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#Level 7 Variant Human Arcane Trickster Rogue
thisisnotthenerd · 3 months
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as the fhjy premiere is upon us, i'm back with another edition of thisisnotthenerd's d20 stats. it's just the updates that are relevant, since relationship tracking is taking so long to do and i got sidetracked by polls for a few months. this will be sorted by the categories i have data for--you can look at the spreadsheet to find data for all d20 seasons. or you can read it on ao3. anyway:
player data:
runtime and episode data:
before the start of junior year, we have spent 88 hours, 40 minutes, and 14 seconds with the bad kids on-screen, including in oneshots. this is about 3 days, 16 hours, 40 minutes, and 14 seconds.
that's 41/221 d20 episodes, 22 of which were battle episodes.
we've spent 125 hours, 37 minutes, and 32 seconds in spyre as a whole, or 5 days, 5 hours, 37 minutes, and 32 seconds.
that's 57/221 d20 episodes, 32 of which were battle episodes.
cast appearances:
brennan at the top of the list, with 19 d20 appearances, 15 of those as a gm/dm.
next is lou, with 11 seasons as a player; 8 intrepid heroes seasons, 3 sidequests.
followed by ally, zac and siobhan, each with 2 different sidequests under their belts
second to last is emily, with 9, with acofaf
and in last is murph, with only 8. if aabria is in 2 of the 2024 d20 seasons, she's in the running to beat him.
seating preferences:
junior year tipped a lot of the intrepid heroes into a distinct preference, simply by setting them on one side of the table.
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emily axford: strong left side preference (6/8), most commonly in L1 and L2. paired next to zac 5/8 seasons, and across from murph 5/8 seasons. fig sits in L1.
zac oyama: strong left side preference (6/8), most commonly in L2 and L1. paired next to emily 5/8 seasons, and across from ally 7/8 seasons. gorgug sits in L2.
siobhan thompson: weak left side preference (5/8), most commonly in L3 and R3. paired next to lou 7/8 seasons [doubled across 5/8], and across from emily 3/8 seasons. adaine sits in L3
lou wilson: even split preference, most commonly in R3 and L3. paired next to siobhan 7/8 seasons [doubled across 5/8], and across from murph 2/8 seasons. fabian sits in R3.
ally beardsley: strong right side preference, most commonly in R2 and R1. paired next to murph 6/8 seasons, and across from zac 7/8 seasons. kristen sits in R2.
brian ‘murph’ murphy: strong right side preference (7/8), the strongest of the intrepid heroes, most commonly in R1 and R2. paired next to ally 6/8 seasons, and across from emily 5/8 seasons. riz sits in R1.
character data:
given what the bts's have shown, there might be some changes to these that i'll update during the premiere, but as of now, this is a quick summary of the bad kids' data, including dnd race, class, level, highest stat, feats, and age. you can go through the thisisnotthenerd's d20 stats tag for my previous commentary on this data, or check out the spreadsheet.
i'm putting them at level 9 for now because that's what we left off with, but more than likely they're starting at level 10 or higher. we know about riz's respec, but there may be others that crop up during the season.
fig faeth: tiefling. lore bard 8, hexblade warlock 1. CHA. actor, lucky. 17-18
gorgug thistlespring: half-orc. berserker barbarian 8, artificer 1. STR. orcish aggression/fury. 18
adaine abernant: high elf. divination wizard 9. INT. spell sniper, war caster. 16-17
fabian seacaster: half-elf. battlemaster fighter 6, swords bard 3. DEX. sentinel. 18-19
kristen applebees: variant human. twilight cleric 9. WIS. human determination, inspiring leader. 17-18
riz gukgak: goblin. arcane trickster rogue 9. DEX. healer. 17
all of the bad kids have some magic now--the ladies are all full casters, while fabian is a split multiclass, gorgug is a 1/2 caster multiclass, and riz re-subclassed into a 1/3rd casting progression. still an even split of multiclasses and pure classes, though that may change. riz's re-spec has bumped arcane trickster up to the most common rogue subclass, with 6 arcane trickster characters, 4 of whom sit in R1.
and that's it! all of the intrepid heroes/bad kids data that i have updates for! see you all at the premiere of fantasy high: junior year tomorrow!
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randomfanart27 · 3 years
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Dream Smp D&D Au Pt.3: TommyInnit
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grailfinders · 3 years
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Fate and Phantasms #185
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Today on Fate and Phantasms we’re making the snake/shrine maiden/ninja/widow Assassin of Paraiso! She’s got more jobs than a freakin’ barbie doll...
Check out her build breakdown (expect true name spoilers) below the cut, or her character sheet over here!
Next up: In Shimousa you must wait, until the dice read five or eight.
Mochizuki Chiyome is an Arcane Trickster Rogue for the regular kind of ninja trickery, plus a Fathomless Warlock to grab the kind of thing your forefather would normally have to boink a snake god to get. (That’s what happened, right? It’s been a while.)
Race and Background
Shockingly, Mochi is a Human, but Variant so we can get cool stuff. This gives her +1 Dexterity and Intelligence, as well as Religion proficiency to make her cover as a shrine maiden foolproof and the Mobile feat for when the right fool comes along. This adds 10′ to her movement speed, dashing lets her ignore difficult terrain, and you avoid opportunity attacks from creatures you’ve attacked this turn.
Magical assassins seem to be more common in D&D than their mundane counterparts, because they have their own freakin’ background! As a Volstrucker Agent, you get proficiency in Deception and Stealth. You know, for ninjaing.
Ability Scores
Dexterity is number 1. You’re a ninja, it’s not a surprise. Second is Charisma. Your snake blood doesn’t like to cooperate on good days, you’ve got to be convincing enough to make it behave. Also, there’s more ninja stuff in charisma, it’s a good skill to have. Your Intelligence comes next, ninjas don’t really have magic powers, they’re just really clever. That being said none of your spells actually use intelligence that much, so we don’t need it to be that high. Your Wisdom isn’t bad, spy networks don’t work if you can’t tell when someone’s lying, and since we’re only building the one character you’ll have to be your own spy network.
