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#dol arrah
dungeonmastertyrant · 4 months
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Cleric (Light Domain)
Light Domain spells
Cleric Level 1: Burning hands and Faerie Fire
Cleric Level 3: Flaming sphere and Scorching ray
Cleric level 5: Daylight and Fireball
Cleric level 7: Guardian of Faith and Wall of Fire
Cleric level 9: Flame Strike and Scrying
Bonus Cantrip: When you choose this domain at level 1 you gain the cantrip light if you don't already know it.
Warding Flare: Also at 1st level you interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see you can use your reaction to impose disadvantage on the attack roll causing light to flare before the attack hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your wisdom modifier (a minimum of once.) You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn: Starting at 2nd level you can use your channel divinity to harness sunlight banishing darkness and dealing radiant damage to your foes. As an action you present your holy symbol and any magical darkness within 30 feet of you is dispelled. Additionally each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+ your Cleric level on a failed save and half as much damage on a successful one. A creature that has total cover from you is unaffected.
Improved Flare: Starting at 6th level you can also use Warding Flare when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting: Starting at 8th level you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Corona of Light: Starting at 17th level you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60 foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against spells that deal fire or radiant damage.
Gods in the light domain their alignment and their symbol:
Helm LN Staring eye on upright left gauntlet, Lathander NG Road traveling into a sunrise, Milil NG Five stringed harp made of leaves, Sune CG Pair of eyes surrounded by seven stars, Pelor NG Sun, Pholtus LG Silver sun or full moon partially eclipsed by a small crescent moon, Branchala NG Bard's harp, Dol Arrah LG Rising sun, The silver flame LG Flame drawn on silver or molded from silver, The path of light LN Brilliant crystal, Corellon Larethian CG Quarter moon or starburst, Belenus NG Solar disk and standing stones, Aphrodite CG Sea shell, Apollo CG Lyre, Re-Horakhty LG Solar disk encircled by serpent, Hathor NG Horned cow's head with lunar disk, Balder NG Gem encrusted silver chalice, Forseti N Head of a bearded man, Frey NG Ice blue greatsword, Frigga N Cat, Heimdall LG Curling musical horn, Odur CG Solar disk
Source: Player's handbook
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my first dnd oc, gherk the half-orc cleric!! he’s very gentle and very stupid and he only hurts people when protecting someone he cares about. I’ll put his lore under the cut because it kinda long :)
Gherk was born to a very violent orc tribe. Your stereotypical big brutish group, everyone has bloodlust, they all follow the word of the god Gruumsh. Very evil. Gherk never knew his father, as his mother is the orc of the relationship, but he suspects he may have been killed. The tribe follows Gruumsh’s rule incredibly strictly; they go through life terrorizing anyone who stands in their way, rampaging and pillaging, doing evil to spread the doings of their god. Gherk was always a little adverse to these practices (perhaps because of his human blood) and was marked as a bit of an outcast. The other orcs shunned him, bullied him, treated him like dirt. Nevertheless, Gherk was blessed with a particularly strong connection to Gruumsh, subsequently being plagued by numerous visions in his dreams and sometimes even when awake. The tribe was bitter and jealous that the weak link was the one chosen to carry forth this holy connection, but they quickly grew angrier when Gherk rejected the call. Each time he’d have a vision or hear Gruumsh’s voice in his mind he would bash his head against something to try and block it out. The tribe leader eventually banished him, claiming his resistance as an act of treason, and he was left to wander the world alone.
Despite being exiled, he continued getting visions. In a desperate attempt to combat them, he nearly ends his own life, until an elder priest finds him and coaxes him out of it. The priest takes him in and introduces him to Dol Arrah, the goddess of light and honor, telling him that if he turns his focus to a different god, maybe the connection to Gruumsh will be severed. Gherk takes his advice to heart and dives fully in, living at the temple with the priest and other devotees, devoting his life to Dol Arrah. The visions do not stop but now he has a healthier way of dealing with them that doesn’t involve hurting himself! Hooray! Score!
