, please disregard.) Today we're crossing into the 2020 servants; hopefully this build makes that clear.
Today we're building Katsushika Hokusai, the daughter/fatheroctopus painter duo, most famous for... waves? And also making a deal with Cthulhu. We're grabbing some levels in Creation Bard for the former, and Hexblade Warlock for the latter. Don't worry, it'll make sense as we go.
Check out their build breakdown below the cut, or their character sheet over here!
Next up:
Race and Background
Oui is a Human. Her dad's an octopus, which is weird, but we'll deal with that later. Also, we're making her a variant human for cool stuff. She gets +1 Wisdom and Charisma, as well as Animal Handling proficiency to get along with her parents and the Magic Initiate feat, which uses her Wisdom to cast druid spells. Since magical paintbrushes aren't an official weapon in D&D 5e, we'll call it a quarterstaff instead, which means you can use Shillelagh to make it fancy and magical for the duration. It also turns the damage die into a d8, deals magical damage, and uses your wisdom instead of strength to hit things and deal damage. You also get Frostbite to splash cold water on people, and Protection from Evil and Good. You can cast that last one once a day for free, and it'll protect you against aberrations (plus celestials, elementals, fey, fiends, and undead) for ten minutes with concentration. They'll have disadvantage to hit you, and they cant' charm, frighten, or possess you, and any existing effects of that ilk you can shake off with advantage. No spoilers, but that'll come in handy soon enough.
You also get the Guild Artisan background, because you paint for money. That gives you Insight and Persuasion proficiency.
Ability Scores
Make your Charisma as high as possible. You paint good, and you have the mental fortitude to keep an elder god from yeeting your soul from your body. Good job. Second highest is Dexterity, painting lifesized waves in the air around you doesn't actually need all the backflips, you just like to show off. Your Wisdom is also pretty good, it's hard to paint things you can't see well, and again that whole "mental fortitude" thing. Your Constitution is pretty good, you handle all-nighters pretty well. That means your Strength isn't great, but we're dumping Intelligence. You're kind of a hick, after all. Plus, really? Swordbeauties?
Class Levels
Bard 1: You weren't born with the squid powers, so we'll grab those up a bit later. Right now you're just a plucky young artist with a dream. As a bard, you get proficiency with Dexterity and Charisma saves, as well as three skills of your choice. Performance and Nature will help you paint nature, and Arcana will help you find the squid guy in the first place. You get Bardic Inspiration, Charisma Modifier d6s per long rest, and you can give one to your allies to boost one attack, check, or save by however much they roll. Nothing like some tasteful nudes to get the spirits up. You also get Spells that you can cast using your Charisma. Friends makes it easier to pass charisma checks against a creature for a minute, but they'll know you magicked them afterwards. Thankfully, getting paid doesn't take that long. Minor Illusion helps you bring your paintings to life, but just a little bit. It'll create a still object or sound that lasts for up to a minute. Creatures can tell it's an illusion with an investigation check, or by touching it. You also get Animal Friendship- your dad can be hard to get along with. Color Spray weaponizes your paints to blind creatures in the area, and Illusory Script lets you write one thing, but really write another. I'm sure you can argue this should count for paintings as well. Oh, you also get Dissonant Whispers. You're a Foreigner, you can be a little creepy if ya wanna.
Bard 2: Second level bards become a Jack of All Trades, adding half their proficiency to skill checks they aren't proficient in. You're an anime character, it's an unwritten rule you should be good at everything. You also get a Song of Rest, adding a d6 to healing your party does over a short rest. On top of that, your bardic inspiration becomes Magical Inspiration, letting your allies add it to the damage or healing of a spell. Finally, grab the spell Silent Image for moving images, so now you can paint birds and/or waves and have them look just like the real thing. Now, third level of bard is where things start getting funky, so before we can do that, let's make a deal.
Warlock 1: Bouncing over to warlock lets you become a Hexblade, which sounds kind of weird, but there's a reason for that. You don't do weird mind stuff like the GOOlocks, and you don't really use Tentacles like the Fathomlocks. What you do need though, is a fancy magic brush, and a fancy magic octopus. There isn't a familiar-based subclass yet, so we had to go with the weapon-based one, and we'll pick up your dad later. Anyways, starting off as a Hexblade lets you invoke a Hexblade's Curse as a bonus action, dealing your proficiency in extra damage to the cursed creature, crit on 19s, and heal yourself when the cursed creature dies. The curse lasts 1 minute, and you can use this once per short rest. Hokusai also become a Hex Warrior, turning one non-two-handed weapon into a special weapon at the end of a long rest. Now your brush uses your Charisma to attack, nice. Unfortunately, this doesn't include magical damage, but you can stack this with Shillelagh if you really need to. You also get another set of spells with your Pact Magic. These slots recharge on short rests, and it means your multiclassing doesn't mix slots like most spellcasting classes would. You can still use one kind of slot to cast the other kind of spells though. Speaking of spells, grab Eldritch Blast for some paint splashes, and Mage Hand for a pseudo-octopus that'll grab things for you. Cause Fear lets you paint a really creepy thing one target can see, forcing a wisdom save and scaring them if they fail. Arms of Hadar will give you a little bit of tentacles, as a treat. They'll force a strength save on creatures near you, dealing necrotic damage and making them too gooey to take reactions.
Warlock 2: Second level warlocks get Eldritch Invocations, mini-feats to help you cope with only having two spell slots. Grab Armor of Shadows for free Mage Armor on yourself at will. Your family is your armor, and I mean that literally. Stop wearing your dad, it's creepy. You also get a second one, but we're saving that for the next level. Don't not take one now though, I'm just saying it won't matter in the long run.
Bard 3: Now that your pact is sealed, we can get the real living paintings going. If you're thinking 'bout an inking feel free to shuffle levels around, I just want to hit Font of Inspiration quickly. As a Creation bard, Hokusai gets an Inkling of Potential, adding extra effects to her bardic inspiration. Ability checks let the user roll twice, attack rolls deal extra thunder damage, and saving throws add temporary HP to the user. She can also enact the Performance of Creation, creating a nonmagical item nearby. Currently it must cost less than 20 times your bard level, and it has to be medium or smaller. You can do this once per long rest, or by spending a 2nd level slot, but doing so destroys the first object if it still exists. Right now this only makes medium objects, but a 5' wave of water is nothing to sneeze at. You also get Expertise in two skills, doubling your proficiency them. Pick up Insight and Performance for the ultimate style-copying skills. Finally, you get second level spells. We can't focus too much on non-charisma abilities, but this'll give you a leg up on seeing the true nature of things. It gives you advantage on any one kind of ability check for up to a minute.
Bard 4: Use your first Ability Score Improvement to bump up your Charisma. Now you have more inspiration, better spells, and a bigger brush. Charisma's good, you'll like charisma. You can also paint Dancing Lights and a Phantasmal Force now. The former lights up an area, the latter creates a phantasmal creature or object that only one creature can see for up to a minute. It can break the illusion with an Investigation check, but until then it treats the thing as completely real, rationalizing away inconsistencies. It also can take a bit of psychic damage if the illusion would cause harm within 5' of itself.
Bard 5: Fifth level bards become a Font of Inspiration like we talked about earlier, giving you inspiration recharges on short rests instead of long ones. Your inspiration also jumps to d8s. Finally, grab Major Image for more major illusions than minor image. It creates an object up to 20' on each side, and includes effects like sound, smell, and temperature, as long as they wouldn't deal damage. You can also move the illusion using your action. Same rules apply to breaking it though- investigation check or just touching it.
Warlock 3: Finally back in warlock, you get your pact boon, and the Pact of the Chain gives you Find Familiar as a ritual, and you can skip your own attack to attack with your familiar. Wildly enough, Octopus is already a rules as written option for Find Familiar. Awkward point; octopi can only be out of water for 30 minutes. Good luck with that! On top of that, Mirror Image lets you paint duplicates of yourself, making it harder to hit you. Boom, evade skill achieved. You get three extra copies, and every time you get hit, there's only a 25% chance of actually hitting the real one. If an illusion gets hit, it's destroyed, so the odds go up to 33%, then 50%. You also put in the Investment of the Chain Master, giving your dad a flying speed, the ability to attack as a bonus action, magical weapons, your DC for saves, and you can react to give the little bugger resistance to one instance of damage. Literally everyone else's dad is dead already, try not to add one more to the pile. Except for Romani's, but that's sad in its own way.
Warlock 4: Another ASI, max out your Charisma. It's good, you use it for literally everything. For spells, Mind Sliver deals psychic damage an makes the target's next save a bit harder to make. You also get a Crown of Madness, which gives you control over a creature's attack action. Just because you're less spooky than Abby doesn't mean you're not spooky.
Warlock 5: Fifth level warlocks get a new invocation and third level spell. Summon Shadowspawn lets you paint one of three kinds of shadowspawn, creepy little things that can scare people by screaming at them. They'll obey your commands, and it'll last up to an hour, until they hit 0 HP, or you drop concentration. Your last invocation is the Gift of the Depths, letting you breathe underwater and swim as fast as you can walk. Now it's slightly less awkward to carry your dad around, yay. You can also cast Water Breathing for free once per long rest.
Bard 6: Finally back in bard now, sixth level creation bards can put on an Animating Performance, turning a large or smaller item into a Dancing Item with its own stats and everything. You have to use your bonus action to command it in battle, but you can inspire people at the same time. I'm not sure how well animating water would work, but it's something to look into. You also learn how to Countercharm, spending your action to give creatures near you advantage on saves against being charmed or frightened. For something better, grab Intellect Fortress. For up to an hour, you'll resist psychic damage, and you get advantage on all Int, Wis, and Chr saves.
Bard 7: Seventh level bards get fourth level spells, like Hallucinatory Terrain! Now you can paint a landscape- literally! It's only 150' in range, but that's still plenty of space to mess with people. It doesn't really change anything, but forcing people to look at non-euclidean geometry is its own reward.
Bard 8: Another ASI. Bump up your Dex now so you're less likely to get hit, then grab Phantasmal Killer to paint a scary creature that will follow the target around and beat them up. It's a shame only one creature gets to see it.
Bard 9: Ninth level bards get a better song of rest, but more importantly you get fifth level spells. Legend Lore will help you see the true meaning of things more easily, and the more you already know about something the more you'll learn. That's why your Arcana and Nature skills are so high. Oh, wait, sorry, one sec...
Bard 10: And that's why your Arcana and Nature skills are so high... starting now, with another round of Expertise. Your inspiration also jumps to d10s, and you learn Magical Secrets, two spells from any spell list you can cast. On top of that, you get Prestidigitation to paint up small objects. For your secrets, Conjure Animals lets you paint up some real animals that'll attack enemies for you. Alternatively, you can Control Water to make those waves we've been trying to do with way less fuss than a Song of Creation or Animating Performance. It does come with the limit of using existing water, though you can also Part Water, cause a Whirlpool, or Redirect Flow with this one.