Oh yeah, the real Mochizuki ran a spy network, we’re throwing that in the build too. So we’re making a shrine maiden/snake/ninja/widow/master spy. Real simple.
Anyway. Your Constitution isn’t great, just don’t get hit and you’ll be fine. That means we’re dumping Strength. Don’t worry, you don’t really need it anyway.
Class Levels
Rogue 1: Starting off as a rogue gets you a lot of proficiencies, like Dexterity and Intelligence saves, plus four skills. Grab Acrobatics for ninjaing skills, Performance for better disguises, and Insight and Investigation for spy work. If that wasn’t enough, you get Expertise in two of those skills, doubling your proficiency bonus in Stealth and Insight. You also get a Sneak Attack if you’re attacking with a finesse weapon or a ranged weapon, and you have advantage or a friend near the target. This adds 1d6 damage to the attack once per turn. You also learn Thieves’ Cant. It’s a language.
Rogue 2: Second level rogues have a Cunning Action, which lets you dash, disengage, or hide as a bonus action. Y’know, ninja stuff.
Rogue 3: Boom! 2d6 sneak attack. Also, you’re an Arcane Trickster now. This gives you some Spells, most of which are Illusion or Enchantment, but all of which use your Intelligence to cast. Or they would, if we didn’t go the galaxy brain route and pick spells that don’t use your intelligence. You’re forced to pick up Mage Hand as one of your three cantrips, but you also get Friends to make fooling guards easier, and Prestidigitation for smaller magical tricks. On top of that, Illusory Script makes you an expert codewriter, Disguise Self takes care of your... well, your disguises (Though regular disguises are probably better since this is the one spell that actually uses your intelligence), and Fog Cloud gives you a quick and dirty smoke bomb. Speaking of Mage Hand, you also get a Mage Hand Legerdemain right out of the gate, making your mage hand extra sneaky. It can be invisibile, and you can use it to stow objects in containers carried by other creatures, steal objects from containers held by other creatures, or pick locks and disarm traps at range. Also, you only have to use your bonus action to control the hand.
Warlock 1: Bouncing over to grab your cursed Orochi blood makes you a Fathomless warlock. I know that’s a bit weird, but don’t worry, we’ll fix it in flavoring. Instead of a Tentacle of the Deep, you’re summoning a head of Orochi as a bonus action for up to a minute! Each turn you can attack for a bit of cold damage, and you can summon up to Proficiency heads per day. You also get a Gift of the Sea, giving you a swim speed of 40′ and the ability to breathe underwater. As long as you stay near the surface, you can probably get away with calling it walking on water. You also learn Pact Magic, which you cast with your Charisma. This doesn’t mix with your spell slots from rogue, but you can use warlock slots for rogue spells and vice versa. You get Eldritch Blast so you don’t have to collect your throwing knives like a chump, Minor Illusion for minor illusions, Hex for a weak Orochi’s curse, and Expeditious Retreat so you can go even faster if you wanna.
Warlock 2: Second level warlocks get Eldritch Invocations, like Devil’s Sight which lets you see in magical darkness and Armor of Shadows for free mage armor on yourself. Shrine maidens aren’t known for wearing plate mail, so this should help a bit. You also learn how to Cause Fear, frightening a creature for up to a minute if they fail their wisdom save. That means they can’t move closer to you, and they have disadvantage on attacks while they can see you.
Rogue 4: Now that we’re done with warlocking for a bit, bouncing over to rogue gets you your first Ability Score Improvement. Bump up that Charisma for stronger spells and Orochi heads. You also learn the spell Color Spray for some pocket sand at the ready whenever you want. Roll a couple dice, then blind creatures from least to most HP up to the point you rolled.
Rogue 5: Fifth level rogues get 3d6 sneak attack, and they can make an Uncanny Dodge as a reaction, halving incoming damage from an attack.
Rogue 6: At sixth level you get another round of Expertise, so double up on your Deception and Performance so you can sneak into wherever you need to go.
Rogue 7: Seventh level rogues get Evasion. It’s been a while since someone’s gotten evasion, huh? It’s a good feature though, it turns your failed dexterity saves into basically successes as far as damage goes, and successful dex saves now negate damage entirely. (Also, your sneak attack goes up to 4d6.)
Warlock 3: The Orochi isn’t quite done with you yet, so we’re heading back for a few more levels. At level three you undertake the Pact of the Talisman, letting you add 1d4 to a failed ability check Proficiency times per long rest. It’s a shame you don’t have a fancy sword like Grass Cutter, but at least it’s useful. Now that you can see in the dark though, you can cast Darkness to create a more effective smoke bomb that only you and other warlocks can see though.
Warlock 4: Use this ASI to get your Keen Mind. This adds 1 to your intelligence among other neat tricks, but the big reason we’re here is for the ability to recall information for up to a month. This will be more useful later, but it’s always nice to be brainy. You also learn the cantrip Toll the Dead for some ooky spooky necrotic damage, and Silence to perform acts of violence, in silence. Ninjas.
Warlock 5: Fifth level warlocks can cause Fear, frightening multiple creatures who fail their wisdom save. Once per long rest you can also mark a creature with a Sign of Ill Omen, casting Bestow Curse using a warlock spell slot. There’s a couple out of the box options in the PHB, but ultimately you can make up whatever you want, as long as it’s DM approved. The target also has to fail a wisdom save, and it lasts up to a minute.
Rogue 8: Use this ASI on your Dexterity for better damage and a higher AC. Turns out rogues are dexterous, who knew? Speaking of being dexterous, grab Misty Step so you can become so dexterous you literally blink out of existence and back in. Related note, dexterous no longer looks like a word.