After a few years he grows tired of being cooped up in the temple. The priest encourages him to go out into the world and spread the word of Dol Arrah, so he sets out to do so. He goes through several villages, trying to find a place to stay, but due to his scarred, hulking appearance, everyone is intimidated and chase him out. It stings, but he’s undeterred, continuing to travel. He comes across a small town one day that’s been overrun by orcs, very clearly raided and mercilessly attacked, and of course the townspeople do not let him in. They’re afraid of him. As he goes to leave a band of orcs appear to pillage once more. Rather than run, he calls upon the holy light of Dol Arrah and drives them away, rising sun tattoo glowing with divine energy as he does. He goes to leave again when they’ve all left, but the town insists he stay with them, to protect them from any harm. In exchange for that protection they let him stay in a home for no charge, and even ask him to teach them about Dol Arrah. He happily stays with this arrangement for another few years, that is until the visions become more frequent. During his time at the temple they quelled, but being so far from it for so long has seemingly given Gruumsh the room to return. He packs his things, says goodbye to the town, and begins a journey to find a temple he can reconnect to Dol Arrah with. It’s on this journey he presumably meets the rest of the party.
I don’t know if this is too complicated? I have to ask my DM if this works so it is all subject to tweaks, but I’m ecstatic to play this guy. He’s a very gentle soul, doesn’t like to fight unless the situation absolutely calls for it, and he just wants to fit in! He is around seven feet tall, he’s got a deep voice and has a lot more scars hidden under all those clothes. His clothes get ripped sometimes and he mends them himself, he’s just a little guy who is also Very Big. I love him. Oh yeah also he used to have a full name but it was stripped from him when he was exiled bc I love to see a guy suffer OH YEAH ALSO he’s in the light domain forgot to mention that part lolol
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babybluesquid · 1 year
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Consequences of Karrnath Session 1
The Monster in the Fernian Zone
Our Players this week:
Dagne, Vengeance Paladin, an undead soldier with the curious property of acting like a living person. Trusts nobody and acts as the leader.
Ro, Circle of Spores Druid, a Talentan halfling who survived The Mourning and won’t go home. They tend to not take things seriously.
Nux, Pact of the Fathomless Warlock, a young teen Marcher who is far from the Kyrzin cult who wants to kill them. Personas are Murlo, a preteen orc girl, and Orim, a young adult human boy. Party child.
Vaeren, Swarmkeeper Ranger, a Deathguard sent to investigate Dagne’s nature. They’re the quiet one who helps keep everyone in line.
——————
The party’s been together for a couple months, village hopping and helping them with local problems like monsters in the woods and criminals. Due to this, they’ve gained some reputation in the local area, enough for a local Viscount, Costas ir’Vaneris, who has a monster problem to send a letter to Dagne. The party is invited to the village of Burnfrost, located in a Fernian manifest zone, where the Viscount has his winter house.
Burnfrost is noticeably warmer in climate than the surrounding area, a very nice 40 degrees F compared to the deep Karrnathi winter surrounding it. The houses are all built of stone hauled from the mountains, which is unusual for the area. There’s a General Store and a Gold Dragon Inn, as well as a very large house. The party assumes that’s where the Viscount lives and goes there first. There are no guards, so they knock at the door and are greeted by a dwarf woman. After stating their business with the Viscount, they’re escorted to talk to him.
The Viscount offers the party imported fruity tea. Everyone refuses except for Orim, who has a bit of a sweet tooth. Then, they get to business. The monster has attacked the village three times over the past month, each time carrying off just one of the livestock and heading back into the woods. Once, it trashed a field for no reason. The third time, someone went out to confront it and it killed them, leaving various claw and bite marks on the victim. After that, the town sent out a hunting party to deal with the monster, but it’s been over a week and nobody has returned. One person in town, a woman named Donata, alleges that she saw the monster from afar, describing it as a mass of scuttling limbs, like some kind of huge centipede. This is backed up by the monster’s tracks into the woods, which appear to be made by multifarious legs.