Bard 11: Eleventh level bards get a sixth level spell, and True Seeing will help you see All Things in Nature, letting you see through illusions, invisibility and the like.
Bard 12: One last ASI; bump up your Constitution for better concentration and more HP.
Bard 13: Your Song of Rest is a d10 now, and you get a seventh level spell. Prismatic Spray is the return of Color Spray, but it's taken steroids. Now it deals plenty of damage of a random type to each creature in its area, or it has a chance to shove them into another dimension or petrify them.
Bard 14: Your last goody from the college of creation is a Creative Crescendo, allowing you to paint up to your Charisma Modifier in items when you use a Performance of Creation. Only one can be a biggun, the rest have to be small or tiny. Also, your max size is Huge now, and a 15' cube of water will make a pretty big splash. You also get another round of Magical Secrets, grabbing you Conjure Elemental for a more symbolic approach to flooding people, and Wrath of Nature to paint a landscape that'll really fuck with someone. The grass turns land into difficult terrain, the trees will slash at enemies nearby, Roots and vines restrain enemies, and Rocks will throw themselves at enemies, knocking them prone on a failed strength save. It's not mind melting geometries, but it's still mess with people's heads.
Bard 15: Your ultimate level gives you a d12 inspiration die. You also get one last spell, of the eighth level. Feeblemind will handle all the mind melting the last level failed to live up to, forcing an intelligence save and dealing damage regardless. On a failed save, the creature's Intelligence and Charisma drop to 1, and it can't cast spells, use magic items, talk, or understand people. The only ways to fix this are with another Intelligence saving throw (every 30 days) or using Greater Restoration, Heal, or Wish.
Pros and Cons
Pros:
Like the regular Hokusai, this build has a great deal of flexibility, with pretty good AC, HP, and physical attack options to get up close and personal, as well as ways to buff allies and attack with spells at a distance.
Speaking of spells, they give you a lot of crowd control options. You can create extra allies with summoning spells and Animating Performance, blow them away with waves from Control Water or Performance of Creation, or keep them tied up with various illusions.
You're also really good at fighting other spellcasters. Spells like Protection from Evil and Good and Intellect Fortress will shore up most of your saves against fancier spells, and you can use Feeblemind to completely shut down anyone who isn't a wizard or artificer.
So piss off your patron and kick the ass of their flunkies, easy! Wait, there's still cons.
Cons:
Okay, so there are some problems with throwing waves all over the place: they're hard to control where exactly they end up. Also, your best wave requires real water, which won't always be available.
On a similar note, you specialize in summons and illusions, both of which tend to require Concentration saves. Yours aren't that great, and on top of that it means you can only have one up at a time. Unless you're cool with an elemental running around willy nilly, but that fits into Con #1.
Your Familiar can only stay on dry land for 30 minutes at a time. If you're going to play this in a landlocked campaign, switch the octopus and last invocation for something else, it'll be a pain otherwise.
Okay, she isn't perfect, just make sure you carry an aquarium with you, problem solved, right?
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Is It Balanced? A Look at D&D Homebrew Races Episode 1: Fishmen (One Piece)
https://www.dandwiki.com/wiki/Fish_Men_(5e_Race)
Today, we will be using the Detect Balance Scale (https://docs.google.com/spreadsheets/d/1vq1kz6PRAbw5LHy6amH-bNb4OuB8DBXL1RsZROt03Sc) to determine if the Fish Men homebrew race is balanced, and if it isn't, what changes we can make to fix it. If it goes over 30, it's definitely overpowered, and if it goes under 20, it's certainly underpowered. The recommended range the points should be in is 24-27, so if necessary, we'll try to adjust for that with adjustments that would make sense for the race/subrace.
Now, let's get started with the base Fish-Man traits (that matter to the Scale):
Ability Score Increase. Your ability scores depend on your subrace.
Size. Fish-men generally have the same sizes as humans, if not a bit wider and taller. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
Conductivity. You are resistant to cold damage. However, you have disadvantage in saving throws against lightning damage.
Languages. You speak, read, and write in Common and Aquan.
Ability Score Increase. Your ability scores depend on your subrace.
Size. Fish-men generally have the same sizes as humans, if not a bit wider and taller. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
Conductivity. You are resistant to cold damage. However, you have disadvantage in saving throws against lightning damage.
Languages. You speak, read, and write in Common and Aquan.
Now, the latter half of Conductivity's description has me a bit stumped. There is nothing on the Detect Balance Scale about disadvantage on saving throws against types of damage. We'll get back to that, but for now, let's look at the subtypes, starting with Carcharodon (the shark-folk).
Ability Score Increase. Your Strength score increases by 2. Your Dexterity or Constitution score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Predator. You have advantage in Wisdom (Survival) checks underwater to track creatures whose current hit points are below their hit point maximum that bleed.
Bite. Your great teeth are excellent natural weapons to make unarmed strikes with. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.
Here's another issue: You have a choice of ASI +1, but you can only pick between the two. Does it count as a choice if your choices are so limited? We'll have to account for that...
According to the Detect Balance Scale:
ASI +2 = 8 points
Choice of ASI +1 = 5 points
30 ft Swim Speed = 2
Amphibious = 2
One Medium Resistance (cold) = 3
Darkvision 60 = 3
Advantage on a situational roll (see Natural Predator) = 2
1d6 natural weapon = 2
Total: 27
Excellent! It's within the accepted range! ...But wait. What about the disadvantage on saving throws against lightning damage? Should we count that? If so, should we treat it as a vulnerability? If so, we'd need to subtract 16 points, as the Scale considers lightning to be a medium vulnerability. If that's the case, the total would then be 11, which would be very underpowered.
Well, let's move on to the Aquaeneodon subrace (the common fish-folk).
Ability Score Increase. Your Charisma score increases by 1, and any one other ability score of your choice increases by 2
Ocean Artisans. You are proficient in one tool, instrument, or gaming set of your choice.
Able Fighter. You are proficient with tridents and spears.
Another unusual problem: The choice of an ASI by 2 instead of one. That is potentially a problem, but I can't say for certain, because the Scale doesn't say anything about that. Let's see... ASI +1 = 4, while Choice of ASI +1 = 5. ...I s'pose for the sake of this, we should apply the same logic to ASI +2, which is 8. This would mean that if you have a choice of ASI +2, that would be worth 9. Let's go with that.
As well, you are given proficiency with two types of weapons, but on the Scale, the description they have next to Weapon Training simply says "for 3 or 4 weapons". I'm not sure what that means; does it mean what it sounds like or should I be careful not to jump to conclusions?
ASI +1 = 4
Choice of ASI +2 = 9
Tool (or choice thereof) Proficiency = 1
Weapon Training = 2?
30 ft Swim Speed = 2
Amphibious = 2
One Medium Resistance (cold) = 3
Total: 20
Well, it's not TOO underpowered, unless you want it to be within the Recommended range. Hmm... Maybe the Aquaeneodon should ALSO have Darkvision 60 ft. That would add 3 points to the score, making 23. We're almost there! We could also exchange the proficiency with tridents and spears for 2 Martial Weapons of Choice, adding one more point to the score. The result: 24.
Next up, the Cetacea (whale-folk, nevermind that whales are not technically fish).
Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 2.
Bulky. You count as one size larger when determining how much you can carry, and how much you can push, drag, or lift.
Thick Skin. While unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You may use a shield and still gain this benefit.
ASI +1 = 4
ASI +2 = 8
Powerful Build (Bulky) = 2
12+Dex Natural Armor = 1 (Would the ability to use a shield and still gain the benefit change this?)
30 ft Swim Speed = 2
Amphibious = 2
One Medium Resistance (cold) = 3
Total: 22
Again, not TOO underpowered if you don't mind that it's outside of the Recommended range. But if you do, maybe the Cetacea should ALSO have Darkvision 60 ft. (I'm sensing a pattern...) That would bring the score to 25. There!
Finally, the Octopada (octopus-folk).
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Ink Jet (wasn't given a name on the original site): As an action, you may attempt to blind a creature within 10 feet of you by shooting black ink at them.
Tentacles. To properly wield weapons as you might with regular hands, you need to use at least two tentacles to hold weapons and shields. So, to wield two-handed weapons, you need to use four of your six tentacles. Due to the weight it would put on your boneless body, you cannot wield a two-handed weapon and shield simultaneously. Individually, your tentacles can interact with objects through simple actions like opening doors and jars, or carrying weights of up to 10 pounds each, but they cannot attack or use weapons or shields.
The previously unnamed feature that uses ink was initially in the Darkvision description, which seems to have been a mistake. Anyway, this feature is quite interesting; I don't think there are any spells or the like that have the same properties, but there you go.
As for the Tentacles feature...I don't know. As far as I can tell, there is nothing on the scale mentioning anything like it. Nothing about dual-wielding weapons, anyway.
ASI +2 = 8
ASI +1 = 4
Darkvision 60 = 3
30 ft Swim Speed = 2
Amphibious = 2
One Medium Resistance (cold) = 3
Total: 22
Yet again, not TOO underpowered, but not within the recommended range, either. I'm not sure how to approach this one, however, because I still don't know whether the Tentacles feature is underpowered or overpowered, and thus, the above score may not even be accurate.
But what do you all think? Lemme know in the comments below, and if any of these subraces seem appealing to play as, see if your DM's cool with it (preferably with the aforementioned adjustments made). If they are, then get out there and show the baddies some Fish-Man Karate!
#one piece#fishman island#fishman#d&d#dnd#5e#d&d 5e#dnd 5e#dnd playable race#d&d playable race#dnd 5e homebrew#d&d 5e homebrew#Dungeons and Dragons#dungeons & dragons#5e homebrew#dnd homebrew#d&d homebrew
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The Case File – Mice and Murder Ep 3
The Case of the Curious Clues
Before we start, a quick plea to Grant O’Brien: Please stop finding clues. I can only take notes so fast. You’re killing me Grant. Moving on...
We start off this episode with yet another flashback, this time to the final confrontation of Sly and his supposedly dead arch nemesis Fletcher Cottonbottom at Reichenbunny Falls (...Brennan please). Fletcher was using a local castle as a storage center for munitions but Sly tipped off the cops before they could be moved. They do some repartee back and forth before Fletcher, the madman, handcuffs them together and jumps off the edge. They hit the water but Sly is able to lockpick himself out and escape while Fletcher disappears beneath the waves.
You know what I got from that story? No body.