Rogue 9: Ninth level rogues can really mess up their enemies with 5d6 damage on a sneak attack, or you can mess up enemies with a Magical Ambush. As long as you’re hidden from whatever creature you’re targeting, they have disadvantage on a spell’s saving throw. This also applies to warlock spells, making it especially useful for curses. (Also, 5d6 sneak attack)
Rogue 10: Tenth level rogues get another ASI, so bump up that Charisma again for a stronger curse. You also can cast Message to relay info over short distances, or Magic Mouth to set up information dead drops for other party members.
Rogue 11: Eleventh level rogues can deal reliable damage thanks to their 6d6 sneak attack. They also have Reliable Talent, so the lowest you can roll on a skill you’re proficient in is a 10. When you’re good at something, you’ll never fail a day in your life. You can also cast Blur to become harder to hit. Maybe it’s like, a little smoke bomb? Not my best work, I’ll admit.
Rogue 12: At twelfth level you get your last ASI, so max out that Dexterity for the best damage and defense you could hope for.
Rogue 13: Thirteenth level arcane tricksters are Versatile Tricksters, letting you spend an action to distract a nearby creature with your mage hand, giving advantage on your next attack that turn. If you don’t have extra ninjas at home, magic bought is fine. Don’t scoff at free advantage though, especially with that 7d6 sneak attack. You also learn to pull a Kotarou and can cast Enemies Abound, which makes it so one creature can’t tell friend from foe and will attack randomly if they fail an intelligence check.
Rogue 14: Your brand new Blindsense means you’ll always be able to sense other ninjas, since invisible and hidden creatures within 10′ of you are always on your radar. You also -finally- get your spy network online thanks to Clairvoyance, letting you create a sensor in any location you’re familiar with, or an obvious one you aren’t, like around a corner. For up to ten minutes, you can see or hear through that sensor as if you were there, and can even swap which sense you use at will.
Rogue 15: Your capstone isn’t particularly flashy, but Slippery Mind will help make sure you don’t get cursed more than you already are, since you now have proficiency with wisdom saves. One last thing: 8d6 sneak attack. It’s pretty good.
Pros:
With multiple kinds of magic backing up your impressive stealth skills, you come packing with plenty of ways to slip into and out of combat at will, or even better, avoid combat entirely.
Thanks to your keen mind and clairvoyance, you can spy on others and keep that information tucked away for safekeeping. Then, you can use spells like Message and Magic Mouth to get that info where you need it to go without arousing suspicion. Who knows, you might legitimately start up a spy network.
Curses are great. For your enemies, I mean, sorry. But yeah, they’re pretty effective, especially if you can start a fight with an enemy already cursed. Like, say, you sneak up to them and use Magical Ambush to make it even harder for them to avoid the spell, and that starts initiative? That’d be nice.
Cons:
Some DMs are not very flexible, and they’ll just force you into combat regardless of how much you try to avoid it. That’s really bad for you, since you’ve only got 100 HP. One stiff wind and you’re in Power Word Kill territory. Fortunately you’ve got a good AC, but still.
The one spell you have that actually uses intelligence is probably one of your most crucial, at least early on. Disguise Self not being that good kind of sucks while you’re getting set up, but eventually you’ll be good enough with a regular disguise kit it probably won’t matter.
You have a lot of utility spells, but only a couple spell slots to use them with. Long missions might be a problem if you don’t pace yourself.
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utilitycaster · 3 years
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Updated Class Choices in Actual Play: main PCs
Original post here, I’m just doing the whole thing again instead of reblogging or something like that. Since making this post I’ve fully caught up with NADDPod and RQG and there’s been several new D20 seasons, so LET’S GO
potential spoilers for anything that isn’t a one-shot in Critical Role, TAZ Balance or Graduation, NADDPod, RQG, Relics and Rarities, and all D20 seasons. Also for reference: I’m counting Trinyvale and The Mavrus Chronicles as main campaigns, as well as all the D20 sidequests.
If a player or a PC leaves/character dies mid-campaign the character still counts as a main PC, as does that player’s replacement if the player themselves didn’t leave (eg: both Scanlan and Taryon are considered main PCs for CR campaign 1).
In a couple cases I did have to guess regarding what the base class was, for characters who were multiclass builds from the start, and I’ll note that.
Rusty Quill Gaming is pathfinder rather than D&D, and subclasses don’t fully line up (as for classes, most do and I’m counting Cel’s class as Artificer/Alchemist subclass in D&D).
In the case of subclass or class changes, which has happened a few times in D20 in particular, I’ve noted the change
Keep reading if you want the actual information!
Fighter is the most common, with 11, plus two multiclass dips into fighter. And, like D&D at large, human fighter is a very popular race/class combination. Champion is the most common subclass, with four characters (Magnus from TAZ, Hardwon from NADDPod, Fabian from Fantasy High, and Veros from Relics and Rarities). All but Fabian are humans, at least to start off, and Fabian and later Hardwon are half-elves. Bertie from RQG likely would have been the champion archetype in D&D as well. There are two battlemasters (Boomer and Jet, both from D20), and then it’s all over the place. The multiclassers are both barbarians multiclassed into battlemaster (Grog and Amethar). Of the fighters, one multiclassed into a rogue, one into a bard, and one (Jet) switched into fighter having originally been a rogue.
[edit on Nov 28 per an anon ask - Magnus is actually a Battlemaster despite Big Champion Energy! which means of the fighter-as-main-class, we have 3 each of champions and battlemasters, and Bertie from RQG which is pathfinder, and then one each of gunslinger (Percy), eldritch knight (Theo), arcane archer (Hungry Dave), and echo knight (Henry)]
Cleric is next up with 10, plus three characters who multiclassed into cleric. There’s no clear favorite for subclass - grave is the only domain with two characters (Caduceus and Efink) and the rest vary. Two characters, Kristen Applebees and Zolf Smith, have changed domains (and deities) over the courses of their respective campaigns. All but one of the dwarven main characters in actual play has been a cleric, and there have been a few humans, but otherwise it’s again pretty scattered. The multiclasses have also not shown a clear favorite (1 war, 1 city, 1 tempest). Note: I considered Fia and Saccharina both to be multiclasses into cleric, as well as Bob; no cleric base classes have multiclassed into another class. All the multiclasses into cleric are other spellcasting classes (wizard, sorcerer, and bard).