With that, the party heads out into the town to ask more people about the monster and gather supplies. They stop at the General Store and head to the counter, where a warforged stands. They introduce themselves as General Store, and tell the party that the town has set up a night watch for the monster, which they are a part of, but it hasn’t been spotted since it killed that person. They also recommend stopping by the local temple to Dol Arrah to get some holy water, a prospect which Dagne dismisses out of hand. With little new information gained and nothing useful to be bought, the party next heads to the Gold Dragon Inn. The patron, a halfling named Darik, offers the local special, Emberwheat bread. Ro and Vaeren each order half a loaf to try. The bread is dark and dense, as well as slightly spicy. Orim orders berries, and is dismayed that they only have dry berries available, but still eats them. Despite some joking that they’ll try the local Emberwheat Ale, Dagne orders nothing, instead talking to Darik. Darik says nothing new until Dagne asks where Donata lives. Obliging, he says she lives alone on the furthest north edge of town.
Once their late breakfast is finished, the group heads to Donata’s house. She’s home and willing to answer their questions. Her house is strewn with alchemical components, she seems to be a local witch. She gives the same description of the monster, but reveals she also knows where its tracks are, and offers to show the party. They take her up immediately and head into the Ice Woods. Soon, the temperature drops again as they leave the manifest zone, and they find themselves tracking the monster. Vaeren takes the lead, remarking on how the tracks look like they were made by a huge centipede, but with legs from various animals.
Soon, Vaeren notices something ahead, a group of animals in the distance. Closer inspection reveals the truth, they are undead. Two skeletal elk, six skeletal wolves, one zombie bear, and two zombies who appear to be very fresh, probably members of the lost hunting party. The surrounding plant life seems to wither a bit. Never one to leave Mabaran undead around, Vaeren tells the rest they should kill the creatures instead of trying to sneak around.
Dagne goes first and puts some distance between themselves and the rest of the party, intending to tank. Immediately, four of the skeletal wolves surround them and begin using pack tactics to land hits. They use the hammer end of their poleaxe to crush one wolf’s bones before having to use up all their lay on hands to stay up. Vaeren heads up a hill to shoot and a skeleton elk goes after them. Orim and Ro stay on the ground and face a skeleton elk, the zombies, and the remaining two wolves. They take a few undead out. Meanwhile, the zombie bear slowly lumbers toward Dagne, boxing them in against the hill. They use their poleaxe hammerhead and opposite end attack against a wolf and the bear, respectively. The wolf crumbles to pieces, the bear takes the hit. It tries to swipe at Dagne twice, but misses. The wolves crit. An elk charges at Ro but misses. Orim kills a wolf with eldritch blast. Dagne dispatches the last two skeleton wolves beside them. Vaeren shoots a skeleton elk down, a Deathguard spirit pushing it down the hill for them. Dagne smites the zombie bear and it dies.
Suddenly, a woman enters the battlefield and plays a song on a flute, killing a zombie. Dagne rushes over to assess her. She’s human, alive, and armed. The rest of the party kills the last remaining zombie as Dagne demands to know who she is. She introduces herself as Lucia Glamoursinger, a Brel and an agent of the Crown, sent here for work to find an aberrant marked boy in the woods. Dagne is instantly suspicious and dismisses her request for assistance in finding the aberrant marked boy, saying the party is after a monster and they’ll continue their hunt.
With the whole party battered after the fight, they stop for a brief rest. Dagne relays their suspicions about Lucia to the rest of the party, noting that she didn’t actually say which Crown she was an agent of, and a Brel so far from home is strange. Dagne is of the opinion that Lucia is a spy.
