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#Knowledge and Forge domains have Identify as a domain spell
soraavalon · 1 year
Conversation
Tark (OOC): And we also still don't know what the candles do?
Hunt (OOC) & DM: Right.
DM: Nobody's identified them yet.
Tark (OOC): Sombitch.
Hunt (OOC): I don't think we can identify them.
Nathaniel (OOC): I don't have Identify anymore.
Tark (OOC): I mean, I would have to do it right before I go to bed, but Tark can do one thing.
DM: Okay yeah, if you want to rest here for the night, so there's three candles, the arachnid ring, the eye in the liquid and the whistle.
Tark (OOC): Hold on, I have to make sure I have it. I think I do. *looks through sheet*
Marigold: [Sylvan] If we go to one of the Courts would you be able to come with us?
Lord of the Hunt: [Sylvan] Maybe.
Mistletoe: [Sylvan] Family road trip!
Tark (OOC): Oh my god, we're gonna bring dad.
DM: I love the image of all of ya'll then just the fuckin' Lord of the Hunt in the back.
Hunt (OOC): And any archfey just thinking about fucking with the party they see the Lord of the Hunt and is like, 'Nope! Nevermind!'
DM: 'Actually, thank you but no. Have a nice day. Understood.'
Tark (OOC): Actually, I think I only have Detect Magic. I don't think I have...
Marigold (OOC): You can detect them.
DM: Does Detect Magic tell you what school?
Hunt (OOC): Yeah.
DM: 'Cause that's something.
Tark (OOC): Yes, it does.
DM: You can always do that and kind of get an idea. So do you wanna try that?
Tark: Yeah sure, why not?
Nathaniel (OOC): Which one are we doing?
Marigold (OOC) & DM: Detect Magic.
DM: So let me see what would ping as what. Oh okay. *laughs* So the whistle is a mix of, oh my god what the fuck would that be? I think that's, oh my god, that's conjuration technically.
Nathaniel (OOC): I have a theory about the whistle.
Hunt (OOC): Yeah.
Tark (OOC): Oh my god, is it the fucking [something] whistle? Does anybody know what that is?
Hunt (OOC): I'm assuming it's a goose whistle.
Tark (OOC): No, it's the one that the little kid blows and it makes one of the digimon evolves so technically summoning a higher strength monster.
Hunt (OOC): Oh.
Marigold (OOC): Oh my god.
DM: No wait, I think this would actually be enchantment. I'm reading it again and this is an enchantment whistle. I think the ring is as well. The little vial with the eye suspended in it is divination and so is the candle you (Tark) were given and I think candle Hunt was given would count as that. And then Nathaniel's candle is evocation.
Tark: Oh.
Nathaniel (OOC): *laughs*
Hunt (OOC): Oh no.
Nathaniel (OOC): All I heard is that you gave Nathaniel something that will explode.
DM: Nathaniel's candle is evocation.
Nathaniel (OOC): My favorite school of magic.
DM: So at least you get the schools so you can kind of figure out roughly what things do. Or start to. Could also just light them.
Marigold (OOC): Yeah guys, just light 'em.
Nathaniel (OOC): Sure.
Mistletoe: Mistletoe has been looking at this whistle like he wants to try it out and see what happens.
DM: You're in an ice cave, there's some echoes.
Mistletoe: I think that's the only reason he hasn't done it already.
DM: Yeah, that's fair.
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raeynbowboi · 3 years
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How to Build Apollo in DnD 5e
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That’s right, today we’re tackling a herculean task by trying to build the golden boy of the Olympic Gods: Apollo. Now, obviously, we can’t build Apollo as an actual factual literal god, it would break the game and it would be preposterous. However, Apollo translates really nicely into DnD. He has many skills, multiple powers so that we don’t have to pad his spell list with crap, and he’s also shown off his fighting style across multiple myths and legends. Keep in mind that while I am using Apollo himself as our template, this is also a GREAT resource for if you want to play as a Demigod child of Apollo (such as Will Solace), a worshipper of Apollo, Apollo’s chosen champion, or if Zeus has condemned your godly gloriousness into the pimply awkward adolescent body of one Lester Papadopoulos. 
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To start things off, we should examine Apollo’s many skills, abilities, and his MANY MANY MANY domains as a god.
Athletics - Apollo is the god of athleticism, though he shares this domain with Hermes. The original Olympic Games were held in his honor, young Greek boys held him up as the ideal of masculine physicality, and they still crowned winners with his sacred laurel wreath long after the games stopped being held for him.
Animal Handling - Before giving them to Hermes, Apollo was a pastoral god with a herd of cattle, and he also has horses that draw his solar chariot across the sky. There’s also art showing Apollo riding on the back of a swan, and he had a crow as his sacred messenger at least until he got angry and burned its feathers black.
History - Apollo’s been around a long time, and more importantly, he’s the second smartest and the second wisest of all the gods after only Athena herself. He invented mathematics, and two of his muse daughters embody history and astronomy, big staples of Ancient Greek scholarly rhetoric. A third daughter covers epic poetry which by modern standards would make her the muse of novels and plot-driven storytelling.
Intimidation - Diomedes carved a bloody canyon through the Trojan forces, but one threat from Apollo was all it took for him to scamper off with his tail between his legs.
Medicine - Apollo is the god of medicine, and as such, would be good at healing and checking for injuries.
Performance - This one’s a no-brainer, Apollo is the god of music, the father of the muses and the demigod Orpheus, and beat pan in a well-known musical battle.
Perception - Apollo is the god of prophecy, it’s hard to get the drop on a guy who may have seen your attack coming 30 years before you tried anything.
Persuasion - With the possible exception of Zeus and Aphrodite, Apollo is definitely a contender for the largest list of lovers by a single Olympian God. They had a terrible penchant for ending poorly, and he didn’t always pass his persuasion checks, but dang it if he didn’t try his hardest.
Religion - Apollo is a god. This is where I’d put any skill check for knowledge of Greek mythology, such as remembering myths, legends, heroes, demigods, the weaknesses of monsters, and mythological artifacts.
Now that we’ve covered Apollo’s skills that we should aim to provide him with, let’s examine his domains and abilities for appropriate spells, and figure out what spell lists he needs to be pulling from.