Barbarian and rogue are tied with 9 characters each, plus one multiclass into barbarian and three into rogue.
Barbarian: three berserkers, two each of ancestral guardian and zealot, and one each of wild soul and storm herald. There are two half-orcs and otherwise no race preference. As mentioned, two multiclassed into battlemaster fighters; there’s also a multiclass from barbarian into sorcerer (Fitzroy) and artificer (Gorgug). The lone multiclass into barbarian is Moonshine Cybin, a druid.
Rogue: there are two arcane tricksters, two inquisitives, and two swashbucklers, plus an assassin, a mastermind, and Sasha Racket who in D&D would probably be a thief. Thanks to D20 being like “toy is a race now” it’s hard to say what the overall race breakdown is, even counting all A Crown of Candy characters as human variants, but there are 1.5 goblins (Nott/Veth being the 0.5) and three confirmed humans (Ruby Rocks, Sasha Racket, and Marcus St. Vincent). Of the multiclasses into rogue, two are rangers who chose the assassin subclass (Vex and Liam Wilhemina) and one is a fighter (Magnus Burnsides, subclass not clear). The two rogues who multiclassed are Vax, who took levels in vengeance paladin and one in druid, and Ruby, who took levels in shadow sorcerer. (note: Jet Rocks is counted as a fighter as she gave up her rogue class entirely, but she was a rogue to start)
Bard is next with 8 characters, all but one of whom (swords) is a lore subclass, with one multiclass into bard. Fig Faeth was formerly a college of whispers bard, but switched into lore during Fantasy High Live. There are two tieflings and two fairies from D20, who I believe use elf stats, plus a high elf, a human, a gnome, and an aasimar. The multiclass into bard is Fabian Seacaster, a fighter; the multiclasses from a bard base class are Fig (into hexblade) and Bob (into city cleric).
Druid and Paladin are the next most common, with six characters; there is one multiclass into druid and two into paladin (and Vax is responsible for most of this)
Druid: The only repeat subclass is circle of the shepherd (Kugrash and Lillith) - the rest all again all over the place, and all six have different races. The multiclass into druid is the aforementioned Vax (rogue and paladin); the only druid to multiclass out is the aforementioned Moonshine (into barbarian).
Paladin: two oath of devotion (one of which, Ricky Matsui, switched to oath of redemption), one oath of the ancients and for a while, vengeance (Beverly), one oathbreaker (Cody “Night Angel” Walsh) and two are from pathfinder and difficult to determine from a D&D standpoint (Grizzop, of Artemis, and Azu, of Aphrodite). The races are completely all over the place again. None of the paladins have multiclassed, but there are two multiclasses into paladin (Vax and Fjord, a rogue and warlock respectively, into oath of vengeance and oath of the open sea, also respectively).
We have a four-way tie for next most common, with five each of ranger, sorcerer, warlock, and wizard.
Ranger: two beast master, two gloomstalker, and a hunter. There are two half-elves (Vex and Nyack) and no other real patterns. No one has multiclassed into ranger, but Vex and Liam W. both as mentioned multiclassed into assassin rogues.
Sorcerer: three draconic, one storm, and one wild magic. Two are human, and there are no other preferences for race. One (Saccharina) multiclassed into tempest cleric, and there are two multiclasses into sorcerer, both from battle classes (Fitzroy, a barbarian, into wild magic, and Ruby, a rogue, into shadow).
Warlock: three are hexblades, because let’s face it that class is extremely cool, one is a celestial warlock and one is a genie. No significant race overlap (technically, Lapin Cadbury uses the human stat block, and Iga is human) (I am assuming pactwraiths have revenant stats but like. who knows). The common ground for multiclassing into warlock is “Emily Axford likes to play hexblades”, with both Fig and Sofia taking levels in it; Fjord is the only warlock to multiclass out, into oath of the open sea paladin.
Wizard: two transmutation, one divination, one necromancer, and one chronurgist. Two are high elves, with no other preferences for race; Fia is the only one to have multiclassed (into war cleric) and no one has multiclassed into wizard.
And finally, tied for last but with four each, we have monk and artificer.
Monk: no subclass overlap until Sofia switched to Way of Shadow, but three are humans and one is probably a human equivalent (bittyfolk from Tiny Heist) - the subclasses represented are Cobalt Soul, Drunken Master, Shadow, and Long Death. No multiclasses into monk (like ranger, monk doesn’t offer too many benefits in a multiclass dip) but Sofia Bicicleta took a level in hexblade warlock.
Artificer: despite not being made official until relatively recently, this caught up, thanks to Zonk Verbena Zirk Vervain. Three are either alchemists or probably the equivalent thereof (Taryon is based on the UA version but is pretty clearly not a gunsmith, and Cel’s class is technically Alchemist, not Artificer, but Artificer with the alchemist subclass is probably the closest 5e equivalent), and one is an artillerist; no race preference. None have multiclassed, but Gorgug (barbarian) has taken a level in artificer.
And finally, there is one Bloodhunter, Mollymauk Tealeaf/Lucien is his name, murdering Cerberus Assembly members is his game.
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several other fun facts from the giant list I made to do this:
Number of characters who have switched races or bodies during their campaign: 3
Number of characters who have switched deities/patrons during their campaign: 7
Number of characters who have briefly not had a class while their party was mid-level, with said change representing a major turning point for their character, but then came back stronger than ever having addressed the negative behaviors they learned from a seafaring father figure and having acquired a new plot-relevant weapon, and immediately multiclassed into a class that uses charisma for spellcasting: only two but it’s weird it happened twice
Number of characters whose first name or nickname is a food or drink: 6
Number of characters whose first name or nickname is a food or drink from A Crown of Candy: 0
Number of characters who typically go by only one name (ie, actively do not use their last name or any titles): 18
Number of characters who go by a given name and title/descriptor (eg: Adjective Firstname, Firstname the Title, Firstname of the Place): 8
Number of characters with three-part names (first, middle, last): 2
Number of characters with four-part names (first, two middles/a two-word nickname, last): 3
Number of characters with no name: 1
Percival Friedrickstein Von Musel Klossowski De Rolo III: but you can call him Percy
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raeynbowboi · 4 years
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How to Play as Robin in DnD 5e
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I’ve built Raven and Starfire, so now it’s time to move on to the boys, starting with the level-headed leader of the team: Dick Grayson, better known as the first Robin to serve under the caped crusader. We trained under a great detective, and we need to reflect that in the way we build ourselves.