Ro and Vaeren head off to forage and find a deer in the forest. Vaeren takes it down with their bow and the two begin to process the corpse on the snow. Meanwhile, Dagne and Nux hear someone walking nearby. They go to investigate and find an elven man wearing a breastplate. Nux throws a pinecone at him. Dagne apologizes and asks what he’s doing out in the woods. He says he’s a hunter from a town further to the north. When Dagne questions why he’s hunting in a breastplate, he says he’s after the monster, which carried off two animals from the northern town. A witness there said it was made of various skeletons, fused together. He offers to join the party on their hunt. However, put off by the earlier encounter by Lucia, Dagne dismisses him, saying a hunter of animals wouldn’t be able to survive an encounter with a proper monster. The man retorts that he served for 20 years in the Karrnathi military, to which Dagne responds “go home, you’re not special. I served for 53 years.” Fully defeated, the hunter heads back north. With the party rested, the session ends, the characters anticipating what they’ll find at the end of the monster’s trail.
——————
Highlights:
Dagne doesn’t trust any of the NPCs.
Nux can’t stop acting like a kid even though their persona Orim is allegedly older.
Vaeren is an attentive ranger who prevented an ambush.
Ro kept avoiding those charging skeletal elk.
The General Store is run by a warforged named General Store.
Session 2.
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the-dragonshard · 8 days
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Eberron Character Ideas Pt. 2
A woman washes up on shore, bleeding badly from her head, and is nursed back to health in a nearby town. She has no memory of who she was or what happened, but she instinctively hides the gills on her torso. Little does she know she’s a sahuagin Malenti -- but when she remembers this, will she decide to stay with the adventuring party she’s come to know as family, or will she complete her mission?
A changeling lived as a servant to a noble for years, until one day, the noble suddenly died of a heart attack in the privacy of her chambers, and the changeling took their chance to assume her identity and live a life much better than the servant’s life they had eked out prior. Their deception was flawless, and they only ever told one other person about it -- their brother. However, years later when they had a falling out, their brother fled, and swore to get revenge on his sibling. The changeling now adventures in search of their brother, determined to tie up the one loose thread that could unravel their entire life.
A girl once dreamed of becoming a paladin of Dol Arrah, until one day, a thief killed both her parents while invading her home. In that vulnerable moment, the Shadow reached out to her and offered her power, and she accepted. She killed the thief and started her career as a dark vigilante. Now, years later as a young woman, she tracks down and kills criminals with shadowy magic all across Khorvaire.
Feel free to use in your campaigns!
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chokingdirt · 3 months
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tempest domain cleric
35/67 HP
1 level 4 spell used
1 level 1 spell used
1 level 2 spell used
1 channel divinity used
using concentration (bless)
dol arrah goddess
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meeblott · 3 years
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updated version of my first ever dnd gal, Elasha for a one-shot she’s appearing in on Friday! it was fun tweaking her backstory and stats (and design lol) based on how much I’ve learned over the past three years, both rpg and art-wise!
(c) Meeblott ‘21
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seandunkley · 3 years
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Ms. Peony Oakweed, the current Halfling officer in charge of her family's shrine to Dol Arrah and Maxwell's old boss. She has a tenuous relationship with Swindle/Cinder considering he essentially 'stole' the oracle... and filled her mouth with bees for good measure.
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captrosko · 4 years
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Loran, Dragonborn Paladin of Dol Arrah, explains to a Nothic its folly.  Loran is the PC of a friend in one of my dnd campaigns.  I did this for fun and to build up digital practice and portfolio.
Also, follow me on my new artstation page!  Officially announced here now.  Sorry I haven’t posted here often lately.
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juimondraws · 5 years
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Lumina and Zaith
A wonderful friend of mine commissioned me for a gift for another friend ahhh!! I love them all and I love the campaign and party they've built! I'm a fan girl of both these characters, and have even been dm for an early rendition of Lumina! These kids are so important and dear to me <3
Commissions open!