Anyway, we jump back to the present where there *is* a body, Squire Badger’s specifically. Everyone in the room who isn’t a PC thinks that this must either be the work of ghosts or Mrs. M who was the only person in the room when it happened (allegedly).
This is a crucial time for clue gathering and Brennan keeps everyone in initiative for investigative purposes. Now, *so much* stuff happens here that I’m not going to recap every single detail--just the major clues and the things that seem relevant. I’m serious, this is like the volume of info we usually get in the once per season later game lore dump ep but it’s episode THREE.
Daisy tries to find a secret door but critically fails. She clocks Gangie, a fellow criminal, and in the moment Rekha and Katie decide that they prob have worked together in the past even though they are very different kinds of criminals.
Buck, who is outside listening to what’s going on in the room notices that his ankle knife is missing which is Concerning considering a man was just knifed to death.
Sly has Lars guard the door (he opens it and Buck is discovered, whoops) and then rolls a NATURAL 20 plus NINE to investigate so Brennan just has to tell him literally everything. RIP to him and me. Anyway, here’s the rundown (along with some of the stuff other ppl got):
Mrs. M’s hands are covered in blood but she couldn’t have done it. Based on her personality for one and for other reasons we’ll get to.
The wound is much messier than it would be if a person stabbed themselves typically.
There is a note in Squire Badger’s handwriting that says “Sylvester Cross I am afraid” No indication of if that was the whole message or if he got interrupted (maybe Buck could figure it out with his handwriting checking skills). Daisy from across the room clocks that Sly’s name is written on the paper but can’t read the rest.
The knife is a hunting knife with a pronghorn handle--an animal not common in England but very common in Texas (and Buck is sweating obv).
There is a slight layer of charcoal type dust on everything on the big resolute desk in the room (which makes sense, ash from the fireplace) but there is parchment type dust on the bust of Barkus Aurelius (OK, that one’s good) on the table and that’s the only place that dust is. Ian later notices that the date on the bust is wrong.
Speaking of, the desk (which we learn later was put in and taken out of storage once Loan Hall was modernized) is bolted to the ground and a lot of stuff has been thrown off it as if by a powerful force but Sly notices that it’s just the metal stuff like things made of silver or with screws. Stone things like the bust and other non-metal things have stayed put. Plus he smells ozone. This was the work of magnets, not ghosts, he concludes. And, for the record, Grant figured this out himself!
Mrs. M’s eyes are rapidly dilating. She is questioned about what happened and she says that she was told she was fired and would receive a small pension.
(Not a part of Sly’s clue dump but Buck rolls a 24 with disadvantage to persuade everyone he didn’t do it but then 2 nat 1s in a row to see if Harding--who said he was standing outside the door--is suspect. Buck thinks he’s at most a stooge but he did roll a nat 1 so who knows?)
Anyway, back to Mrs. M. Gangie fully believes Mrs. M is innocent and scared. She doesn’t quite remember what happened for a couple of seconds in there and it’s clear this is not the first time she’s had missing time. Sly calls Longfoot (the bunny photographer) over to take a picture of Mrs. M which everyone is a little appalled at until they realize he’s making a point. When the flash goes off, she bugs out like she did in episode 1 and forgets that the picture was ever taken. Sly then has Dr. Magpie list the symptoms of epilepsy. It seems that Mrs. M had an episode triggered by the flash she mentioned seeing and then lost time. It’s possible that what she thought she saw after that she didn’t actually see.
[While Sly is monologuing this Rekha texts Brennan and gets a 17 to swipe the “I am afraid” note. Sly doesn’t notice.]
So if it wasn’t her, then who was it? There’s only one door into the study and anyone who walked in would have to have walked past Mr. Harding, Shellcrest, Calliope, and Tabitha (who is having a marvelous time being in the midst of so much drama). Ah, but who said there was only one door? Sly has Harding pull a sconce and a SECRET DOOR OPENS! Woo! Finally! It’s a classic bookshelf one that opens into the hallway and there is some extremely fine crushed glass under the door. Hmm.
Sly clocks that there is something under the desk but we don’t know what it is because Brennan texts it to him and it’s redacted. There are actually a couple of redacted texts that go around this ep so we are def missing information.
OK, that’s more or less everything.
Sly notices that the page is missing and Grant gasps while Rekha does an excellent job of pretending like she doesn’t even remember what paper is being talked about. Constance asks if it’s possible that Mrs. M totally made up the memory because of her epilepsy and between Dr. Magpie and Sly they determine that that’s uncommon but possible. Dr. Magpie says that everyone should leave so he and Sly can examine the body and Sly says that someone should watch Gangie at all times.
At this point, Harding and Gilfoyle (the butler) say they should establish where everyone was at the time of the murder. A lot of the staff and guests have solid alibis cause they were in big groups/cleaning up together. But the PCs were off alone (or with each other) and had reasons to want to guy dead so they’re prime suspects. Sly even admits that he’s one too. Also everyone dogpiles Ian because Raph makes it so fun.
Harding mentions the letter that was given to Buck (the one selling his shares in BB and giving voting writes to his rival Josiah) and asks him to read it. Buck reads it and gives a streamlined version of the truth, saying everything except for the part with the proxy vote. With a 26 he is able to allay everyone’s suspicions for now, but now he’s purposefully hidden the truth in a way that can be readily called out if anyone sees the letter or the contract which he resolves to find.
Buster distracts the group so Daisy can “check the body for a pulse” aka: check the body for the contract. She doesn’t find a it but does find a key attached to a piece of red silk--something that would be weird for him to be carrying around instead of his valet. She figures this must open whatever locked drawer the contract is in and swipes it but Sly clocks her stealing it (his perception ties her sleathiness but an earlier Bless from Ian tips him over the edge--poetic).
Calliope says that everyone is kinds suspect, including Sly, but *someone* has to solve this and Sly’s their best bet so everyone should just stay put and they can guard the exits. The butler says that, besides the front door, there are some towers that poke up above ground and a servant's exit/entrance by the elevator in the kitchen wing but they can lock down both and have someone guard the front doors.
The butler is like, lmao yeah Sly I know you didn’t do it and I’m not gonna stand guard here but you know, everyone is keeping an eye on y’all. And then he leaves the PCs, Mrs. M, Constance, and Dr. Magpie in the room with the body.
Lars is about to go watch the kitchen staff but, before he goes, Sly says to him that he saw Cottonbottom and is obviously quite scared. Gangie, who used to work for the guy, overhears and asks what’s going on. Sly assumes Gangie is playing coy but rolls high enough to know that he isn’t. He saw a starkly white Cottonbottom and one of his known conspirators doesn’t know he’s back? Perhaps it was a ghost after all.
Case Notes
My 2 fave bits of this episode were “bad to bad bad bad” (and the further riffing) and Daisy throwing increasingly bigger books at Sly.
Even with a Nat 1, Sly gets a 16 on Investigation. Wild.
I don’t think Rekha got enough props for her “Cross examination” line so I’m mentioning it here.
Brennan said the ozone question was still open--but I assumed it was like the electricity smell from an electromagnet. That would make sense, right? Maybe he meant they hadn’t found the source of it specifically yet?
Brennan says Buck’s knife is a pronghorn knife. I assume they’re made from the animal’s horns? Even if they’re the kind that fall off every season, is that weird? Or is it just like human hair wigs? Also, does this world have leather?
I love that the dice keep supporting the narrative that Daisy simply cannot get her shit together when she’s with Sly because he distracts her too much. Delicious. Their whole relationship is delicious.
OK, I am a tiny bit suspicious of Calliope. It’s partially the way she took control of the situation near the end and partially the fact that she doesn’t seem like the kind of person who would be involved in this which would make her heel turn delicious. No hard evidence and obv she couldn’t be the person who actually stabbed a guy but idk. Just spitballing. I’m very curious about whether we’ve met everyone we’re going to meet more or less or if there are still outside people/hidden inside people. Because, in real life, a murderer could be literally anyone but in a story, you can’t just introduce a new villain all of a sudden at the end. Bad storytelling. Weak payoff. We’ll see how things start to pan out.
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Check in on my (not very realistic) wish list for episode 139
1. Nobody dies in the potential battle against Lucien/the Somnovem? I will be fine with temporary unconciousness but please nobody actually dies? Will they even fight? What was going on with the cliffhanger? I have so many questions!
Hey nobody died! Nobody even went unconscious. Can't believe we have a part 2 to this epic boss fight. This showdown is awesome! At least we know what will happen next episode.
2. The group uses their new eye powers for something (group telepathy will be hilarious, especially accidental) or just in general goof off with their new eyes.
NVM we are doing the boss fight right now
3. Beau or Caleb discover more new eye functions that we have not seen before (antimagic cone anyone? Does the eye location have any meaning? Lucien’s was also on the chest right?)
NVM we are doing the boss fight right now. If the locations mean anything, so far it's not revealed.
4. We get to see more of the party members’ new powers/abilities since they levelled up and got a long rest! Let’s gooo.
MOTIVATIONAL SPEECH thanks Cad. It's a new power we haven't seen before! Caleb knows gravity fissure now, apparently! Fjord and Veth also considered using new abilities before the break. Jester used contagion on Lucien! It was a nice try.
5. They get some sort of contact with/update from the material plane (i.e. their family, Yussa, or anybody else I guess just not Trent please), it’s been a while I wonder what’s going on over there. Has Jester’s parent trap succeeded fully yet? Has the assembly been investigated yet? Has Yussa figured out what the Nein did with his emergency exit gift? How are Yeza and Luc doing in the crime bar? Is the Dynasty looking into Essek? So many possibilities.
NVM we are doing the boss fight right now
6. The M9 succeed in stopping the city from going to the material plane and find a way to potentially destroy it by the end of the episode.
It appears that them plane shifting the crest away actually does ensure that the city cannot return to the material plane, that's great news! Also, I assume destroying Lucien would be a good first step to destroying the city.
7. Beau and Yasha continue to fight like the power couple they are and to indulge in PDA in the flesh horror city (because why not). Bonus: we find out Yasha’s plans for Beau’s red cape/the cape is used by Beau in the episode.
The discussion between Beau, Yasha and Veth LMAO. Oh NO Yasha is fighting Beau again - that natural 1 though! The miss! Another natural 1! The power of love!!!! Yasha also used the battle cry to protect Beau!
8. Fjord and Jester continue to be domestic and supportive of each other in these trying times because they are great. Bonus: more Sprinkle/Artagan mentions or interactions.
Jester and Fjord starting strong with the dirty/natural 20's! Also "I'd rather you wear it" "Fjord, it's so expensive!" They are so cute. Ayy Sprinkle/Artagan both got fed the Heroes' Feast! The excitement over the ring finally working lol. "Imma cast it at 4th level" lol Jester really tried her best to remove his slow and it worked!