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The Boy Wonder is your garden variety human, no reanimated corpses here. So, we’ll treat Robin as a Standard Human. If you want to nitpick that Robin could kick Cinderblock without shattering his leg bones, then I guess go with Variant Human, but I’ll be balancing him as a Standard Human for this build.
Before we were Robin we were part of the Flying Graysons, a circus act. We’ll take the Entertainer Background as an Acrobat for Acrobatics and Performance. But if you’d rather focus on Robin’s tutelage under a master detective, take the Investigator Background for Athletics and Insight (but not Investigation for some reason). As a Rogue, we’ll take Investigation, Stealth, Perception, and Deception for our skills of choice, and put our Expertise into Investigation, Acrobatics/Athletics, Stealth, and Deception.
For Alignment, we can get pretty obsessive and unhinged when dealing with Slade, enough that Raven had to pin us down to keep us from injuring a civilian. We also went undercover as a villain to get close to Slade and fought our own friends to keep up the disguise. We’re Chaotic Good. Stopping the bad guy is all that matters by any means necessary.
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ROGUE
Arcane Trickster. While this might seem like an odd choice, as Robin is not a wizard, there are a lot of Wizard spells that could be re-skinned as Robin’s tools, such as Fog Cloud for smokescreens, Jump, Longstrider, Spider Climb, and Haste for mobility. Darkvision for night vision goggles. Even more fantastic spells are within Robin’s skill sets by his building of Red X’s suit with things like teleportation (Misty Step), nets and pastes (Hold Person), Silencers (Silence) or holograph duplicates (Mirror Image).
Inquisitive. The Inquisitive Rogue is a natural detective, with an eye for details and an ear for deceit, they excel at solving mysteries and getting to the truth. You can even analyze your opponent, and develop a strategy to have advantage on an opponent, even without allies flanking the enemy, great for one-on-one combat.
Mastermind. A master of deception and strategy, playing the role of a tactician and a spy. You can pass yourself off as someone else by mimicking their voice and disguising yourself, you can Help an ally as a bonus action, and you can learn when an enemy creature’s INT, WIS, or CHA is higher, lower, or equal to your own.
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MONK
Kensei. Robin is all about weapon combat. His tool belt is his greatest advantage, and the Kensei Monk hides a few extra tricks up its sleeve. This subclass gives Robin more tactics to employ, not unlike the Maneuvers of the Battle Master Fighter.
Shadow. The ninja subclass of DnD 5e, the Shadow Monk is highly focused on stealth and infiltration, with spells for sneaking and disarming, rather than dealing damage, which is perfect for an espionage-heavy campaign. The ability to teleport between shadows means that no amount of large windows letting in the moonlight will ever expose him.
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FIGHTER
Battle Master. The Battle Master is all about not just fighting but fighting smartly. You get proficiency with an artisan’s tools, we’ll pick Tinkerer’s Tools to dabble with technology. Later, we can study a creature and whether their Strength, Dexterity, Constitution, Hit Points, Armor Class, total Class levels (if any), and total Fighter Levels (if Any) are greater, less than, or equal to our own.
BATTLE MASTER MANEUVERS Ambush (UA). Add your superiority die to a stealth check or an initiative roll, helping Robin get the first punch more often. Bait and Switch (UA). You switch places with a nearby ally, letting you switch the target from you to a teammate who can tank the hit better (like Cyborg, Starfire, or wildshaped Beast Boy) Commander’s Strike. If it didn’t specify your teammates make a weapon attack, this feature would be great. Because there’s just going to be times when Robin’s not as effective against an enemy, and he can give one of his attacks to a teammate. If your DM is willing to homebrew this to work better, great. but as is, this sin’t a great option for him. Disarming Attack. A good strategy, making enemies drop their weapons, arcane focus, or magic items. It’s also made with a Strength score, which after Intelligence I’ve tended to find that STR is the second most commonly dropped stat, meaning it’ll likely be an effective tactic. Feinting Attack. You gain advantage against a creature and add your Superiority die roll to your damage. Thus, giving Robin a way to fight one-on-one and still make use of his Sneak Attack. Granted, you should usually have your party with you, but in the case of tournaments, solo-missions, and party separation, Robin doesn’t lose a cornerstone of his combat capability. Maneuvering Attack. Decent for repositioning your teammates. Get Starfire or Raven out of Melee range, or help Beast Boy and Cyborg bridge the gap between themselves and other creatures. Robin can also help move low HP character closer to Raven for healing, allowing them to disngage from hostile creatures. Parry. Reduce melee damage by superiority die + DEX. This plus Evasion will really make Robin hard to take out. Rally. Basically Inspiring Leader, but Robin’s not Charismatic enough. But you could build him to make better use of it if you want. Reposte. A counter attack you’ll get great use out of with a high enough AC. Sweeping Attack. This lets you attack two enemies that are near each other, making it easier to mow through Slade’s robot minions.
FIGHTING STYLE Blinding Fighting (learned from the snake master in “The Quest”) Duelist (one-handed quarterstaff) Great Weapon Fighting (two-handed quarterstaff) Thrown Weapon Fighting (UA) (darts) Two-Weapon Fighting (twin shock clubs) Unarmed Combat (UA) (1d8+STR)
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CLERIC
Light. This one’s a bit of a silly option, but potentially viable, a 1 level dip into Cleric can allow Robin to use Warding Flare like a flash grenade equal to his WIS mod, giving enemies that attack him disadvantage.