All the useful links:
⋆Patreon⋆ ⋆Design by Humans⋆ ⋆TeePublic⋆⋆Society6⋆⋆Gumroad⋆ ⋆ Ko-fi⋆
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dnd-on-a-budget · 2 years
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Characters from @m1ss-nerdalots ‘s first campaign
This is made to serve as reference for things later put on the blog and to give you some more ideas about the campaign setting
Alsius - (he/him) a gnome druid connected to the spirits of the wind. He has a fox familiar and a bee farm.
Iados or Virtue -  (he/him) a tiefling monk (way of mercy) whose monastery was attacked in a search for a tiefling of Asmodeus
Jericho -  (he/him) a bladesinger moon elf with one foot in the fey world and the other on the material plane, a wandering traveler
Lavender - (she/her) a warlock of the Mothman who grew up at a wizard academy. Her parents tried to create a soul. She’s pact of the chain with her “cat” Lux
Neamo -  (they/them) a human bardlock whose patron is Loki they are mysterious, powerful, and can change the mood with a song
Valyr - (he/him) a very devoted cleric of the Silver Flame - a blunt spearman with a strick moral code. 
Waywocket - (she/her) a gnome alchemist with a homoculous named Octavius, full of innovation, coffee, and religious trauma
Zelos - (he/him) an inquistor rogue paladin of Dol Arrah (later Helm). He is a fallen aasimar of Takhisis trying to do better
Important Events
Umberlee drowned half of the Plateau world. 
This world eventually leveled and joined the rest of Odros
AKA the world the party knew to be flat was round the whole time
After the events of this campaign (including the death of Umberlee) a new Ascension happened and more gods now roam the Earth.
Iados told Asmodeus that Morganna, the goddess of magic, was roaming the material plane. This mistake caused magic to shut off for an hour
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ignisleo-ill · 3 years
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Drawing HHLR Fanart every day until episode 3 - Day 15
See, I used it later!
Still getting used to drawing Zada, has been a while since I did it last. She’s wonderful though, so It’s a pleasant experience.
May the light of Dol Arrah shine upon you!
Character belongs to @highhopeslowrolls
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dungeonmastertyrant · 4 months
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Cleric (War Domain)
Cleric Spells
Cleric level 1: Divine Favor and Shield Of Faith
Cleric level 3: Magic Weapon and Spiritual Weapon
Cleric level 5: Crusader's Mantle and Spirit Guardians
Cleric level 7: Freedom of Movement and Stoneskin
Cleric level 9: Flame Strike and Hold Monster
Bonus Proficiencies: At 1st level you gain proficiency with martial weapons and heavy armor.
War Priest: From 1st lever your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action you can make 1 weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike: Starting at 2nd level you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing: At 6th level when a creature within 30 feet of you makes an attack roll you can use your reaction to grant that creature a +10 bonus to the roll using your Channel Divinity. You make this after you see the roll but before the DM says whether the attack hits or misses.
Divine Strike: At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level the extra damage increases to 2d8.
Avatar of Battle: At 17th level you gain resistance to bludgeoning piercing and slashing damage from nonmagical attacks.
Gods in this domain their alignment and their symbol:
Bane LE Upright black right hand thumb and fingers together, Tempus N Upright flaming sword, Torm LG White right gauntlet, Tyr (Dnd Tyr not Viking Tyr) LG Balanced scales resting on a warhammer, Erythnul CE Blood drop, Heironeous LG Lightning bolt, Hextor LE Six arrows facing downward in a fan, Kord CG 4 spears and 4 maces radiating out from a central point, Trithereon CG Triskelion, Ulaa LG Mountain with a circle at its heart, Paladine LG Silver triangle, Kiri-Jolith LG Bison's horns, Sargonnas LE Stylized red Condor, Dol Arrah LG rising sun, Dol Dorn CG Longsword crossed over a shield, The Fury NE Winged Wyrm with woman's head and upper body, The Mockery NE 5 blood splattered tools, The SIlver Flame, LG Flame drawn on silver or molded from silver, The spirits of the past CG varies, Bahamut LG Dragon's head in profile, Grolantor CE Wooden club, Gruumsh CE Unblinking eye, Hruggrek CE Morningstar, Kurtulmak LE Gnome skull, Maglubiyet LE Bloody axe, Surtur (DND Surtur not Viking Surtur) Flaming sword, Thrym (DND Thrym not viking Thrym) CE White double bladed axe, Morrigon CE 2 crossed spears, Nuada N Silver hand on black background, Ares CE Spear, Athena LG Owl, Hercules CG Lion's head, Nike LN Winged woman, Bast CG Cat, Odin NG Watching blue eye, Heimdall LG Curling musical horn, Sif CG Upraised sword, Surtur (Viking Surtur) LE Flaming sword, Thor CG Hammer, Thrym (Viking Thrym) CE White double bladed axe, Tyr (Viking Tyr) LN Sword.