Magical Abilities
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Archery/Athleticism
Divine Favor (Paladin, War Cleric) Heroism (Bard, Paladin, Battle Smith Artificer, Order Cleric, Peace Cleric) Hunter’s Mark (Ranger, Vengeance Paladin) Jump (Artificer, Druid, Ranger, Sorcerer, Wizard) Longstrider (Artificer, Bard, Druid, Ranger, Wizard) Zephyr Strike (Ranger) Cordon of Arrows (Ranger) Enhance Ability (Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Glory Paladin) Conjure Barrage (Ranger) Crusader’s Mantle (Paladin) Flame Arrows (Artificer, Druid, Ranger, Sorcerer, Wizard) Haste (Artificer, Sorcerer, Wizard, Land Druid (Grassland), Glory Paladin, Vengeance Paladin) Lightning Arrow (Ranger) Skill Empowerment (Artificer, Bard, Sorcerer, Wizard) Conjure Volley (Ranger) Steel Wind Strike (Ranger, Wizard) Swift Quiver (Ranger)
Disease
Inflict Wounds (Cleric, Oathbreaker Paladin) Ray of Sickness (Sorcerer, Wizard, Death Cleric) Ray of Enfeeblement (Warlock, Wizard, Death Cleric, Grave Cleric) Vampiric Touch (Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric) Blight (Druid, Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric, Oathbreaker Paladin, Alchemist Artificer) Sickening Radiance (Sorcerer, Warlock, Wizard) Vitriolic Sphere (Sorcerer, Wizard) Contagion (Cleric, Druid, Oathbreaker Paladin, Undying Warlock) Harm (Cleric)
Fire
Create Bonfire (Artificer, Druid, Sorcerer, Warlock, Wizard) Firebolt (Artificer, Sorcerer, Wizard) Burning Hands (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Genie Warlock (Efreeti)) Hellish Rebuke (Warlock, Oathbreaker Paladin) Aganazzar’s Scorcher (Sorcerer, Wizard) Dragon’s Breath - Fire* (Sorcerer, Wizard) Flaming Sphere (Druid, Wizard, Alchemist Artificer, Light Cleric, Celestial Warlock) Heat Metal (Artificer, Bard, Druid, Forge Cleric) Scorching Ray (Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Wildfire Druid, Fiend Warlock, Genie Warlock (Efreeti)) Fireball (Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Fiend Warlock, Genie Warlock (Efreeti) Flame Stride (Artificer, Ranger, Sorcerer, Wizard) Fire Shield (Wizard, Wildfire Druid, Armorer Artificer, Battle Smith Artificer, Fiend Warlock, Genie Warlock (Efreeti)) Wall of Fire (Druid, Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Forge Cleric, Celestial Warlock, Fiend Warlock) Flame Strike (Cleric, Wildfire Druid, Devotion Paladin, Glory Paladin, Celestial Warlock, Fiend Warlock, Genie Warlock (Efreeti)) Immolation (Sorcerer, Wizard) Investiture of Flame (Druid, Sorcerer, Warlock, Wizard) Delayed Blast Fireball (Sorcerer, Wizard) Firestorm (Cleric, Druid, Sorcerer) Incendiary Cloud (Sorcerer, Wizard)
Healing
Spare the Dying (Artificer, Cleric) Cure Wounds (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock) Healing Word (Bard, Cleric, Druid, Alchemist Artificer) Healing Spirit (Druid, Ranger) Lesser Restoration (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock) Prayer of Healing (Cleric) Aura of Vitality (Cleric, Druid, Paladin) Beacon of Hope (Cleric, Devotion Paladin) Mass Healing Word (Cleric, Alchemist Artificer) Greater Restoration (Artificer, Bard, Cleric, Druid, Celestial Warlock) Mass Cure Wounds (Bard, Cleric, Druid, Battle Smith Artificer) Heal (Cleric, Druid) Regenerate (Bard, Cleric, Druid) Mass Heal (Cleric) Power Word Heal (Bard, Cleric)
Light/Sun
Dancing Lights (Artificer, Bard, Sorcerer, Wizard) Light (Artificer, Bard, Cleric, Sorcerer, Wizard, Aasimar Race) Sacred Flame (Cleric) Faerie Fire (Artificer, Bard, Druid, Light Cleric, Twilight Cleric, Archfey Warlock) Guiding Bolt (Cleric, Glory Paladin, Celestial Warlock) Branding Smite (Paladin, Battle Smith Artificer, Hexblade Warlock) Blinding Smite (Paladin) Daylight (Cleric, Druid, Paladin, Ranger, Sorcerer, Celestial Warlock) Dawn (Cleric, Wizard) Destructive Wave (Paladin) Holy Weapon (Cleric, Paladin) Wall of Light (Sorcerer, Warlock, Wizard) Sunbeam (Cleric, Druid, Sorcerer, Wizard) Crown of Stars (Sorcerer, Warlock, Wizard) Holy Aura (Cleric) Sunburst (Cleric, Druid, Sorcerer, Wizard)
Music, Sound, Etc.
Vicious Mockery (Bard) Word of Radiance (Cleric) Thunderwave (Bard, Druid, Sorcerer, Wizard, Armorer Artificer, Artillerist Artificer, Tempest Cleric, Fathomless Warlock, Genie Warlock (Djinni)) Knock (Bard, Sorcerer, Wizard) Shatter (Bard, Sorcerer, Warlock, Wizard, Armorer Artificer, Artillerist Artificer, Tempest Cleric) Thunder Step (Sorcerer, Warlock, Wizard) Divine Word (Cleric) Power Word Pain (Sorcerer, Warlock, Wizard) Power Word Stun (Bard, Sorcerer, Warlock, Wizard) Power Word Kill (Bard, Sorcerer, Warlock, Wizard)
Prophecy/Divination
Guidance (Artificer, Cleric, Druid) Detect Magic (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard) Identify (Artificer, Bard, Wizard, Knowledge Cleric, Forge Cleric) Augury (Cleric, Druid, Wizard, Open Sea Paladin) Find Traps (Cleric, Druid, Ranger) Locate Animals or Plants (Bard, Druid, Ranger) Locate Object (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Clairvoyance (Bard, Cleric, Sorcerer, Wizard, Great Old One Warlock) Divination (Cleric, Druid, Wizard) Commune (Cleric, Glory Paladin) Legend Lore (Bard, Cleric, Wizard, Undying Warlock) Contingency (Wizard) True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard) Foresight (Bard, Druid, Warlock, Wizard)
SPELL DISTRIBUTION
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In order to determine the best way to play Apollo, I’m going to showcase how many spells they get from each group, and add on additional spells based on class features, subclass spell lists, et cetera. The ultimate goal is to try and find a balance between as many of Apollo’s spells as possible.