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TACTICAL MASTERMIND Mastermind Rogue (12) Battle Master Fighter (7) Monk (1)
STR 10 DEX 20 CON 14 INT 18 WIS 18 CHA 9
FIGHTING STYLE Dueling
MANEUVERS Disarming Attack Feinting Attack Maneuvering Attack Parry Reposte
The benefit of mixing these classes together is two-fold: The Battle Master can pick Maneuvers that aid and utilize their teammates, and the Mastermind’s Master of Tactics is great for Teamwork, allowing you to Aid your teammates. As team leader, Robin needs to be able to direct his teammates, which is why I made sure to give him Maneuvering Attack. Secondly, Robin can read any kind of enemy, getting a feel for their stats, and how best to fight them. I decided to neglect Monk as all it really offers is unarmed combat, a higher AC, and the same Evasion feature Robin already gets as a Rogue and the same Extra Attack he gets from being a Fighter. While Inquisitive Rogue was tempting, Feinting Attack also gives Robin advantage on an opponent, so it’s the best of both worlds. If your DM is willing to alter Commander’s Strike to work for spells and ranged attacks (such as with Cyborg’s Eldritch Canon), it becomes a lot more useful, and can replace either Disarming Attack or Parry, and lets Robin get help from his teammates. Because when the enemy is weak to Fire damage, you want to give Starfire as many attacks as possible.
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I find that this build of Robin achieves everything we set out to accomplish. He’s a strategic fighter, with an excellent blend of stealth, sleuthing, and combat prowess. He’s a decisive leader who can direct his teammates on the battlefield, and yet, he can also handle one-on-one fights as well. This results in Robin being exceptionally well-rounded. The Fighter levels also go a long way to making Robin far more durable than a straight Rogue or Monk would have. Higher HP means Robin can fight on the front lines with greater ease.
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tigerkirby215 · 4 years
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5e Sylas the Unshackled build (League of Legends)
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(Artwork by Riot Games)
История всего доселе существующего общества - это история классовой борьбы.
Quoting the communist manifesto aside I’m taking a quick break from Theros builds to tackle a more interesting character. Sylas is probably one of the most revolutionary characters in League of Legends, and I don’t only say that because he literally wants to kill the king. He alone has probably given Demacia the most development the region has ever gotten, and the fact that he can steal ultimates impacts League massively. The closer we get to DOTA the... better? I mean Sylas isn’t played that much so I guess it’s fine.
GOALS
Chains build revolutions - We have nothing to lose but our chains. Thankfully your chains can spin and smack anyone in your wake!
Catch me if you can! - The free development of each is the condition for the free development of all. Freedom to dash around your foes that is.
I'll give it back! Promise - Sylas’ ultimate may best be summed up with a single sentence: Abolition of private property.
RACE
Demacia isn’t exactly... welcoming of anyone who isn’t human, and magic gives you a great degree of variance that isn’t desired either. But even if you’re an outcast to some you can still find community as a Variant Human. You can increase two ability scores of your choice by 1: increase your Strength and your Dexterity because what else are you going to do in prison other than work out? You also get a skill of your choice and of course a magic man such as yourself would know a thing or two about Arcana.
Variant Humans also get to start with a Feat and you may think that because Sylas is a magic man he’d have Magic Initiate, right? Nope! Take Dual Wielder for +1 to your AC while dual-wielding and the ability to fight with two weapons even if they aren’t Light. (And the ability to draw two weapons at a time, I suppose.)
ABILITY SCORES
15; STRENGTH - Magic does wonders for your abs, doesn’t it? Despite being imprisoned for so long Sylas is ripped.
14; INTELLIGENCE - You can’t lead a revolution on ambition and anger alone.
13; DEXTERITY - Sylas is pretty nimble for a guy with giant stone chains around his arms. That and it’s a requirement to multiclass.
12; CONSTITUTION - Sylas is sturdier than the average mage, though he’s hardly a tank.
10; CHARISMA - You need to be at least somewhat personable to lead an army.
8; WISDOM - “Smash the system” is great and all until you realize that system has a giant sentient stole golem on its side.
BACKGROUND
Did you know that Sylas used to work for the Mageseekers? It’s true; read his backstory! That’s why while it may seem odd at first the Courtier background from the Sword Coast Adventurer’s Guide is what we will be going with. You get proficiency with the Insight skill as well as the Persuasion skill, and two languages of your choice. However the main feature we’re here for is Court Functionary. Put bluntly you are fully aware of how kingdoms are truly run, and know exactly where to go and who to talk to in order to topple the monarchy. Told you courtier would make sense.
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - ROGUE 1
Starting out as a Rogue for the extra proficiencies among other things. You get proficiency in four skills of your choice: Athletics and Acrobatics will keep you at the top of your physical game, and Perception and Intimidation will keep you mentally sound... sorta. You do get Expertise in two of your skills however: Arcana will keep you in the know of any spell you may take, and Persuasion will let you lead the mage rebellion proper!
As a Rogue you get access to Thieves’ Cant, which is a unique code that only Rogues know. Much more importantly however you can Sneak Attack to do an extra d6 of damage to a target. Note that even though it’s called “sneak attack” you don’t need to specifically sneak up on them: as long as your attack has advantage or an ally is within 5 feet of the target you can get your sneak attack off. Sylas does need a bit of set-up to truly be effective.
LEVEL 2 - ROGUE 2
Level 2 Rogues get Cunning Action, letting them Dash, Dodge, or Hide as a Bonus Action so you can dart around the battle-field like some sort of mage-tank hybrid... oh wait.
LEVEL 3 - ROGUE 3
Sylas is a mage so of course he needs to cast spells, and the Arcane Trickster is indeed a Rogue that can cast spells! With Spellcasting you learn three cantrips from the Wizard spell list, one of which has to be Mage Hand. Other than that Sword Burst isn’t quite a Petricite Burst because it’s a Sword Burst, but it will let you spin around to damage everyone near you. And a little Light from Luxana will help your human eyes see in the dark.