9. Obligatory wish for Essek’s fancy dunamancy or magical items (Bonus: STILL hoping to see more high-damage AOE offensive spells that Essek has never cast because of the party placement, dark star anybody?).
The trapped haste spell MmmMm. GRAVITY FISSURE YAY hot spell flavour is hot. THANK YOU for that dispel magic on Yasha Essek you are the best. Nice magic missile but he is out in the open oh nO he is charmed oh no is he going to dark star the party?? Wheww thank you Caleb for the dispel, at fifth level too! He was so going to dark star Lucien if Cad was not pulled.
10. Obligatory wish for Caleb’s polymorph spell on himself or a party member. Actually, let’s expand to any party member’s polymorph! Give me those sweet polymorph interactions.
NVM we are doing the boss fight right now
11. The party tries to reach Lucien by mentioning Molly and Lucien actually having a physical reaction to their words.
Wow that was a physical reaction alright, definitely to Jester and Caleb's mention of Molly's name. Jester's song also had an effect. Everybody is trying yay! Well, it was worth a try. BEAU'S bonus action Gustuv talk made him lose a legendary action WOW. Fjord's, Caleb's attempt also succeeded. In round 2, Beau removed 1 legendary action, followed by Jester
12. Obligatory wish for Essek’s room in the tower (it will stay until it happens).
NVM we are doing the boss fight right now
13. Obligatory wish for Cad being a MVP in and out of combat because he always is.
CAD what a good pep talk I love you. Path to the grave and also the reaction war caster blight, very nice.
14. I NEED MORE RP PLEASE like last week’s high intensity combat was fun but I miss one-on-one conversations give them to me thank you. Longer conversations are even better.
NVM we are doing the boss fight right now, however there was a lot of Molly RP involved.
15. Everybody being super freaked out/creeped out by the terrible flesh city thanks to Matt’s wonderfully detailed and awesome descriptions.
The damaged state of the city, how it leans towards Lucien's cocoon thing and Lucien's transformation... OH NO the stalks not the tentacle stalks.
16. At least one of the party members get mind-influenced/charmed by some effect during the combat (well at least Caleb’s got mind blank and Veth got intellect fortress, but I would be surprised if there was no mind shenanigans).
Well, I knew it would happen. Gaudius, the eye of longing/love that did not affect Beau DID charm Yasha with a failed wis save and Yasha attacked Beau, again. However thanks to Essek it didn't last long!
17. Somebody check in a bit on Essek’s mental state because he is clearly not entirely desensitized as seen from last episode. At least he got a full rest so physically he is fine (just squishy, like wizards are).
Hey Essek got to open up a little bit before their final fight, so that was great.
18. Caleb uses more fire or his customized spells or just any cool spells in general I guess because what’s sexier than wizards NOTHING I’m still hyped from last week.
Gravity fissure already?? Sweet max damage, despite the save! Caleb you can literally just copy any spell you see cast can't you, high int wizard I love you. Also the use of that potion and the scroll were pretty smart too.
19. We learn more about Lucien’s motives and what he is actually trying to do, or more about the Somnovem’s different? motives because I was very confused last episode. Lucien wants to “parent” the Somnovem by bombing them with 10 intuit charges, like okay are you sure you are not trying to kill them? Then again, if that doesn’t severely damage the Somnovem I don’t know what will.
Well we now know that Lucien has all the Somnovem power inside himself now and is still very much wanting to bring back the city - at least he can't right now because of the threshold crest they got rid of last session. This clarifies a lot. I guess the "parenting" was to weaken the Somnovem for him to absorb them all into himself?
20. Obligatory wish for everyone to remain relatively happy and alive by the end of the episode except Lucien, and the episode ends on a terrifying cliffhanger as always.
I mean, should have known that Lucien cannot be killed in 1 session. Otherwise though, what an episode! What a session! Absolutely amazing.
Bonus:
ESSEK IS MAKING A JOKE LMAO I can't with this man, he is also giving everybody spells/gifts, cute - I guess wizards all have the save love language.
CALEB IS ABOVE 100 HP thank you Jester for that 17 roll from Heroes' Feast! I knew you'd do it. The feast was so crucial in their combat too, what a queen. Caleb always be covering his friends in his anti-aberration cone, and burning Lucien's legendary reactions. Great moves.
Veth are you... horny for Lucien??? LMAO
OH NO Gaudius on Essek this is the alternative Essek bossfight timeline OH NO but at the same time YES the angst- oh nvm Caleb thanks lol.
Extra - combat notes for my record:
Saves minus # eyes
Elatis - Excitement, pulling the target 120 ft towards Lucien + eye.
Ira - Rage, fireball effect AOE damage.
Fastidan - Disgust (wilting dull green) necrotic damage
Luctus - Grief (Dex save), slow spell effect.
Timorei - fear effect, but negated by Heroes' feast immunity.
Culpasi - guilt (Con save) disadvantage on saving throws +...
Miramus - (wis save)
Vigilan - the eye that moves/emanates the anti-magic cone
Gaudius - (wis save) charm effect
WHAT A FIGHT! I can't wait for part 2 and hopefully that's Lucien's final form. I did not think that the Molly influence will have such a profound effect, but I sure am glad it did! Everyone was so amazing in this combat, I love it all.
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1.) Player grows an eye in a random location that operates independently of the player. The player gets advantage on advantage on perception checks but disadvantage on charisma checks while the eye is exposed.
2.) The character’s eyes melt away, leaving empty sockets. He or she has disadvantage on Charisma (Persuasion) checks, but gains blindsight out to a range of 60 feet. The character is blind beyond this distance
3.)The character develops gills. He or she can breathe underwater, but has disadvantage on Constitution saving throws when not fully submerged.
4.)The character’s skin is cold and clammy to the touch. The character gains resistance to cold damage and vulnerability to fire damage
5.)The character awakens with a parched feeling in their throat, and their face has lost any semblance of a mouth. The character no longer needs to eat or drink and gains the ability to communicate telepathically with any creature within 30 feet with whom they share a language, but otherwise cannot speak.
6.)The character grows an additional face on the back of their head. At inopportune times it begins to argue with the character, giving him or her disadvantage on Wisdom (Persuasion) and Dexterity (Stealth) checks. While the second face is uncovered the character cannot be surprised, except when incapacitated.
7.) The Character Grows an opposable thumb opposite their current one.
8.) The character grows a tentacle from their back. It can be used to make an attack at a creature within 5’ and deals 1d4 damage
9.) Maddening but forbidden knowledge fills the characters mind causing them to gain a point of intelligence but lose a point of wisdom
10.) Maddening but forbidden knowledge fills the characters mind causing them to gain a point of wisdom but lose a point of intelligence
11.) Half of the Characters face becomes flesh and saggy imposing a -2 to any charisma check
12.) The characters teeth become enlarged, jagged, and pointy making it hard to talk and imposing a -2 to any charisma check
13.) Vile, purple fleshy wings sprout from the characters back allowing the character to fly at a speed of 10’ but imposing disadvantage on charisma checks
14.) A Circular, toothy mouth grows in the center of the character's stomach. The character suffers one point of exhaustion each day the mouth is not fed raw meat in the morning.
15.) A cloud of strange biting and stinging insects surrounds the character. Any living creature within 5’ of the character at the start of their turn takes 1 point of piercing damage. Killing the insects causes more to erupt from the players skin
16.) The Characters hands and feet become webbed granting them a swim speed of 30’ but imposing disadvantage on any dexterity check to finely manipulate objects (sleight of hand)
17.) Character becomes overly obese, imposing disadvantge on Dexterity and constitution checks.
18.) Characters hands become grotesque claws.The character can no longer wield weapons or shields but its natural attack does 1d6 damage.
19.) The Character grows a 3rd leg replacing its genitals. Movement speed is increased by 10’ but disadvantage on any charisma check
20.) The character’s head elongates and brain increases in size. +2 to intelligence and -2 to charisma
21.) The Characters head becomes a random animal head granting them the perception capabilities of the creature
22.) The character’s skin slowly sags off and replenishes itself constantly. Player gains resistance to slashing weapons but disadvantage on charisma checks.
23.) The Characters becomes impossibly thin and no longer needs to eat or drink. Doing so immediately makes the character vomit uncontrollably.
24.) Something is constantly moving under the characters skin
25.) The Characters ears become large and batlike. The character has advantage on hearing based perception checks but disadvantage on charisma checks.
26.) Pulsating sores and blisters cover the character's body. Anyone striking the character in melee combat takes 1d4 poison damage but the character has disadvantage on charisma checks
27.) The Characters tongue becomes forked granting it advantage on deception checks but disadvantage on insight checks
28.) Character becomes covered in gross, coarse black fur.
29.) Character no longer blinks and eyes become bulging. People around character are unnerved
30.) The Character's mouth becomes like a mindflayer. The character can eat normally but will eat brains when given the opportunity. Disadvantage on charisma checks
31.) Characters arms and legs become covered in gibbering mouths. The character has disadvantage on all stealth checks.
32.) The character's skin becomes a series of interlocking purple and green scales. The character can no longer wear armor but its natural armor becomes 13
33.) The character's skin becomes chameleon-like. The character has advantage on all stealth checks made while wearing minimal clothing but disadvantage on charisma checks.
34.) The character’s muscles become unnaturally and oddly large. The character becomes stronger but less nimble. +2 strength -2 Dexterity
35.) Characters muscles twist and diminish but the character becomes exceptionally fast and nimble. +2 Dexterity -2 Strength.
36.) the character’s hands and feet grow suction cups like an octopus at the end of their fingers and toes. The character can spider climb at will.
37.) The character's beauty becomes unnatural but at the sacrifice of brain power. +2 charisma -2 intelligence
38.) The character becomes unnaturally ugly but gains intellect. -2 Charisma +2 Intelligence
39.) The character's skin turns dark purple and constantly produces moisture. Disadvantage on charisma checks but advantage to escape or avoid a grapple.
40.) The character constantly smells like offal imposing disadvantage on charisma checks but imposing disadvantage on the first attack roll any creature makes against it.
41.) Ancient Arcane knowledge fills the character and its eyes turn bright blue. Character can pick one cantrip from the wizard spell list and cast it 1/day
42.)Ancient Eldritch knowledge fills the character and its eyes turn bright purple. Character can pick one cantrip from the warlock spell list and cast it 1/day
43.) Ancient Divine knowledge fills the character and its eyes turn bright Yellow. Character can pick one cantrip from the Priest spell list and cast it 1/day
44.) Ancient Natural knowledge fills the character and its eyes turn bright Green. Character can pick one cantrip from the Druid spell list and cast it 1/day
45.) The character's skin begins rotting. The nauseous smell imposes disadvantage on charisma checks.