Bard: (4,0,1,7,3,6,8) 29 + Magical Secrets (6-8): 35-37 Cleric: (1,3,2,14,9,2,10 ) 41 + Light (6): 47, Death (4): 45, Grave (3): 44 Paladin: (3,0,0,3,5,0,2) 13 + Devotion (2): 15, Glory (5): 18, Vengeance (2): 15 Ranger: (11,0,1,3,1,0,4) 20 Sorcerer: (5,5,14,0,5,3) 32 + Divine Soul (32) 64 Warlock: (0,4,3,0,2,5,2) 16 + Celestial (8): 24 Wizard (7,6,15,0,7,7,10) 52 + Theurgy (26): 78
RACES, BACKGROUND, AND ALIGNMENT
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Racial Options
As an Olympian, Aasimar is a good fit for Apollo. He gains a resistance to Radiant and Necrotic damage, healing hands, and the light cantrip. Since Apollo doesn’t fly around on his own, the best choice for Apollo would the Scourge Aasimar.
Another good choice would be Variant Human. Give Apollo +1 DEX, +1 Casting Stat, take Athletics, Performance, or Perception for your skill of choice, and give him the Alert feat so he can never be surprised or Fighting Initiate to give Apollo the Archery Fighting Style if you’re not planning on giving him any Fighter levels.
Viable Backgrounds
Acolyte (Insight, Religion) Athlete (Acrobatics, Athletics) Entertainer (Acrobatics, Performance) Noble (History, Persuasion) Custom Background: Olympic Athlete (Athletics, Performance)
CLASSES, SUBCLASSES, AND BUILD OPTIONS
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BARD
In terms of raw flavor, Bard is probably the best choice for Apollo, as being the god of music and poetry, as well as his numerous romantic entanglements, fits the image of the classic DnD bard. The Bard’s magical secrets also ensures that any non-Bard spell you really want can still be collected. While Bard doesn’t have the highest count of compatible spells, Bard has a nice, even distribution of Apollo’s abilities, with a little bit of almost everything. Casting with Charisma is also very on-brand for Apollo’s general depiction in media. The bard’s ability to steal any spell also means that it can exploit the Paladin and Ranger spell list specifically and swipe their high-level spells much closer to the bard’s early-to-mid level.
LORE
The Lore Bard specializes in learning and recounting tales of myths and legends, collecting information and gossip, and sharing insights to those who seek it. A rather fitting choice for the master of the Oracle of Delphi and the father of the muses. The added magical secrets is also a great choice to give Apollo more versatility in his magical abilities. The Lore bard also expands its skill list, which is fitting for the overly talented god of music.
VALOR
The bard of the Battlefield, the added focus on melee combat means that this build option is a good fit for not neglecting Apollo’s mastery of archery as a major component of combat without needing to take levels of fighter.
CLERIC
A very good contender for the build, Cleric is the only class out of all of the options that got at least 1 spell in all 8 categories. As Apollo is the god of healing and medicine, Cleric provides the biggest selection of healing spells, as well as the most radiant damage. Clerics have good Hit Die, and with enough Constitution can withstand damage long enough to aid and heal themselves and others. They get access to plenty of divination spells to call upon the help of the gods and the forces of luck and fate at play in the universe to guide them. On the character level, Apollo does seem like the sort of god that would worship himself.
LIGHT
Far and away Apollo’s best choice for building him as a Cleric, Light gives Apollo access to more fire spells to fit his solar theme, and the ability warding flare is rather fitting for the god of light to use.
RANGER
If Apollo didn’t have so many other abilities, Ranger might have been a great choice for him. If you want to fixate entirely on his role as an archer and a hunter god, then by all means, Ranger is a fitting choice for Apollo in that respect. But when taking the whole of his mythos into consideration, it leaves too much on the cutting room floor, and the only real reason I’d consider giving him Ranger levels is that Hunter’s Mark helps encourage him to use his archery skills more.
SORCERER
Honestly, this one might have had a chance if not for Sorcerer’s abysmally small spells known. Thanks to a lack of subclass spells and having to stretch 15 spells across 9 spell levels, the Sorcerer walks away with the smallest spell list of ALL the primary casting classes. It doesn’t matter that Divine Soul Sorcerer gives Apollo access to a wide variety of spells because his miniscule spell book means that he can’t flex that variety whatsoever.
DIVINE SOUL
I wouldn’t advise building Apollo as a sorcerer, but if you’re set on Sorcerer, the Divine Soul is the best possible origin for Apollo, as it gives him access to radiant, fire, divination, healing, and ‘disease’ spells.
WARLOCK
Warlock is a surprisingly decent pick, especially if you’re playing a mortal that obeys Apollo, or even if you’re as Apollo himself swearing fealty to Zeus, Helios, or some other celestial entity. By making Apollo’s pact boon the Pact of the Blade, Apollo can make his pact weapon a bow and arrow, and unlike the Paladin smites, the Warlock can Eldritch Smite with their bow.
CELESTIAL
Like Ranger, the Warlock prioritizes Apollo’s skill with a bow over a lot of flashy magic, but unlike the Ranger, by following the Celestial patron, Apollo gets a rather decent assortment of radiant spells and healing spells. It can’t compare to the shere volume of the full casters, but it certainly works in Apollo’s favor.
WIZARD
Due largely to the Wizard’s massive spell list, it’s not surprising that Apollo actually has an impressive variety of spell options that work for a Wizard build. Lore wise, Apollo as a wizard makes some sense, as Apollo is considered to be clever and wise, even if he is not the single smartest god on Olympus. However, that wide range of magical power comes with two shortcomings: Wizards can’t learn healing spells, and it abandons his archery skills by the side of the road.
BLADESINGER
While the bladesinger does seem to favor melee combat, nothing says that you couldn’t multiclass a little with Fighter or Ranger to give Apollo Archery fighting style and prioritize Apollo’s bow as a bladesinger. Everything else works rather nicely, giving Apollo additional speed, AC, magical power, striking power, and attacks. If you’re hellbent on Apollo being a Wizard, but you still want to give him the melee option, the Bladesinger is the best option to do this with.
DIVINATION
Probably the wizard subclass everyone would assume for Apollo, Divination is one of Apollo’s primary gimmicks, and the portents of the Divination Wizard are ridiculously overpowered. It’s amazing, and the kind of game-breakingly good skills you’d expect when fighting the god of prophecies.
THEURGY
Although technically UA and no longer valid, if your DM will permit the Theurgy Wizard, this is the only way to play Apollo as both a Wizard, and as a god of healing and medicine. Furthermore, Apollo can straight up steal domain features from the cleric domain he chooses, and unlike the Cleric where the choice of Light is obvious, the Theurgy Apollo has a little more wiggle room, since he already gets access to most of the spells we chose Light for. As such, Apollo could choose Life to supercharge his healing, Grave to keep people from dying, or even War to be better adept at fighting with a bow. The choice is really yours and how you feel Apollo works best as a build.