As an Arcane Trickster your spell list is much more limited than a Wizard, as you are only capable of learning spells from the Illusion or Enchantment school with a few exceptions. However that’s honestly more than enough for our purposes. Disguise Self is perfect for a man on the run, letting you... disguise yourself. If you want a make-shift single-target stun then Tasha’s Hideous Laughter can potentially stun someone for quite awhile if they lack Tenacity, though hitting them has a chance to knock them out of the effect. For your final spell while it isn’t the most flashy Longstrider will let you weave around the battlefield a little more with 10 feet of extra movement speed to dash around with. Remember that this means with your Cunning Action you can Dash a total of 80 feet!
Also while it perhaps isn’t too in-character you do gain access to Mage Hand Legerdemain which augments Mage Hand in a number of ways. You can now cast Mage Hand with your Bonus Action, and you can use it to pick locks, pickpocket people, or plant objects in people’s pockets from a distance. There are plenty of ways a bit of summoner magic can help you in the heat of battle... Oh wait they removed summoners from League... At least your Sneak Attack increases to 2d6 now though.
LEVEL 4 - BARBARIAN 1
You probably noticed two things by now:
We don’t have chains to whip people with.
We’re still wearing a shirt.
That’s where Barbarian comes in. For one you gain proficiency with all martial weapons which includes whips. But more importantly you get Unarmored Defense equal to your Dexterity and your Constitution modifier, so you can shrug off damage with your rippling mage abs!
Additionally you can now Rage against the system. While raging you have advantage on Strength checks and saving throws, resistance to bludgeoning, piercing, and slashing damage, and do extra damage if you attack with Strength.
This is where I need to get into the nitty-gritty of 5e mechanics: Sneak Attacking only works if you’re using a Finesse weapon, but it doesn’t specify that you have to use Dexterity to attack with it. The extra damage from Rage meanwhile only applies if you attack with Strength, but you can still use a Finesse weapon with Strength. Henceforth rules-as-written if you attack with Strength using a Finesse weapon you can get the extra damage from both Sneak Attack and Rage. And guess what’s a Finesse weapon: whips! Such as chain whips!
I will quickly mention right now that if you want a build with better armor but less damage prioritize Dexterity instead of Strength. DEX Barbarians work and especially considering that you can’t cast spells while Raging it’s quite likely that you won’t be raging too much with this build, so it might be better to focus on DEX. I opted for strength in this build though for the sake of demonstration but your free to adapt this build as you wish.
LEVEL 5 - BARBARIAN 2
You probably also noticed that I didn’t take the Stealth skill despite being a Rogue. Well that’s because second level Barbarians get a Reckless Attack, allowing them to get advantage on their attacks at the cost of giving enemies advantage to hit them. Thankfully you get a lot more use out of advantage than your enemies because of Sneak Attack, and the reach with your chains allows you to keep at a distance to back off without provoking attacks of opportunity.
On subject of DEXbarian: You can’t Recklessly Attack unless you’re using Strength, so keep that in mind if you wish to use DEX over STR.
In addition you get Danger Sense, giving you advantage on Dexterity saving throws against effects you can see, such as a spark from the nice girl who kept visiting you in jail. "Let's use that spark to light a fire!"
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(Artwork by Jobsclebson on DeviantArt)
LEVEL 6 - ROGUE 4
It’s straight down Rogue from here on out. Level 4 Rogues get an Ability Score Improvement: increase your Strength for stronger lashings with your chains.
You also learn another spell at this level and you may find it exceptionally hard to pick appropriate spells when you’re limited to two schools of magic. So eh take Sleep because it’s just generally a good spell.
LEVEL 7 - ROGUE 5
5th level Rogues get Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Consider it an item active coming to save you, or just some evasive maneuvers. "I had worse beatings in prison." Your Sneak Attack also increases to 3d6.
LEVEL 8 - ROGUE 6
6th level Rogues get Expertise in two more skills: Athletics is obvious for someone lugging giant stone chains around all the time. Other than that you can honestly make your choice on whatever’s useful for the party. (Thieves’ Tools is never a bad thing, though it may make people question why you didn’t just lockpick your way out of those chains.)
LEVEL 9 - ROGUE 7
At 7th level Rogues get Evasion, allowing them to take no damage if they succeed on a Dexterity saving throw or half damage if they fail. Considering that Danger Sense gives you Advantage on Dexterity saves it’s quite likely that you’ll be able to dodge and weave your way around most damage sources.
You also get another spell known, and what’s more is that you can now learn second level spells! Second level is where it gets particularly good for Arcane Tricksters but for now grab Hold Person to finally give yourself a stun. What’s particularly good about Hold Person is that it gives you another way to guarantee a Sneak Attack, which now increases to 4d6!
LEVEL 10 - ROGUE 8
At 8th level you get another Ability Score Improvement so cap off that Strength score to swing those chains like they’re made of... leather, like a whip usually is. Instead of giant rocks.
You can also learn another spell at this level, and at level 8 it can be from any school of magic too! Now this is going to sound weird but the spell you want is  Snilloc’s Snowball Swarm. Why do you want a small AoE of cold damage that forces a DEX save? Simple: Chain Lash’s detonation point. But yeah there’s a ton of spells that are probably better to take.
LEVEL 11 - ROGUE 9
At 9th level you get Magical Ambush. If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. Ganking from bush is pretty effective, and this is probably the only reason you’d have to hide. But that being said you’re still not that good at hiding, and you only really have two spells that a target would have to fail a save against so... But regardless of how you choose to gain the upper hand a 5d6 Sneak Attack will make sure you hit hard!
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(Artwork by minnhsg on DeviantArt)
LEVEL 12 - ROGUE 10
10th level Rogues get another Ability Score Improvement, and now that your Strength is maxed out it’s time to increase your Intelligence for better spellcasting.