46.) The character's skin is unnaturally warm to the touch. The character gets resistance to fire damage but vulnerability to cold damage.
47.) Twisted bone horns burst from the character's skull. The character can make a gore attack for 1d4 damage but has disadvantage on charisma checks.
48.) A second pair of arms, but purple and gnarly burst from the characters side. The character can use them to make an extra attack at disadvantage but has disadvantage on charisma checks.
49.) The characters facial features become opposite(mouth where eyes are, etc). The character has disadvantage on charisma checks.
50.) The character's ears become lumpy, saggy, and fleshy. The character has disadvantage on perception checks related to hearing but advantage on saves related to hearing.
51.) Disgusting bony spines and spurs erupt from the characters body. Any creature striking the character takes 1d2 damage and the character has disadvantage on charisma checks
52.) The character's blood becomes acidic. Anyone striking the character takes 1d6 acid damage including the character themselves.
53.) A fatty sack of poisonous fluid grows on the character's neck. The character can spit poison at any creature within 10’ for 1d6 but suffers a -1 to charisma
54.) The character's eyes become slitted like a snake and the character blinks from the sides. Character can cast Charm Person 1/week but has disadvantage on charisma checks otherwise
55.) Ancient knowledge fills the characters head, they immediately gain proficiency in a random skill but also suffers from a random indefinite madness
56.) A new language forces its way into the characters head. They immediately learn a new language but also suffer from a random indefinite madness.
57.) The characters' arms turn into long purple tentacles. The character gains advantage on strength based checks but disadvantage on dexterity based checks
58.) The character's skin turns black with red veins. The character has advantage on stealth checks in dim light or lower and disadvantage on stealth checks in light brighter than dim.
59.) The character sweats blood and drinks blood to sustain themselves or suffer the effects of dehydration.
60.) The Players back becomes twisted and haunched with a ridge of multi-colored spikes. -2 to Con but the character can run on all fours at 50’ a round.
61.) The character's lower half becomes gelatinous. The character's movement is restricted to 15’ per round, but becomes resistant to bludgeoning damage.
62.) The character becomes full gelatinous, a floating brain inside of a gelatinous mass. The players become the statistics of the black pudding but it retains its mental abilities.
63.) Small Tentacles erupt from the character’s skin all over their body. The character has advantage on any grapple oriented checks but disadvantage on charisma checks.
64.) The character's mouth becomes a circular maw with rows of pointed teeth and their tongue a sickly tentacle. The characters charisma is reduced by 3 but they can make a bite attack against a character in melee range for 1d6
65.) Eyes of all shapes and sizes appear all over the characters head. The character can see all directions and is no longer surprised but their charisma is reduced by 5 and they are afflicted by a random indefinite madness.
66.) The character grows a thin prehensile tail. The character has advantage on climbing checks.
67.) The character's skull contorts and expands to house the second brain it grows. +4 to intelligence but -4 to Charisma.
68.) Eldritch knowledge fills the characters head at too fast of a rush to stay sane. +4 to wisdom but character is afflicted with indefinite madness.
69.) The character increases in size 1 category but the transformation leaves their skin and muscles twisted and stretched around their bones that have become more brittle because of the change. Character is now vulnerable to bludgeoning damage.
70.) The character decreases in size 1 category but the transformation has caused their skin and muscles to sag and hang disgustingly and the strain on their bones has made them more brittle. The character is vulnerable to bludgeoning damage.
71.) The character’s eyes turn pitch black and veins of corruption branch out from their eyes. The character occasionally glimpses sights of the beyond and has advantage on Insight checks but must roll a dc 12 wisdom save daily or the glimpse of the beyond drives them mad with a new madness. The effects are cumulative until the character makes 3 saves in a row.
72.) A hooked black beak grows where the players mouth once was. The player throws up any food that isn’t worms. Disadvantage on charisma checks.
73.) The character’s legs become bestial and twisted, bending deeply in the opposite direction and grow hooved feet. The character can no longer wear armor but has its speed increased by 10’ and their jump distance is increased by 10’
74.) A second head grows awkwardly off the neck of the character. The head has the exact opposite alignment and personality of the character. It does not control the body but will try to influence the character
75.) Thick, mucusy webbing connects from the character’s arms to their side allowing them to glide as if affected by feather fall but they can no longer wear armor.
76.) The character's skin and muscles become translucent allowing people to see their internal organs. -4 to charisma.
77.) A large, bone plated set of spiked plating starts at the back of the characters head and runs down their back to a long spiked bone tail. The character can make a tail whip attack for 1d6 damage but suffers a -3 to constitution.
78.) The character’s muscles burst through and appear on top of their skin in places. The character becomes vulnerable to slashing damage.
79.) The bottom of the character’s face gets wider and the characters mouth contorts into a twisted grin they can’t change no matter what. The character has advantage on any intimidation check but disadvantage on all other charisma checks.
80.) The characters' facial features all merge into one grotesque eye in the center of their face. The character can no longer speak or smell but can communicate telepathically with creatures within 30’ and the otherworldly eye gives them advantage on perception checks.
81.) A second head grows on a 5’ long tentacle from the characters back. It moves independently of the character, has the opposite alignment, and personality of the character.
82.) 8 Large spidery legs burst from the characters back. The character can no longer wear normal armor but can spider climb at will
83.) The character is stricken with 2 random indefinite madness as whispers from the beyond begin to plague their every waking thought
84.) The characters nose and mouth form into that of a wolf. The character has advantage on perception checks that rely on smell and can make a bite attack for 1d4 but loses 4 points of charisma
85.) The character’s body painfully contorts and twists so that their torso and upper body is facing the opposite direction of their legs. The Character has disadvantage on dexterity based checks and attack rolls
86.) The character grows ugly, misshapen genitals of both genders all over their body causing them to suffer a -4 to charisma but also exudes pheromones that attract members of both genders to reproduce pheromone save is con dc 10. The character is driven to reproduce with anyone under the effect of the pheromones
87.) Iridescent fish scales appear all over the character’s body. The Characters natural Ac becomes 12 and they become resistant to cold damage but their movement on land is haved and their charisma is reduced by 3
88.) The character gains a glimpse of the beyond, and their eyes have tiny little stars in them. Once per day the character can attempt to tap into that memory to have the DM answer a yes or no question about the character's immediate future. Doing so doesn’t come without risk however, as the character must roll a DC 15 wisdom check or suffer a permanent insanity and fail to grasp the future.
89.) The character’s skin turns albino. The character becomes sensitive to bright sunlight and suffers disadvantage on attack rolls and ability checks in direct sunlight.
90.) The character becomes covered in diseased, pus-filled boils. Constitution and Charisma -2 but the character transmits a random disease to anyone touching or touched by them
91.) Insect Like pincers and teeth grow in place of the characters mouth. The character is driven to eat only bark and leaves for sustenance but can make an additional bite attack each turn for 1d4 damage
92.) Large Bulbous tumors grow over nearly every inch of the characters body making them resistant to bludgeoning damage but reducing their dexterity by 2
93.) 2 extra leathery and clawed arms grow out of each side of the character. The character can make 1 extra melee weapon attack per round or a claw attack for 1d6 and has advantage on grappling based checks but suffers a -2 to charisma, strength, and dexterity.
94.) Wings like a fly's burst from the characters back as well as tiny fly legs from the character’s side. The character can fly at a movement speed of 20’ but suffers a -2 to charisma and loses the ability to speak except in buzzes
95.) The characters' visage constantly switches to whatever horror the viewer perceives to be their worst nightmare. Anyone directly viewing the character must make a wisdom save DC 12 or suffer a temporary madness.
96.) The characters eyes now move independently on stalks that hang a foot out of their eye sockets. The character is able to look in two directions at the same time but the loss of proper depth perception and disorienting feeling of their new eyes makes them suffer disadvantage on perception checks.
97.) The characters arms grow overly large and long until they are just above the ground. The character gains 5’ of reach on melee attacks but the strain of their muscles ripping reduces their strength by 2 and dex by 1.
98.) The force of the corruption becomes too much for the character to contain and they transform into a hostile gibbering mouther. Nothing short of a wish spell can bring the character back to life.
99.) The force of the corruption and the glimpse of the beyond is so potent that the character gains 1 level. However, they are stricken with two permanent madnesses
100.) Roll Twice
#d20#rpg#dnd#dungeons and dragons#fantasy#sword and sorcery#campaigns#fairy tale#mythology#fable#dungeon master#dm#game master#gm#hackmaster#magic item#magic weapon#magic ring#spell book#d12#d10#d8#d6#d4#d100#dice
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My homebrew warlock subclass for champions of Vaermina. It also includes an Artifact, the Skull of Corruption.
Art by @julankaushibael
Transcription under the cut
Vaermina
You have made a pact with Vaermina, daedric prince of nightmares, omens, and torment. Her interactions with mortals are rarely friendly, and those that do worship her often do so to avoid the torment she inflicts as much as to receive any boons. However, occasionally Vaermina will bind a mortal to her service in exchange for power. Some mortals seek out this power, whiles some are driven to make a pact by nightmares and uneasy sleep.
Expanded Spell List
Vaermina lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level
Spell
1st level
Dissonant Whispers, Sleep
2nd level
Detect Thoughts, Phantasmal Force
3rd level
Catnap, Feign Death
4th level
Divination, Phantasmal Killer
5th level
Mislead, Modify Memory
Nightly Torment
Every night, starting when you choose this patron at 1st level, Vaermina fills your dreams with terrors and omens. Every time you complete a long rest, roll on the Nightly Torment table to determine the effect of Vaermina’s dreams.
Lucid Suggestion
Starting at 1st level, any time that you cast an Enchantment spell that targets a creature who is asleep, the creature has disadvantage on any saving throws it must make as part of the spell. In addition, you can speak to the creatures subconscious mind, meaning that the creature can hear and see you for the purpose of this spell if they would be able to see and hear you if they were conscious.
If you use a spell in this way, the effect of the spell applies when the target wakes up. If the spell requires concentration, concentration must be maintained until the target wakes up in addition to the duration of the spell.
Nightmarish Presence
Starting at 6th level, you can put on a mimicry of Vaermina’s nightmarish visage. As a bonus action, you transform into a terrifying version of yourself for one minute. During this duration, you may add your Charisma modifier to any damage from attacks. When you hit a creature with an attack, they must make a wisdom saving throw against your spell save DC. If they fail, they are frightened until the end of their next turn. If they succeed, or when the frightened conditioned ends, they cannot be frightened until the duration of Nightmarish Presence ends.
When you use Nightmarish Presence, you cannot be recognized as yourself. Others cannot describe what you look like while using Nightmarish Presence.