BUILDING APOLLO AS: A VALOR BARD
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Race: Scourge Aasimar (+2 CHA, +1 CON) Background: Entertainer (Acrobatics Athletics, Performance) Class: Fighter (1), College of Valor Bard (19) Skills: Animal Handling, Medicine, Perception, Survival Alignment: Chaotic Good
Fighting Style: Archery Number of Attacks: 2 Damage Resistances: Necrotic, Radiant Instrument Proficiency: Lyre
STATS STR 10 DEX 20 CON 14 INT 8 WIS 10 CHA 20
Skill Expertise (4): Athletics Medicine Perception Performance
Bardic Magical Secrets (6): 4 Divination 5 Swift Quiver 5 Contingency 6 Sunbeam 8 Sunburst 9 Mass Heal
Apollo’s Spell List
C Dancing Lights, Light, Mending, Message, Vicious Mockery 1 Cure Wounds, Detect Magic, Hunter’s Mark, Faerie Fire, Thunderwave 2 Lesser Restoration, Locate Object, Shatter 3 Clairvoyance, Mass Healing Word  4 Locate Creature 5 Greater Restoration, Mass Cure Wounds  6 True Seeing 7 Regenerate 8 Power Word: Stun 9 Foresight
BUILDING APOLLO AS: A LIGHT CLERIC
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Race: Variant Human (+1 Wis, +1 CON) Background: Entertainer (Acrobatics Athletics, Performance) Class: Ranger (2), Light Domain Cleric (18) Skills: Animal Handling, Medicine, Perception, Survival Alignment: Chaotic Good
Fighting Style: Archery Feats: Alert
STATS STR 8 DEX 16 CON 18 INT 8 WIS 20 CHA 10
Domain Spells:
1 Burning Hands, Faerie Fire 2 Flaming Sphere, Scorching Ray 3 Daylight, Fireball 4 Guardian of Faith, Wall of Fire 5 Flame Strike, Scrying
Apollo’s Spell Book
C Light, Sacred Flame, Spare the Dying, Thaumaturgy, Word of Radiance 1 Cure Wounds, Detect Magic, Guiding Bolt, Hunter’s Mark, Inflict wounds 2 Augury, Lesser Restoration, Locate Object 3 Aura of Vitality, Clairvoyance, Revivify 4 Aura of Life, Divination, Locate Creature 5 Contagion, Dawn, Greater Restoration, Mass Cure Wounds 6 Harm, Heal, Sunbeam 7 Fire Storm, Regenerate 8 Sunburst 9 Mass Heal
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I won’t go through the process of building the Warlock or the Wizard, as I only decided to build the two I felt had the strongest case, but I think Apollo came out fairly well considering the monumental task of cramming so many skills and abilities into a single playable character without cheating. Apollo is certainly a tricky god to build, but one that I feel came out pretty well.
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Note
I am very curious about your cleric/wizard build ideas, care to elaborate?
re: cleric / wizard would actually work well in the C3 party
I'm going to restrict this to cleric / wizard builds I think would work well in the Campaign 3 party, just to limit the conversation a little. However, I do think cleric / wizard is a great build in general that people should consider more often. I've thought about it a lot because of Emily Axford as Fia Boginya (1 War / X Chronurgy) on NADDPOD, so you can listen to their Eldermourne campaign to see how one functions in a small party.
Also, disclaimer that this is my personal opinion about this specific build idea and about the way it fits in the specific Campaign 3 party.
The goal is a sturdier wizard with healing ability, armor proficiencies (particularly heavy), and focus on utility. With FCG, there is less pressure to heal, but ability to do so is welcome in a melee-heavy two glass cannon party given Dorian is likely departing (special guest) and Fearne is likely in Wild Shape for a significant amount of combat. For the record, this is why an artificer or a ranger would make very fine additions, the same principle with a different approach.
Drawbacks. What spells are available will be slightly delayed—though slot progression is as if single-classed in either cleric or wizard. This build IS stats intensive. I'm not going to discuss stats at length to remain concise here. The build asks for high Intelligence, respectable Constitution, decent to respectable Wisdom, and either Strength of at least 13 or (if the array is stellar) high Dexterity. I consider this array very attainable as every other member of the party, except FCG, has an array that comfortably meets this. I'm assuming this is attained.
So, some specific subclass suggestions. These all assume starting at level 4, and unless otherwise stated, all future levels are in wizard:
Twilight 2 / Abjuration 2 My personal favorite. Higher survivability granted by Arcane Ward combines well with armor proficiencies. Eyes of Night would be welcome in this party, and while the Twilight Sanctuary isn't going to be granting a ton of temp hit points, it doesn't hurt. This is the one build where I would take a third level in cleric for access to 2nd level spells. Aid and Warding Bond as abjuration spells trigger Arcane Ward or regain its hit points. Warding Bond is worth a risk here because you're hardier and harder to hit than the typical wizard and damage taken through it is applied to your Ward first.
Life 2 / Any subclass 2 Give a wizard the ability to get multiple people up in a single action! Sure, they all have like 3 hit points each, but that's a very different situation from unconscious and making death saves.
Forge 2 / Conjuration 2 Thematically cohesive! It'd be great to have Identify more than once a day, and having it as a domain spell frees up known wizard spells. Blessing of the Forge will allow a little bump for themselves or anyone in the party—I'm sure Laudna's leather armor would appreciate it. The mobility of a conjuration wizard will be useful for repositioning both themselves and others out of trouble. And never underestimate the utility of creating objects at will.
1 Light / Evocation 3 This one is glassier than the others and doesn't exactly align with the stated goals because it lacks heavy armor proficiency, but it's an interesting build anyway. Spell Sculpting with Faerie Fire and other AOE spells will be incredibly useful in this melee-oriented party, and Warding Flare adds a bit of survivability.
I don't think builds are necessarily limited to this; 1 Nature, 1 Tempest, 1 War are all valid choices as the goal here is simply heavy armor and shield proficiencies, so what other abilities you gain is of lesser importance. 1 Knowledge would work with a high Dexterity instead of a minimum 13 Strength, possibly in tandem with Abjuration.
Also, I would also love to see Divination just because people should play the subclass more and I think Travis should be allowed to decide that Matt failed a saving throw because he said so at least once.
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utilitycaster · 4 years
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homebrew stuff that I think up while social distancing that has not been playtested in any way whatsoever #2
Nuclear Priesthood Domain 
(if you’d rather run something in a more traditional setting, and honestly I would too, you can very easily re-skin this as an order dedicated to guarding the deadly artifacts of an ancient civilization. See the end of the post for some other thoughts on how I’d run this)
Domain spells
1st: Identify, Shield of Faith
3rd: Lesser Restoration, Find Traps
5th: Protection from Energy, Glyph of Warding
7th: Aura of Life, Otiluke’s Resilient Sphere
9th: Greater Restoration, Hallow
This place is a message
At 1st level, you gain proficiency in either persuasion or intimidation.