And speaking about spellcasting you learn another spell at this level, as well as another cantrip! None of the cantrips are really in-flavor so grab Message for some team chat. For your leveled spell again there are a lot of choices, but I’m actually going to suggest Nystul’s Magic Aura to hide your magic from the crown. At least for a time.
LEVEL 13 - ROGUE 11
11th level Rogues see their Sneak Attack increase to 6d6. They also get Reliable Talent, meaning that the lowest you can roll on an ability check you’re proficient in is a 10. To show how strong this is, here’s the minimum roll you can make in every ability you’re proficient in:
25 on Athletics
23 on Arcana
20 on Persuasion
17 on Acrobatics
15 on Intimidation
14 on Insight / Perception
And another spell added to the list? Why not? Seeing as you’re already pretty sturdy when raging as Barbarian how about making it even harder to hit you with Mirror Image? When a creature attacks you, roll a d20 to hit you. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed, and a creature ignores this spell if they don’t rely on sight to attack.
Since this spell doesn’t require Concentration it works while you’re Raging, which means that on top of essentially having three free hits against you you’ll also take half damage when attacked.
LEVEL 14 - ROGUE 12
12th level Rogues get another Ability Score Improvement, so how about more Constitution to increase your AC as well as your health bar.
Of course if you want better spellcasting feel free to opt for Intelligence instead.
LEVEL 15 - ROGUE 13
Level 13 Arcane Tricksters get Versatile Trickster, allowing you to use your Mage Hand to give yourself Advantage to attack someone. This is of course a better option over Reckless Attack while you’re not raging, but remember that you can’t cast spells while raging so you can use your Mage Hand while raging. But regardless of how you get your advantage you can use it to Sneak Attack for 7d6 damage!
But you do learn another spell, and you can now cast 3rd level spells! There aren’t that many third level spells we’d really want though, so grab Hypnotic Pattern for a big AoE stun that you can’t normally do. Maybe you stole Morgana’s chains? “Chains for everyone!”
LEVEL 16 - ROGUE 14
At level 14 Rogues get 10 feet of Blindsense, allowing them to locate any hidden or invisible creature within 10 feet. Oracle Lense is always useful!
You can also learn another spell, and this will be the last spell that you can get from a school other than Illusion or Enchantment. There’s a ton of good spells but I’m going to go with an old favorite of mine and grab Misty Step for Flash. Now would be a good time to remind everyone that you don’t have to follow my guides point-for-point, and you’re allowed to swap out your all-school spells for something else, such as Longstrider for... something more useful.
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(Artwork by Riot Games)
LEVEL 17 - ROGUE 15
At level 15 Rogues get Slippery Mind for proficiency in Wisdom saving throws. Yup that’s literally it. I mean, beyond your Sneak Attack doing 8d6 damage.
LEVEL 18 - ROGUE 16
Level 16 Rogues get another Ability Score Improvement so now would be a good time to increase your Intelligence for even harder spells. "I'll show you magic!"
And you can learn another spell, but like I said there isn’t much I really want from the third level so bounce back to second for Suggestion. You suggest an action that sounds reasonable and if the target fails a Wisdom save it has to follow the action. So no suggesting that the king give up his crown, but you can certainly suggest him to look away while you strangle him with chains.
LEVEL 19 - ROGUE 17
It’s about time we got our ultimate! Level 17 Arcane Tricksters finally get Spell Thief! Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier against your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the spell and are able to cast it!
For the next 8 hours, you know the spell and can cast it using your spell slots while the creature can’t cast that spell until the 8 hours have passed. Certainly an upgrade from Hijack, which is why you can only try to steal a spell once per long rest. But much like in League this should be your trump card to try to take something truly powerful for your own. Just don’t pick fights with a creature you can’t steal and run from.
And to top if off your Sneak Attack is now 9d6!
LEVEL 20 - ROGUE 18
Our final level is the 18th level in Rogue for Elusive, making it so no attack can have Advantage against you. This includes attacks against you after you used your Reckless Attack! But you probably won’t be raging much with 18 levels in a half caster...
FINAL BUILD
PROS
Magic cannot be caged - Let’s start with the obvious: you’ve got a good supply of magical tricks to help you both in and out of combat. Spell slots going up to third level, and the obvious ace up your sleeve of Spell Thief. And you’ve got some really good ones in your list despite the spell school limitations, including Sleep, Hold Person, and Suggestion.
And that's how we slaughter swine - Barbarian mixed with Rogue is remarkably powerful. Along with the fact that you can consistently get Sneak Attack with Reckless Attack, expertise in Athletics along with Rage giving you Advantage on Strength checks practically guarantees that you’ll succeed at anything Strength related.
Might is wasted on the mighty - You know what the other good thing about being a Barbarian is? You’re really sturdy with Rage allowing you to tank some hits, a positive (or at least neutral) modifier to all saving throws, and a decently large health bar for a Rogue thanks to a decent investment in CON.
CONS
A walking monument to ignorance - Your AC really isn’t fantastic. This build gets 15 total due to 2 from DEX, 2 from CON, and 1 from Dual Wielder. You’d honestly probably be better off just grabbing Medium Armor instead, or focusing more heavily on DEX.
Well, this is going to be confusing - Your big Achilles's Heel is your Wisdom modifier. While your Wisdom saves aren’t awful thanks to levels in Rogue you’d best hope you aren’t asked to take care of any horses.
What do you do with this? - Mixing Barbarian with a spellcaster (even a half-caster like Arcane Trickster) is always an odd choice, seeing as you can’t cast spells while raging. Honestly if only for the whip proficiency you would’ve been much better off taking some levels in Fighter instead of Barbarian; Versatile Trickster already lets you get Advantage on your attacks.
But the perfect man doesn’t need to rebel. Your chains are what define you and your cause, and your army can work together to shed your chains no matter who your opponent may be. With the might of muscle combined with might of magic there are countless ways to light a spark. And all you need to start a fire is a single spark.
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(Artwork by Nazori on DeviantArt)
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