Once you use this ability, you cannot do so again until you have completed a long rest.
Fearless Defenses
Starting at 10th level, your encounters with Vaermina mean nothing else on Nirn can frighten you. You are immune to the frightened condition, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you until the end of its next turn. While frightened in this way, it must use its movement on its turn to move as far away from you as possible.
In addition, your lack of fear allows you to navigate Vaermina’s dreams more easily. When you roll on the Nightly Torment table, you may roll twice and choose which result to use.
Dreamstride
Starting at 14th level, you can enter Quagmire itself to travel long distances. As an action, you and up to one willing creature can physically enter the Realm of Nightmares, leaving nothing behind. Quagmire is a constantly shifting nightmare realm. It is mutable, and for every 10 minutes that pass in Quagmire, only 1 minute passes on the Material Plane. Time spent in Quagmire counts as resting; 10 minutes in Quagmire counts as a short rest and 80 minutes in Quagmire counts as a long rest. However, spending too much time in Quagmire is dangerous, and completing a long rest there may result in waking dreams, loss of bodily functions, or even death, at your DM’s discretion.
While in Quagmire, you try to navigate the shifting dreams to find a specific dreamer. Roll a survival check against 10 + the Wisdom modifier of a creature you have seen before. This check automatically fails if the creature is not asleep. If you succeed, you locate this person’s dreamscape. In the creature’s dreamscape you can cast dream on the creature without expending a spell slot and with an instantaneous casting time. Additionally, you and any creature accompanying you can travel through the Dreamscape, appearing in a space next to the sleeping creature.
At any time while in Quagmire, you and any creature accompanying you can return to the location you entered Quagmire from. You can use Dreamstride a number of times equal to your Charisma modifier; you regain these uses after completing a long rest. If you successfully locate a creature’s dreamscape, you cannot use Dreamstride again until you complete a long rest.
Nightly Torment Table
Roll
Dream
1
Fitful Sleep. Suffer one level of exhaustion.
2
A Dream of Unmooring. If you drop to 0 hit points, enter the ethereal plane for 1 minute.
3
A Vivid Dream. You awake with a silvered dagger in hand. It disappears when you complete another long rest.
4
A Dream of Paranoia. You have disadvantage on Insight checks. You cannot be charmed.
5
A Telling Dream. Others have advantage on Insight checks against you.
6
A Lucid Dream. You have advantage on Perception checks.
7
A Dream of Heights. You can cast fly on yourself without using a spell slot or material components. When the spell ends, you are paralyzed until the end of your next turn.
8
A Portent. Roll 1d20. At any point before you complete your next long rest, you may replace your attack roll, saving throw, or ability check with the value of the die. You must do so before you know the outcome of the roll.
9
An Omen. Roll 1d20. At any point before you complete your next long rest, you may replace another creature’s attack roll, saving throw, or ability check with the value of the die. You must do so before you know the outcome of the roll.
10
A Waking Dream. When you wake up, you are paralyzed for 1 minute.
11
A Dream of Exposure. Lose all armor proficiencies. You regain them when you complete a long rest.
12
A Dream of Being Chased. Your speed is increased by 5 feet.
13
A Dream of Storms. When you deal lightning damage you can add your Charisma modifier to the damage. When natural lightning strikes within 500 feet of you, it strikes you instead.
14
A Dream of Drowning. If you drop to 0 hit points from suffocation, you regain 1 hit point and are not dying. You are stunned until you can breathe again.
15
A Dream of Being Watched. You can see invisible magical sensors such as those used in the arcane eye or scrying spells.
16
A Dream of Your Own Death. You have advantage on death saving throws.
17
A Dream of Disorientation. Upon waking up, you teleport to a random spot within 30 feet from where you slept.
18
A Dream of Searching. You awake with a tiny art piece worth 25 gp. It disappears when you complete another long rest.
19
A Prophecy. You may ask Vaermina a yes or no question, which she will answer to the best of her knowledge.
20
Dreamless Sleep. Vaermina grants you a night of merciful rest.
Skull of Corruption
The Skull of Corruption is granted by Vaermina to only her greatest champions. It is not only a powerful artifact, but a major source of Vaermina’s power as well. Vaermina uses the staff to devour dreams and memories for her to collect.
The Skull of Corruption is anathema to all but a few. Even fewer of those are deemed worthy of Vaermina to wield her artifact. The stories of those who wield the Skull usually end in tragedy, but Vaermina rarely cares for her followers as long as she harvests the dreams of their victims.
The Skull of Corruption is a four-foot long staff, topped with a horned skull. The skull appears to originate from an unknown creature, but does not appear to be made of bone.
Spellcasting Focus. The Skull of Corruption is a spellcasting focus that grants a +3 bonus to spell attack roles made with it. It also functions as a rod of absorption.
Random Properties. The Skull of Corruption has the following randomly determined properties from the Dungeon Master’s Guide.
1 Major Benefit
2 Minor Benefits
2 Minor Detriments
1 Major Detriment
Dream Harvest. As an action, you can harvest the dreams and memories from a sleeping humanoid. This causes the humanoid to be tormented by nightmares, gaining one level of exhaustion. The target may also awake feeling foggy, and multiple Dream Harvests can leave the target with increasing gaps in their memory. When a humanoid is targeted by Dream Harvest, they cannot be targeted again for 12 hours.
Using Dream Harvest gives the staff 1 point of Vaermina’s Favor. The spell energy level stored in the staff from the staff’s use as a rod of absorption can be converted to an equivalent number of points of Vaermina’s Favor as a bonus action.
Psychic Spray. You can use your action and expend a number of points of Vaermina’s Favor to project mental harm. Each creature in a 30 foot cone must make a Wisdom saving throw. A creature takes 1d4 psychic damage per spent Vaermina’s Favor on a failure, and half as much damage on a success (minimum of 1).
Corrupted Double. As an action, you can target a humanoid you can see and spend 50 points of Vaermina’s Favor. A copy of the target appears in the nearest unoccupied space to the target. The copy is identical to the target, but has a single-minded desire to attack and kill the target. The copy emits a deep miasma that visually distinguishes it from the target. The copy lasts until killed.
Destroying the Skull. The Skull of Corruption can only be destroyed by a cleric of a good-aligned god that spends a 9th-level spell slot. To destroy the skull, the cleric must concentrate for one minute on the ritual. When the ritual is begun, all creatures within 120 feet of the cleric must succeed at a DC 15 Wisdom saving throw or attempt to kill the cleric until the Skull is destroyed.
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Pokemon x Exo pt. 3: Poke Kid Joey
Admin Note: I would like to reiterate that both main characters are over 20 in this story.
Disclaimer: I don’t own pokemon, exo, nct’s Haechan, or the boys in general. This is for fictional and creative fun.
Tags: Pokemon, Exo, Reader insert
Looking at your Sobble nervously, the Sobble seemed to recognize Scorbunny as a friend and got ready to fight. You nodded slightly at Donghyuck and borrowed a stance you saw trainers use on T.V. The Scorbunny and Sobble seemed to know more about battling than you did. Both of the pokémon seemed to be comfortable in standing against each other. As if knowing no matter the aftermath of the battle, their friendship will stay intact.
“Y/N! From now on I will be called Haechan! Scorbunny and I will become a solar eclipse upon the training world! Look away now, no one can take on such a team surrounded by sunrays!” Donghyuck, now deemed as Haechan, smiled brightly while his scorbunny struck a cute little pose.
“Oh Really? I hope you don’t mind Sobble and I becoming a Lunar eclipse to defeat your solar flare,” You challenged. Even though you said it, you cringed a little bit internally.
“Scorbunny use Tackle!” Haechan jumped the gun to make his move first.
“Studying the chart, a while back, you recalled water is strong against fire type pokémon.“Sobble use watergun!” You decided after checking to see if Sobble was okay. Sobble took a moment to prepare itself and let loose a stream of water. It slapped the Scorbunny across the face and Scorbunny fell back. The water move was a lot more powerful than what you were expecting. The Scorbunny hopped back up.
“Alright I see how you want to battle, haha! Scorbunny use Ember!” Haechan yelled out, you flinched as the fire move hit Sobble. Although it wasn’t highly effective, it still had to hurt.
“Sobble use Pound!” You matched Haechan’s energy, knowing the Scorbunny couldn’t last much longer after such a powerful water move. As if agreeing with your suspicion, the Scorbunny fell back after the being hit by pound and didn’t get back up. The battle seemed to end as quickly as it started. Sobble quickly ran over to check on his friend. You followed worriedly as Haechan picked up Scorbunny.
“That was a great first battle, and I can see that Scorbunny and I need to work really hard to catch up to you two. I thought Scorbunny and I had an instant connection, but you two are quite powerful together,” Haechan spoke as he led you and Sobble back to the pokémart to heal Scorbunny.
“It was our first battle, I’m sure we just got lucky. Sobble and I haven’t truly bonded just yet,” You shook your head and bent down to pick up Sobble. The two of you walked into the pokémart and waited in a small line for the woman behind the counter to heal your pokémon.
“Alright well, I’m going to run up ahead. I want to put together the best team possible! I’ll meet you in Zinnia City where we will take on the youngest of the Nine!” Haechan smiled happily as he gave you a quick hug and ran off to the first route.
You watched as Haechan became smaller in the distance and you took a final look around Orchidville. With Sobble by your side, the two of you began your journey. Route 1 didn’t seem to be much trouble as the sign for Route 2 became visible after a few minutes. As you began Route 2 a child jumped out of a bush and onto your path. You jumped back startled.
“Stop trainer! I’m going to be the best trainer around! I challenge you to a pokémon battle!” They were dressed in a pikachu onesie and they pointed at you like you stole something from them.
“I don’t know about that-“ The child threw out a Skwovet before you could finish your sentence.
“I don’t want to battle a child,” You quickly stated as you tried to stop the battle.
“What are you too good to accept my challenge? Poké Kid Joey is here to take you down!” The child, Joey, insisted.
“Where are your parents?” You looked around, hoping to see concerned parents coming to stop the battle. You saw no one doing that. Your Sobble looked at you confusedly.
“Are you new? We made eye contact you have to battle me! That’s the rules! How are you going to get past Route 2 if you don’t know the rules?” Joey rolled his eyes and crossed his arms over his chest in a disappointed fashion.
“Skwovet use tackle!” Joey pointed at Sobble and the Skwovet rushed forward. You sighed noticing this child is not going to leave you alone. You certainly weren’t going to allow this child and his rodent to hurt Sobble without a consequence.
“Sobble use Pound,” Your Sobble turned from you and rushed forward to attack the rodent. After a few turns the rodent fell back in defeat.