We considered ourselves to be a powerful culture
Also at 1st level, you learn the resistance cantrip and gain proficiency with heavy armor.
Channel Divinity: This place is not a place of honor
Starting at 2nd level, you can use your Channel Divinity to ward enemies from a particular location.
As an action, you can designate a point within 120 feet of you. All creatures within 30 feet of you that you choose are frightened of that point for 1 minute.
Emanation of energy
Starting at 6th level, when you or a creature within 30 feet of you takes radiant, necrotic, force, or poison damage, you can use your reaction to grant resistance to the creature against that instance of the damage. 
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
The danger is to the body
Starting at 17th level, you gain resistance to all radiant, necrotic, and poison damage.
(Note: not all members of the nuclear priesthood, or the magical equivalent, necessarily make sense as belonging to this domain nor necessarily clerics. If I were to run a campaign with this kind of order I would make the organization overall have some clerics of this domain mixed in with a few others. I based a lot of the abilities here off the nature domain and forge domain. Using rules as written, the knowledge and light domains are a good fit. Oath of devotion paladins, sun soul monks, eldritch knights, and abjuration wizards also make a lot of sense, you can probably do some minor reskinning of the ranger subclass of your choice, and for the communication aspect I’d throw in some lore bards as well - someone’s got to maintain the knowledge of the ages and come up with the folklore that keeps people away from the mysterious death pyramids. If you’re going for a Canticle for Leibowitz type of setting I’d definitely include some artificers and maybe use it as an excuse to run the new Dunamancy wizard subclasses too.)
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jace-the-writer-guy · 4 years
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Deities of Palara
Good
God of Law and Justice: Tyriel
"Tyriel is the god that nearly every member of nearly every city, town, or village guard in the world of Palara worships. He is the embodiment of law and justice, and triumph over evil. He has numerous acolytes throughout the world, all striving to bring justice to those that wish to cause pain and suffering. His followers constantly battle the insane followers of his sister Skrios, who he has been at war with so to speak for millennia."
Goddess of Love and Sexuality: Ayukoi
"Ayukoi is a kind goddess that only wishes for love to be shared between all races, and wants everyone of consenting age to be able to be open about their sexualities with one another. She wants mortals to experience all that love and sex can do for them to make them happy. Those who follow Ayukoi share in her ideals, and wish to spread love however they can, as well as teach the people to not be ashamed in their sexualities."
Goddess of the Sun: Sol
"Sol is a goddess that shines her warmth down on everyone in Palara and help them grow their crops. Her warmth spreads across the world and her light shines down on all. She is worshipped by all farmers in tandem with Djinn, the Deity of the Elements and the Seasons. They pray to Djinn for rain, and pray to Sol for the sunlight after."
Goddess of the Moon: Kuu
"Kuu is a goddess that lets the moonlight shine in the darkness of night to help those lost find their way.  She isn't as widely worshipped as her twin Sol, but those that do so worship her efforts in illuminating the darkness of night, and pray that the new phases of the moon doesn't bring out any of the deadly creatures that dwell in the darkness."
God of Light: Valo
"Valo is a god that wants his light to be shined anywhere to light the way through the darkness, much like Kuu. Valo's light cuts through any darkness his wicked brother Myrkur spreads, and lets all people illuminate what could be hiding in the dark and keep the creatures that dwell in the dark at bay. He is worshipped by nearly everyone in the world."
Neutral
Goddess of Balance: Libra
"Libra wants nothing more than balance in the world between good and evil. Too much good can see the world grow too complacent and people's lives become too easy, and too much evil can see the world plunged into complete chaos and anarchy letting only those evil or strong enough to survive. Balance must be upheld, and followers of her teachings are completely neutral between the forces of good and evil. A warrior who fights side by side with the forces of a righteous cause could then fight to keep a rebellious population down. But, there are more of these followers that fight on the side of good, because it takes more effort to preserve the balance from that side than it does with fighting for evil."
Goddess of Shadow: Penumbra, also known as only Umbra
"Penumbra is the middle sibling of Valo and Myrkur. She is neither good nor evil, and she and her followers make use of both light and darkness. Her followers are called Shadowdancers, who are able to use her mystic teachings to meld into shadows casted by the light. These men and women can be of either alignment, as that isn't an issue for her in the slightest."
God of Creativity and Craft: Artis
"Artis is the god of every single craftsman or artist both good and evil all across Palara. He is the god of the forge and the god of the canvas. He is the god of the hammer and the god of the brush. Everyone that worships Arits hone their craft to as close to perfection as possible and love to do it. Artis loves to see creativity flow no matter who worships him."
God of Luck and Fortune: Luck
"Luck is the god of both fortune and misfortune, just like a flip of a coin. Many people praise Luck for all their good fortune and luck in life while many others curse him for their own bad fortune and luck. Some wealthy worship him, as they see him the reason for their wealth to begin with, and many gamblers both praise and curse him."
Goddess of Battle and Strength: Valienca
"Valienca is the goddess of warfare and physical strength, no matter what alignment her followers are. She is the embodiment of triumph in battle, and is the goddess worshipped by many pit fighters and soldiers alike. Many men and women who also grow stronger to protect their loved ones can worship Valienca as well."
God of Life and Death: Suvlenoyus
"Suvlenoyus oversees the living and the dead, and sends the mortal souls of those who pass on to whichever plane of existence between the Heavens and Hells he deems neccessary for the soul in question. He is neither good nor evil, and is most commonly known as Death. Many of his worshippers celebrate both life and death. Life for those that live it as best they can, and death because their lost loved ones can be at peace in the afterlife. When Death comes, it is always when a person's time on the mortal plane is at its end, no matter how rich or how poor, and no matter how good or how evil. He comes for everyone someday."
God/Goddess of the Elements and Seasons: Djinn
"Djinn is the goddess of spring and summer, and the god of fall and Winter. They are the goddess of fire and the god of water. Djinn has no set gender, which changes with the elements and the seasons themselves. They aren't widely worshipped deity, except for by farmers when they pray for fair weather for their crops, but they are highly respected."
Goddess of the Sea: Aquaris
"The first of Djinn's children. Aquaris is very highly respected, feared, and worshipped by all sea-faring folk and those who live in coastal port settlements. She is the goddess who oversees the vast oceans around the world, and sometimes has been known to guide lost sailors on their way if they are lost at sea. But she can also be a cruel goddess as evidenced by the raging storms over the seas and the tidal waves that devastate the villages, and capsize ships."
Goddess of the Earth: Terrasi
"The second of Djinn's children. Terrasi, like her sister, is respected, feared, and worshipped by many people around Palara. She holds domain over the earth and its mountain ranges and deep chasms, and its deadly volcanoes. Many travelers worship him in hopes they have safe travels and pray they won't be set back by treacherous terrain. But as with Aquaris, Terrasi can be cruel as well when her volcanoes erupt to devastate the landscape at their bases."
God of Nature and the Wild: Unelanv
"Unelanv is mainly worshipped by druids and rangers. Druids because of their connections to nature and its wildlife, and many rangers because of their isolation in the forests around the world. Unelanv is a peaceful god but his forests and their creatures can often be very wild and untamed. Those who worship Terrasi also worship and pray to Unelanv for safe travels through the the world where wildlife roam."
Goddess of the Arcane: Materia
"Materia is the goddess of all arcane magics, enchantments, and arcane knowledge. She is the deity many magic wielders worship and continually seek guidance from whether in the form of arcane tomes or visions from the goddess herself. Clerics worship Materia as well due to their need for the knowledge of healing spells. Her followers are very mixed within the forces of good and evil, with both alignments having many sorcerers, wizards, clerics, and any who may learn the arcane ways on that side."
God of Knowledge: Vidennis
"Vidennis is Materia's brother. Where Materia's domain is all arcane knowledge, Vidennis is the god of all other knowledge, working in tandem with his sister. Nearly every historian across Palara worship him, always seeking new knowledge for themselves. Many alchemists also worship him as well along with Materia and always search for new knowledge of alchemy and transmutation. Those on the side of good seek knowledge of how to better themselves or learn about history, and those on the side of evil seek knowledge of ways they can recreate a person's horrible deeds from the past for their own goals."
Goddess of Stories: Mirianis
"Actually a Demigoddess, Mirianis is the creation of Vidennis, Artis, Materia, and Ayukoi to combine aspects of their domains into one deity. Mirianis is the patron of all authors and playwrights, as well as the patron of all magical appraisers and identifiers, and is the mother of all seers. She has had a hand in many of the world's stories and legends, and she has used her visions to aid adventurers in their quests just to make interesting stories. She continues to write stories to this day and will continue to do so for as long as mortals roam Palara. She is not a known deity at all, meaning no one knows exactly who she may be."
Evil
God of Darkness: Myrkur
"Myrkur is the ruler over all things that dwell in the darkness. Where his sister's domain is shadows casted by the light, Myrkur's domain is just all encompassing darkness. He wishes the world of Palara to be plunged into total darkness so that his worshippers can all revel in the fear the darkness would spread. The majority of lycanthropes and vampires both worship Myrkur, even through the inherent hatred werewolves and vampires have toward one another."
God/Goddess of Deceit and Lies: Decida
"No one truly knows what gender Decida is. They are a deity that is so widely reviled by the populace due to their deceitful offerings made in the guise of an innocent person. Decida is the only deity that actively interferes in the affairs of mortals themself, although no one can truly know just who or what they may take the form of. Decida is worshipped by liars, tricksters, and anyone who cheats and manipulates to make their way in life. Those people pray to Decida for their blessing in hopes that no one can discover their deceitful ways."
God of Greed: Avarice
"Avarice is the most well known god in the world, in the worst ways. He is the god of greed, covetous of treasures hidden for him by his followers and very covetous of the souls he had stolen in his lifespan. He is the elder brother of both Decida and Luck, and has a close relationship with Decida in order to gain more to his hoards all across the world and in his realm of greed. He is worshipped by those who want more power and wealth to have all to themselves, and worshipped in some capacity by the thieves guilds dotting the world in all its cities."
Goddess of the Abyss: Barathrum
"Barathrum is the goddess of the Underdark in every part of the world. The Underdark is typically known as the abyss, and is darker than anything Myrkur holds domain over. Barathrum's desire is to have all her followers and all the creatures in the Underdark to one day storm the surface of Palara and completely take it over, making all surface dwellers into their slaves in her name. She is worshipped by a vast majority of drow in the cities of the Underdark, although many drow only wish for peace with the surface dwellers."
Goddess of Destruction and Chaos: Skrios
"Perhaps the most evil of the deities, Skrios wants nothing but destruction and chaos spread around the world of [to be determined] in her name. She is the twisted sibling of Tyriel and Valienca, and she despises Tyriel with burning hatred. The only people in the world who worship Skrios are those who just want to cause mindless violence, incite riots, commit acts of arson, and do anything to serve their goddess. Skrios' most devoted followers can never be reasoned with, as the only things they think of is just chaos, and breaking anything they want."
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langaweb01 · 3 years
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Make a Strong Impression With the Energy of a Superior Site
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   When it will come to your business enterprise, you require to make an affect to forge significant associations with clients. A single of the most effective strategies to do this and get shopper consideration in the course of the precious few seconds it takes to hold their interest is by way of a powerful web page. A powerful site will get you to places you have hardly ever gone prior to. Make confident to make the finest of it. Examine some useful tips on how you can develop effect with your business enterprise via your web-site. Sign up your area name The very first step to make a internet site that truly rocks is to sign-up a tailor made area. Pick out a name that boosts your brand name and visibility on the world-wide-web. Recall that your domain title is the handle that consumers will join with your business enterprise on the world wide web. Make your domain unforgettable and easy to keep in mind. Prevent sophisticated spellings, figures and symbols. Get innovative with your title, and make confident that there is a clear connection among your model and your domain name. When it comes to domain extensions, .COM and .Net are the most prevalent for company. Nevertheless, there are a whole lot of other TLDs you can choose from, this sort of as .Keep and .Shop, and country TLDs are also superior for localising your get to, these types of as .NZ and .COM.AU. Have a definite objective Your function is one thing you can anchor your business on. When it will come to the goal of your web-site, you will need to identify what you provide to prospects. Is your site simply just to deliver an on the internet reference about your business that buyers can examine? Is it for advertising and marketing uses to advertise your brick-and-mortar enterprise? Or is it a complete ecommerce site, wherever customers can quickly make their purchases? Do not generate a web page just for the sake of getting an on the internet presence. You ought to clearly have a eyesight in intellect of what you want your web-site to do for your enterprise. At the time you have your intent in intellect, you can go about structuring how to method other aspects, this kind of as structure, operation and far more. Professional design and style and look Visually, your web-site ought to be captivating, incorporating a expert look to inspire have faith in. Your website really should also be retained easy. Stay away from muddle by limiting your style only to the essentials. Apply a color plan that is related to your branding appearance. There are numerous different themes you can use and customise, depending on the internet builder platform you are making use of. Never worry about looking like many other web-sites in your industry.   If you cherished this article and also you would like to acquire more info with regards to siti web como please visit the page. Most buyers will know the similarities and will assume you to more or less observe the tendencies. The critical issue is that you can obviously give clients the information and facts they want about your enterprise. That is the range a single thing you should really maintain in brain when building your web site. Responsive design In a hugely-mobile day and age, the value of obtaining a mobile welcoming internet site has been pressured yet again and again. With one.two billion persons all over the environment accessing the internet via their cellular telephones, cell design is a little something you ought to certainly not neglect. Mobile responsiveness not only makes your website a lot more obtainable to all your users, it also can help you get a larger rank in Google results. You also get additional opportunities for conversions and revenue as prospects uncover your internet site effortless for their demands. With a responsive layout, you can satisfy your customers' desires for speedy and smooth transactions and browsing on your web page. This will save you time creating unique layouts for desktop and cell. Your internet site functionality and appearance readily adjust to whatsoever platform your person is accessing, building the buyer knowledge seamless.  