“Ah rats! You beat me! Aren’t you being a bit too mean,” Joey sighed and picked up his Skwovet, you felt awful as Joey walked past you back to Orchidville. Sobble looked at you in a pointed manner.
“What was I supposed to do?” You asked Sobble, who promptly started walking away from you.
“He attacked me?” You tried to reason with the Sobble as it walked beside you.
A couple minutes of silence passed, when suddenly a Nickit jumped out of the tall grass. Once again, you’ve been startled by a small attacker. The Sobble got into position, making the decision to fight for you. As you tell Sobble to Pound, the small Nickit gets a little weaker. You pulled a pokéball out of your bag and throw it above the Nickit. The Nickit seemed to chuckle at your horrible throw, so you throw another.
It opens up and you wait in anticipation to see if the Nickit will become apart of your team. The ball wiggles once, twice, three times before finally settling. You smile and pick up the ball, you then give Sobble a potion to heal your partner pokémon. A few more trainers tried to take you and Sobble on, only to be bested by your partner. After a couple hours of battling and walking, Zinnia City appeared in the distance. You held Sobble close and started to walk quickly until you made it into the city.
Zinnia City is very lively. Flowers and bushes outlined the roads and walkways, not a lot of trees to stop the wind from running around the city though. Many trees seemed to outline the outside of the city rather than the inside. You stopped at the pokémart as soon as you saw it to heal Sobble and Nickit. As you left, a familiar voice grabbed your attention.
“Y/N! Hey!” You turned around to see Haechan smiling and waving excitedly. He ran over with Scorbunny close behind.
“You made it! I was starting to get worried,” Haechan teased lightly.
“I was taking my time, did you get ambushed by a child on your way here?” You asked as you remembered the strange incident.
“Oh… I completely forgot to tell you! The rule of the road is that if you make eye contact with another trainer, you need to battle them. Sometimes you can avoid them, but it helps your pokémon get stronger. You may even when some money from it,” Haechan explains.
“That’s sounds… illegal?” You said confusedly. Haechan just shrugged and pulled you over to a restaurant.
“That’s just how it is. Here sit down and relax. I’ll cover the meal this time, okay?” Haechan smiled and handed you a menu. The waitress came and quickly grabbed your order.
“So, while I was waiting for you, I talked to some of the locals to get information about Gym Leader Sehun,” Haechan began as you two waited for your food. Scorbunny and Sobble seemed to start a conversation on their own.
“His Leafeon, as stated by the professor, is his partner pokémon. From what I understand he also has Bellossom. Although they both pretty powerful, you might want to get some more practice with Sobble. Do you have another pokémon on your team?” Haechan asked curiously.
“I have a Nickit who laughed at me because I missed him the first time I threw the pokéball at him,” You sighed as you held up the ball with your Nickit in it.
“Wow, you got ambushed by a child and your Nickit laughed at you? You’re having a rough start, aren’t you?” Haechan shook his head as he took the Nickit in his hand.
“Listen Nickit, you picked a great trainer. I promise they’re very kind, so don’t give them a difficult time,” He scolded the Nickit gently before handing the pokéball back to you.
“We won’t challenge the gym until we’re sure you’re ready. I have a natural advantage with Scorbunny for this gym, but you have a natural disadvantage with Sobble,” Haechan explained. The waitress came over with your food and some little dishes for Scorbunny and Sobble. She informed both of you it the little meals for the pokémon are on the house. All four of you quickly began to eat, finally relaxing after a rough day.
#exo#pokemon#kim minseok#zhang yixing#Kim Junmyeon#byun baekhyun#kim jongdae#park chanyeol#do kyungsoo#kim jongin#oh sehun#nct haechan
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Darklashers use short bursts of invisibility and exceptional stealth to stalk potential prey, observing them from a distance to judge their potential usefulness to the Hunter Spiders. If selected, they report back to the rest of their team and prepare the ambush. They usually leave the majority of the actual attack to their companions, moving on to the next scouting mission, but against particularly tough looking targets they may be needed to weaken or eliminate large threats quickly with their powerful lashing darkness.
Originally from the 4e Monster Vault: Threats to the Nentir Vale. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I'm working on, consider backing me there!
5th Edition
Drow Darklasher Medium humanoid (elf), usually chaotic evil Armor Class 17 (studded leather) Hit Points 91 (14d8 + 28) Speed 30 ft. Str 13 (+1) Dex 20 (+5) Con 15 (+2) Int 17 (+3) Wis 14 (+2) Cha 13 (+1) Saving Throws Dex +8, Int +6, Cha +4 Skills Acrobatics +8, Perception +5, Stealth +8 Senses darkvision 120 ft., passive Perception 15 Languages Common, Elvish, Undercommon Challenge 6 (2300 XP) Devil's Sight. Magical darkness doesn't impede the drow's darkvision. Evasion. If the drow is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drow instead takes no damage if it succeeds on the saving throw and only half damage if it fails. Fey Ancestry. The drow has advantage on saving throws against being charmed and magic can't put the drow to sleep. Sneak Attack (1/Turn). The drow deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that isn't incapacitated and the drow doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Lashing Darkness. Ranged Spell Attack: +8 to hit, range 50 ft., one creature that can't see the drow. Hit: 38 (6d10+5) force damage and the target must succeed on a DC 16 Strength saving throw or be moved 5 feet in a direction of the drow's choice. Shadow Levitation. The drow magically turns invisible and gains a fly speed of 20 feet until the end of its next turn, or until it attacks or casts a spell. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights 1/day each: darkness, faerie fire
13th Age
Drow Darklasher 7th level wrecker [humanoid] Initiative: +14 Dagger +12 vs. AC - 20 damage Sneak Attack: If the target is engaged, confused, dazed, weakened, vulnerable, or can’t see the drow, this attack deals an extra 15 damage. R: Lashing Darkness +12 vs. PD (one nearby enemy that can’t see the drow) - 40 force damage Natural Even Hit: The target pops free from all enemies engaged with it. Shadow Levitation: As a standard action, the drow pops free from all enemies, then turns invisible and gains the flight ability until the end of its next turn or until it makes an attack. AC 23 PD 21 MD 16 HP 112
#D&D#dnd#dungeons dragons#5th edition#13th age#homebrew#my homebrew#monster#NPC#humanoid#drow#long post
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#11: Gilan [Ranger's Apprentice]
Hello there!
NO! ...Not yet. One day, maybe.
Anyway, today we're building Gilan, a Rangers from the fantastic Ranger's Apprentice series by John Flanagan. This request was made by my best friend, @iximaz. They sure know I love challenges. Now, let's see if I can surprise them with this build.
Next Time: The Question... the First Question, the oldest question in the universe, that must never be answered, hidden in plain sight!
Now, what do we need to make Gilan work?
Silent & Deadly: Every Ranger's ultimate party trick. They are able to move in complete silence and blend into the environment so well, people tell stories about their supernatural powers... Rangers are basically Medieval ninjas, and Gilan was stated to be the best of them all at Unseen Movement.
Look at my Horse: All Rangers have a special, almost familiar-like bond with their mounts. We shall give Gilan a horse, or at the very least skills to obtain and maintain a horse.
Brains & Brawn: Rangers are trained in a large variety of topics, ranging (heh) from survival and archery to cooking and sewing. We need to be a little skill monkey.
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Gilan is a Human (although a Tabaxi would also work if you're feeling adventurous). As always, pick a Variant option, it's just better. We get a +1 to two abilities of our choice, go for Dexterity and Wisdom. We also learn Common and one language of our choice, one skill of our choice (Investigation), and we can take a feat. Skulker works fantastically for sneaky Rangers; we can hide in lightly obscured places, missing an attack doesn't reveal our hiding spot, and we don't get a disadvantage on Perception checks in dim light.
Gilan is the son of one of Araluen's most respected knights, but he himself doesn't seem to use his position and family privilege enough to give him the Noble background. Instead, let's focus on his Ranger career and make him the Folk Hero. This background gives us proficiency in Animal Handling and Survival, proficiency with land vehicles (carriages, wagons, etc.) and one set of artisan's tools (woodcarver's tools let us create our own arrows), and we get the Rustic Hospitality feature; if we're good to common folk, we can find a place to sleep or hide in their settlements.
ABILITY SCORES
Dexterity is our highest score, we're sneaky and we're accurate with a bow. Follow that up with Constitution, we need endurance for long travels. Wisdom is next, almost all of our knowledge is practical street-smarts and survival techniques.
Next is Charisma, we've managed to charm at least one lucky lady, who knows who else fell for Gilan (fan-fiction writers do!). Strength is a little lower than I want it to be, especially since we are trained in swordsmanship. Finally, we're dumping Intelligence - we're not stupid, we just need other abilities more.
CLASS
Level 1 - Ranger: Unsurprisingly, we start with Ranger (Revised). Our Hit Die is a d10, we get [10 + Constitution modifier] initial Hit Points, proficiency with light armour, medium armour, shields, simple weapons, and martial weapons. Standard leather armour sounds like the right choice for a Ranger, and we can't forget about a bow, daggers, throwing knives (here: darts) and - in Gilan's case - a sword. Our saving throws are Strength and Dexterity, and we get to choose three class skills: let's go for Insight, Perception, and Stealth.
We start off this class by choosing our Favoured Enemy: beasts, fey, humanoids, monstrosities, or undead. We get +2 to damage rolls against our chosen type, as well as an advantage on Survival check when tracking them and Intelligence check when recalling information about them. We also learn one language of our choice.
The Natural Explorer feature grants us several benefits when exploring the wilderness:
We no longer suffer from difficult terrain;
We have an advantage on initiative rolls;
On our first combat turn, we have an advantage against a creature that hadn't made its move yet.
Additionally, if we're travelling for longer than 1 hour:
Difficult terrain doesn't slow the group's travel time;
The group cannot become lost, unless via magical means;
The group cannot be surprised, even if engaged in an activity (foraging, tracking, etc.);
If we move by ourselves, we can move stealthily at a normal pace;
When we forage, we find twice as much food;
While tracking other creatures, we also learn their exact number, size, and how long ago they passed through the area we're currently at.
Level 2 - Ranger: At this level, we get to choose our Fighting Style, and Archery is a no-brainer, it's the preferred combat option of all RA Rangers. We get a +2 bonus to all attack rolls we make with our ranged weapons.
Although RA Rangers don't use magic, D&D Rangers get access to Spellcasting. Wisdom is our spellcasting ability, we get no cantrips, and we begin with two 1st-level spell slots:
Beast Bond is a divination spell that creates an empathic bond between us and a beast of our choice, like a horse. For 10 minutes (concentration), we can communicate telepathically with our beast, and it is able to reply with simple emotions and concepts that we understand. The beast also gets an advantage on attack rolls against any creature within 5 feet of us. Just remember the password.