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raeynbowboi · 4 years
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How to Play as Princess Zelda in DnD 5e (Version 2.0)
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I’ve made a build of Princess Zelda before, but I’ve improved as a player and DM since last, and I’m eager to give this a second chance. I’ve also decided that since Zelda and Shiek are separate characters in Smash, this rebuild of Zelda is omitting Shiek from her build. Frankly, Shiek should have been omitted last time too, which is why I’m retooling Zelda’s build. So, let’s delve back into the powers and abilities of Princess Zelda and see if we can’t build her better than before.
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For Race, Zelda is a Hylian, which seem perfect as High Elves. You get +2 Dex and +1 INT. However, the Eladrin Elf gets something very useful. The automatic ability to Fey Step. Considering you only get 1 teleportation spell until you unlock 5th level spells, this is a very useful racial feature for increasing your teleportation ability. So, you can choose either the Eladrin Elf for the built in Fey Step, or you can choose High Elf for more useful stats.
For alignment, Zelda is the embodiment of lawfulness in Hyrule, and the Triforce of Wisdom gives her the decision-making knowledge to rule wisely and justly. So, she’ll work nicely as Lawful Good.
For a Background, the top contenders are either Noble if you want proficiency in History and Persuasion, or an Acolyte for proficiency in Insight and Religion. 
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Gifts of the Goddesses
In Super Smash Bros., Zelda’s moveset is comprised of gifts from the three goddesses of Hyrule: Din, Nayru, and Farore. Din’s Fire creates a small sphere of fire that builds up and deals damage on a hit. Nayru’s Love creates a jewel-shaped shield around Zelda that not only protects her from harm, but can also reflect projectile attacks back, and harms opponents that get too close. Finally, Farore’s Wind lets her teleport. If an opponent is standing where she lands, she deals damage to that opponent. 
Din’s Fire (Fire Damage)
   Create Bonfire (Artificer, Druid, Sorcerer, Warlock, Wizard)    Firebolt (Artificer, Sorcerer, Wizard)    Sacred Flame (Cleric, Paladin)    Burning Hands (Sorcerer, Wizard, Light Cleric, Fiend Warlock)    Aganazzar’s Scorcher (Sorcerer, Wizard)    Flaming Sphere (Druid, Sorcerer, Wizard, Alchemist Artificer, Light Cleric, Clestial Warlock)    Scorching Ray (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)    Fireball (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)    Flame Strike (Cleric, Wildfire Druid, Paladin, Celestial Warlock, Fiend Warlock)    Immolation (Druid, Sorcerer, Wizard)    Investiture of Flame (Druid, Sorcerer, Warlock, Wizard)    Delayed Blast Fireball (Sorcerer, Wizard)    Firestorm (Cleric, Druid, Sorcerer)    Incendiary Cloud (Druid, Sorcerer, Wizard)
Nayru’s Love (Warding)
  Mage Armor (Sorcerer, Wizard, Warlock: Armor of Shadows)   Shield (Sorcerer, Wizard, Artillerist Artificer, Battle Smith Artificer, Hexblade Warlock)   Shield of Faith (Cleric, Paladin)   Warding Bond (Cleric, Paladin, Ranger, Battle Smith Artificer)   Protection from Energy (Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard, Ancients Paladin,  Heroism Paladin, Vengeance Paladin, Noble Genie Warlock)   Otiluke’s Resilient Sphere (Wizard)   Wall of Force (Wizard, Artillerist Artificer, Redemption Paladin)   Globe of Invulnerability (Sorcerer, Wizard)   Investiture of Wind (Druid, Sorcerer, Warlock, Wizard)   Invulnerability (Wizard)
Farore’s Wind (Teleportation)
  Fey Step (Elf Racial Feat, Eladrin Elf Feature)   Misty Step (Sorcerer, Warlock, Wizard, Coast Land Druid, Ancients Paladin, Vengeance Paladin)   Far Step (Sorcerer, Warlock, Wizard)   Teleportation Circle (Bard, Sorcerer, Warlock, Wizard, Arcana Cleric)   Arcane Gate (Sorcerer, Warlock, Wizard)   Word of Recall (Cleric)   Teleport (Bard, Sorcerer, Wizard)   Gate (Cleric, Sorcerer, Warlock, Wizard)
Phantom Knight (Summoning)
   Guardian of Faith (Cleric, Crown Paladin, Devotion Paladin, Celestial Warlock)
Smash Ultimate (Banishment)
  Banishment (Cleric, Paladin, Sorcerer, Warlock, Wizard)
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Triforce of Wisdom
The Triforce imparted by the goddess Nayru carries with it unique abilities including the power to heal, telepathic communication, magical disguises, and protects the bearer from certain conditions. The Triforce also makes whoever holds it wise, better at making decisions, and possibly gives them the divine right to rule Hyrule.