Hunter's Mark makes us focus our attention on a particular target. For 1 hour (concentration), you deal extra 1d6 damage to the marked creature, and we have an advantage on Perception and Survival checks related to tracking and finding it. If the marked target dies before the spell ends, we can use a bonus action to mark a new creature.
Level 3 - Ranger: We gain the Primeval Awareness feature, which lets us communicate simple concepts and ideas with beasts around us. We learn of the beast's emotional state, mood, and intent, which might save us from a fight.
Additionally, we can spend 1 minute concentrating, and detect if our Favoured Enemy type is somewhere within 5 miles of us. We learn the enemy numbers, presence, and the general direction from us.
This is also where we pick our subclass, our Ranger Conclave. For quiet and stealthy Rangers, who keep mostly to the shadows and avoid open conflicts, the Gloom Stalker Conclave works best. First, we learn the Disguise Self spell, which lets us change our appearance for 1 hour. We also gain the Dread Ambusher feature, we can get our Wisdom modifier added to our Initiative roll. At the start of our first turn, our ground speed increases by 10 feet and lasts so until the end of that turn. If we make an Attack during that turn, we can make one additional Attack. If that attack hits, the target takes extra 1d8 damage. Finally, we get Umbral Sight, which grants us 60 feet of darkvision. We are also invisible to creatures with darkvision if we're moving in the darkness.
We gain one more 1st-level spell: Snare utilizes 25 feet of rope to create a concealed trap that lasts for 8 hours. A creature that walks into the radius of the trap must succeed on a Dexterity saving throw, or be hoisted 3 feet in the air and restrained until the spell ends.
Level 4 - Ranger: Time for our first Ability Score Improvement! Let's put two points into Dexterity, to get it maxed out ASAP.
Level 5 - Ranger: From our subclass, we get the Extra Attack. This lets us attack twice during one Attack action.
We get another spell from our Gloom Stalker Magic table: Rope Trick uses at least 60 feet of rope to create an extradimensional space that fits up to eight Medium-sized creatures for 1 hour. Attacks and spells cannot reach the space, but anyone inside it can observe the surrounding area.
We also unlock 2nd-level spells: Pass Without Trace enhances our stealth skills for 1 hour (concentration). For the duration, each creature within 30 feet from us that we choose gets a +10 to their Stealth checks and cannot be traced via magical means.
Level 6 - Rogue: Jumping ships for the rest of the build. When multiclassing into Rogue, we gain proficiencies with light armour (got it already), thieves' tools, and we get to choose one class skill; let's get Acrobatics.
1st-level Rogues begin with Expertise. We select two skills and double our proficiency bonus (NOT modifier) for checks involving those. Stealth and Perception are the skills every RA Ranger must hone. We also learn Thieves' Cant, a system of phrases/gestures/sounds used by Rogues in their line of work. Additionally, the Sneak Attack feature gives us extra 1d6 damage to any creature we have an advantage against. We don't have to get an advantage to roll Sneak Attack if another enemy of our target is within 5 feet of it, or the target is incapacitated.
Level 7 - Rogue: At this level, we gain Cunning Action, which is a series of actions we can use as a bonus action on our turn. These include Dash, Disengage, Hide, and Aim (if you include Unearthed Arcana: Class Feature Variants).
Level 8 - Rogue: Our Sneak Attack die increases to 2d6. We also get to choose our second subclass, our Roguish Archetype. Now, there is no Ranger-like subclass for a Rogue, but I did mention that RA Rogues were basically ninjas, right? The Scout Archetype got us covered! This stealth-and-survival subclass gives us two features at the start: Skirmisher makes us very difficult to pin down, letting us move up to half of our ground speed when the enemy ends its turn within 5 feet of us, and not provoke an opportunity attack. Survivalist gives us proficiency in Nature and Survival skills. Since we already have the latter, our proficiency bonus is doubled for Survival checks.
Level 9 - Rogue: Time for another ASI. Once again, let's increase our Dexterity to get it to 20.
Level 10 - Rogue: Our Sneak Attack die once again increases, this time to 3d6. At this level, we gain Uncanny Dodge. When an attacker that we can see hits us with an attack, we can use our reaction to halve the damage.
Level 11 - Rogue: We get another Expertise option. Once again, we have a choice between two skills, or one skill and our thieves' tools. Let's go for Insight and Acrobatics.
Level 12 - Rogue: At this level, we get Evasion. This incredibly useful feature allows us to nimble our way out of some AoE effects, such as the Fireball spell. When we are forced to make a Dexterity saving throw that would result in taking half damage on a successful one, we take no damage is we pass and half damage if we fail.
Our Sneak Attack die also improves to 4d6.
Level 13 - Rogue: Another level, another ASI. This time, let's raise our Intelligence by two points, to get rid of the negative modifier.
Level 14 - Rogue: We get another subclass upgrade. Superior Mobility increases our ground speed by 10 feet.
Our Sneak Attack die becomes 5d6.
Level 15 - Rogue: Once again, we get an ASI. Let's put one point into Strength and one into Intelligence.
Level 16 - Rogue: Our skill increase with Reliable Talent. From this point onwards, we cannot roll lower than 10 when making checks for skills we are proficient in.
Our Sneak Attack die becomes 6d6.
Level 17 - Rogue: Time for the final ASI of the build, to round up the odd numbers, raise up Strength and Intelligence once again.
Level 18 - Rogue: This time, we get the final subclass upgrade of the build. Ambush Master grants us an advantage on our Initiative rolls. Additionally, the first creature we hit during our first combat round becomes easier to hit; all attacks against it are made with an advantage until the end of our next round.
Our Sneak Attack die becomes 7d6.
Level 19 - Rogue: Our senses are so sharp at this point, we don't even need sight. With Blindsense, we can detect creatures within 10 feet of us, even if they are hiding or invisible.
Level 20 - Rogue: Our capstone is Rogue 15 and the Slippery Mind feature, which grants us proficiency in Wisdom saving throws.
Finally, our Sneak Attack die becomes 8d6.
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And that's Gilan the Ranger. Let's see what we created:
First of all, we're an absolute legend when it comes to unseen movement and sneaking around. With the Skulker feat, Expertise in Stealth, Pass Without Trace spell, and Reliable Talent we cannot roll lower than 27! We have darkvision and blindsense, which is rare for a human, and we can hide from other creatures with darkvision. We have a large repertoire of skills we're proficient with, and with a +7 to initiative, we're definitely be somewhere in the front of turn order.
Unfortunately, our sword skills are pretty neglected, even with a +7 to attack and damage rolls. Extra Attack helps out slightly, though. Our AC is 16, and we have 149 Hit Points on average. Our Intelligence and Charisma are also pretty low, so saving throws on those abilities might be tricky.
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Anyway, that's it for Gilan. I hope you enjoyed it, and I'll see you next time... for a very... difficult build.
- Nerdy out!
#d&d#dnd 5e#dungeons and dragons#character building#ranger's apprentice#ra#gilan#ranger#gloom stalker#rogue#scout#araluen
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I am quite delighted by the idea as aliens as fey. Many alien abduction stories follow similar themes of stories of fairies, changelings, and other fae folk stories.
This led to the idea in my modern magic campaign of making aliens, both pop culture and alleged, into a new group of fey. And fey need to have an archfey so the best fit has to be Indrid Cold of mothman fame. I love cryptids and folklore as much as DnD so this was a fun to put together.
Indrid Cold, The Seeker
Medium fey, lawful neutral
Armor Class 18 (natural armor)
Hit points 400
Speed 60 ft.
STR 18 (+4)
DEX 19 (+4)
CON 20 (+5)
INT 24 (+7)
WIS 20 (+5)
CHA 20 (+5)
Saving Throws DEX +10, CON +11, INT +13, WIS +11
Skills Arcana +13, History +13, Insight +11, Perception +17, Stealth +10
Damage Resistances cold, fire, force, lightning
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned, stunned
Senses Truesight 500 ft., passive Perception 27
Languages all, telepathy 500 ft.
Challenge 19
Inscrutable. Indrid Cold is immune to any effect that would sense its emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Indrid Cold's intentions or sincerity have disadvantage.
Magic Resistance. Indrid Cold has advantage on saving throws against spells and other magical effects.
Mind Reader. Indrid Cold can choose to read the thoughts of any creature he is talking to. Weapon attacks against him are at disadvantage.
Innate Spellcasting. Indrid Cold's innate spellcasting ability is Intelligence (spell save DC 21, +13 to spell attacks). He can innately cast the following spells, requiring no material components, any spell that can be cast at a higher level is cast at the highest level:
At will: conjure fey, detect magic, dimension door, dominate person, hold portal*, identify, lesser restoration, plane shift (can only travel to the astral plane, ethereal plane, mechanus, feywild, and limbo), pass without trace, protection from evil and good, remote access*, silence, tenser's floating disk
5/day: banishment, counterspell, demiplane, magic missile, mirage arcane, shatter
4/day: divination, modify memory, power word stun, scrying, sleep
3/day: feeblemind, geas, project image, symbol
2/day: forcecage, planar binding, time stop
Legendary Resistance (3/day). If Indrid Cold fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Indrid Cold makes two attacks.
Agreeable Beam. Ranged Weapon Attack: +6 to hit, range 30/50 ft., one creature. Hit. The creature must make a DC 23 Intelligence saving throw or be charmed by Indrid Cold for 1 hour. If the charmed creature takes damage it can make another saving throw.
Touch. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit. 13 (1d12+7) psychic damage and the creature must succeed on a DC 21 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Higher Vantage. When Indrid Cold is attacked or targeted by a spell he can teleport 60 ft. away and the attack or spell automatically fails.
Legendary Actions
Indrid Cold can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Indrid Cold regains spent legendary actions at the start of his turn.
Mean No Harm. Indrid Cold targets one creature it can see within 50 ft. of him which must make a DC 21 Intelligence saving throw. If they fail the roll, for the next hour the targeted creature can’t deal damage to Indrid Cold and he can’t deal damage to the target either.
Teleport. Indrid Cold magically teleports, along with any equipment he is wearing or carrying, up to 120 ft. to an unoccupied space he can see.
Cast a Spell (Costs 2 Actions). Indrid Cold casts a spell.
View the Beyond (Costs 3 Actions). One creature Indrid Cold can see within 100 ft. of him must make a DC 21 Intelligence saving throw or be transported to the astral plane and takes 12 (4d6) psychic damage. The creature can make another save at the beginning of their turn, if they succeed they return to the plane they had just been transported from, if they fail they take another 12 (4d6) psychic damage. If psychic damage from this action reduces a creature to 0 hit points the creature does not die, but remains unconscious until Indrid Cold wakes them.
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