The Right to Rule (Control)
   Command (Bard, Cleric, Paladin, Fiend Warlock)    Hold Person (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Conquest Paladin, Redemption Paladin, Vengeance Paladin)    Zone of Truth (Bard, Cleric, Paladin)    Hold Monster (Bard, Sorcerer, Warlock, Wizard, War Cleric, Redemption Paladin, Watchers Paladin)    Forbiddance (Cleric)
Wit Beyond Measure (Foreknowledge)
   Detect Evil and Good (Cleric, Paladin)    Detect Magic (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Warlock: Eldritch Sight)    Identify (Artificer, Bard, Wizard, Knowledge Cleric, Forge Cleric)    Detect Thoughts (Bard, Sorcerer, Wizard, Great Old One Warlock)    Locate Animals and Plants (Bard, Druid, Ranger)    Locate Object (Bard, Cleric, Druid, Paladin, Ranger, Wizard)    See Invisible (Artificer, Bard, Sorcerer, Wizard)    Locate Creature (Bard, Cleric, Druid, Paladin, Ranger, Wizard)    Commune (Cleric, Devotion Paladin, Heroism Paladin)    Legend Lore (Bard, Cleric, Wizard, Undying Warlock)    Contingency (Wizard)    True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard)    Foresight (Bard, Druid, Sorcerer, Warlock, Wizard)
Sheik and Tetra (Deception)
   Disguise Self (Artificer, Bard, Sorcerer, Wizard, Trickery Cleric, Warlock: Mask of Many Faces)
Mercy of the Gods (Healing)
   Spare the Dying (Artificer, Cleric)    Cure Wounds (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock)    Healing Word (Bard, Cleric, Druid, Alchemist Artificer)    Prayer of Healing (Cleric)    Aura of Vitality (Cleric, Druid, Paladin)    Life Transference (Cleric, Warlock, Wizard)    Mass Healing Word (Bard, Cleric, Alchemist Artificer)    Revivify (Artificer, Cleric, Druid, Paladin, Ranger, Celestial Warlock)    Aura of Life (Cleric, Paladin)    Greater Restoration (Artificer, Bard, Cleric, Druid, Ranger, Celestial Warlock)    Mass Cure Wounds (Bard, Cleric, Druid, Battle Smith Artificer)    Reincarnate (Druid)    Heal (Cleric, Druid)    Resurrection (Bard, Cleric)    Mass Heal (Cleric)    Power Word Heal (Bard, Cleric, Druid)    True Resurrection (Cleric, Druid)
Mind over Matter (Communication)
   Telepathic (feat)    Message (Artificer, Bard, Sorcerer, Wizard)    Sending (Bard, Cleric, Wizard, Great Old One Warlock)    Rary’s Telepathic Bond (Bard, Wizard)    Telepathy (Wizard)
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Class
Theurgy Wizard
After evaluating the spell list, with only the Druid exclusive outlier of Reincarnation, every other spell easily falls into either the Cleric or Wizard spell list, meaning that the best option for Zelda’s class is actually a Theurgy Wizard. Last time, I chose the Divine Soul Sorcerer because the Theurgy Wizard never got past the UA stage and isn’t official. However, upon reexamination, I’ve decided that I don’t care. Theurgy Wizard is the best subclass you can choose for Princess Zelda. Sure, you’re still not casting with Wisdom, but now you’re casting with Intelligence, which is much closer than Charisma, and is still a mental stat.
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Stats and Proficiencies
In order to be a powerful castor, we’ll want a maxed out Intelligence stat. As a squishy Wizard, our Theurgy will save us somewhat by giving us healing spells, but we still want a maxed out Constitution because dying isn’t very fun. While it might not be maxed out because we don’t need it for casting, we can still put some points into Wisdom for character authenticity, since Zelda is the Wise Queen archetype. Dexterity is helpful in improving our AC, but Shiek is more flexible than Zelda, and Zelda is only that flexible in Ocarina of Time. No other version of her is that trained in ninja tricks. Charisma will make us better at appealing to people, but doesn’t need to be that high, while Strength is utterly unnecessary and can be dumped.
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Name: Princess Zelda Race: High Elf Background: Noble Alignment: Lawful Good Class: Light Domain Theurgy Wizard (20) Base Stats: Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (0) Saving Throws: Strength: -1 Dexterity: +2 Constitution: +5 Intelligence: +11 Wisdom: +8 Charisma: 0 Combat Stats: HP: 180 AC: 12 Speed: 30 Initiative: +2 Proficiency Bonus: +6 Passive Perception: 18 Dark Vision: 0 feet Proficiencies and Expertise:   Insight   History   Perception   Persuasion   Religion Skills: Acrobatics: +2                Medicine: +2 Animal Handling: +2       Nature: +5 Arcana: +5                      Perception: +8 Athletics: -1                     Performance: 0 Deception: 0                   Persuasion: +6 History: +11                    Religion: +11 Insight: +8                      Sleight of Hand: +2 Intimidation: 0                Stealth: +2 Investigation: +5            Survival: +2
Spell Slots
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (2) 8th (1) 9th (1)
Zelda’s Spellbook
C Fire Bolt, Light, Message, Sacred Flame, Spare the Dying, Word of Radiance 1 Burning Hands, Command, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Guiding Bolt, Identify, Shield 2 Aganazzar’s Scorcher, Flaming Sphere, Hold Person, Misty Step, Scorching Ray 3 Aura of Vitality, Beacon of Hope, Daylight, Fireball, Protection from Energy, Revivify, Spirit Shroud 4 Aura of Life, Banishment, Divination, Guardian of Faith, Resilient Sphere, Wall of Fire 5 Commune, Dawn, Far Step, Flame Strike, Legend Lore, Mass Cure Wounds, Wall of Light 6 Contingency, Globe of Invulnerability, Heal, Sunbeam, True Seeing 7 Resurrection, Teleport 8 Holy Aura, Sunburst 9 Invulnerability
Actions:
Arcane Recovery. Recover up to 10 level 5 or lower spell slots on a short rest.
Features:
Arcane Acolyte. Gain access to 1st level domain features.    Warding Flare. Impose disadvantage on attacking creatures by WIS mod. Arcane Initiate. You can replace Wizard spells with Cleric spells. Arcane High Priest. Gain access to 17th level domain features.    Corona of Light. When you emit a bright light, enemies roll throws at disadvantage against Fire and Radiant spells. Arcane Priest. Gain access to 6th level domain features.    Improved Flare. Use Warding Flare for another creature within 30 feet of you. Channel Arcana. Select one of the following to envoke    Divine Arcana. Your next spell gets +2 on any attack roll or DC.    Radiance of the Dawn. Dispel magical darkness and deal radiant damage. Divine Inspiration. Choose a Cleric Domain to study   Light Domain Fey Ancestry. Resist charms and immune to magical sleep. Position of Privilege. You are welcome in high society, commoners go out of their way to make your comfortable, and you can get an audience with nobles. Signature Spells. Cast Fireball and Aura of Vitality once per rest without slots. Spell Mastery. Cast Cure Wounds and Misty Step without using spell slots.
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Since this is my second time building Zelda, I hope it’s an improvement over the original. It’s still disappointing that she can’t cast with Wisdom, but it simply decimates her spell list to deny Zelda the ability to cast Wizard spells. Hopefully, the ability to cast with Intelligence is at least closer to her Triforce of Wisdom than the original build, which had her casting with Charisma.
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