Source: Players Handbook
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wearepaladin · 3 years
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Your anon was pretty on the mark, but Thrane/the Silver Flame had major important details:
1.) The Silver Flame is the only manifest deity in the setting. All other deities are mortals attempting to ascend/worshiped as though they were gods even if they aren't and aren't trying to be, evil aliens (but like non-deific Outsiders) with cults, or are hypothetical and may exist (outside the cosmos) or not (most of the Sovereign Host and Dark Six may be memories of mortal dragons of note). Well, except for the stock draconic pantheon (Bahamut et al), supposedly. Anyway, the Silver Flame very much exists - in Flamehold. A paladin (Tira Miron) and all of the couatls bound themselves (creating the flame) to rebind the fiend Bel-Shalor.
2.) Because Eberron has a baker's dozen of moons, it is prone to outbreaks of lycanthropy; the Church had an Inquisition against lycanthropes (and other shapeshifters) starting something like 170 years ago. Y'know, genocide. Because lycanthropy is a curse.
Paladins have to be Lawful Good; Clerics in Eberron have no alignment restrictions, regardless of faith. Thus, you get Point #2. (Maybe: Eberron loves being vague.)
2/2 Though you would probably prefer Dol Arrah, Sovereign of the sun and tactical warfare; she's basically a solar Athena
That does sound more like me.
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quasitsqueeries · 2 years
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The war domain
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There are several ways you could run a war domain cleric. The most straightforward is to focus on weapon attacks, while using your spells to buff your allies. They have martial weapon proficiency and divine strikes, and all of their features focus on making their weapon attacks better, so they’re likely to be focused on attacking with their weapons more than anything else. What this can mean is that this domain might actually benefit from the ability they use for their weapon being their highest, followed by wisdom. Many of their domain spells are buffs, with a standard effect that’s not influenced by their spell modifier, so having a higher wisdom doesn’t help. They could focus on spells like bless, shield of faith, magic weapon, crusader’s mantle and spirit guardians, while doing a decent amount of damage with weapons. Many of those spells require concentration, so it could be a good idea to take a ranged weapon (a longbow is a good option, or a heavy crossbow with the crossbow expert feat, since this domain can make multiple attacks) and sit back a bit where you’re less likely to be hit. Playing this way gives the sense of a strategist, supporting their allies, which is in keeping with many of the war domain deities like The Red Knight, Helm, Torm and Tyr in the Forgotten Realms, Dol Arrah and Dol Dorn in Eberron, the elf god Corellon Larethian, Clangeddin Silverbeard of the dwarven pantheon, Arvoreen of the halflings and Gaerdal Ironhand of the gnomes.
However, buffing allies and shooting enemies with a bow or crossbow feels less in keeping with other war deities like Gruumsh, Bane and Uthgar. In cases where a deity’s approach to war is to instill fear in their enemies it might make more sense to focus on debuff spells, clerics of Bane should cast the spell bane a lot. In this case, taking wisdom as your highest ability is probably useful, since debuff spells tend to impose saves, and it’s easier to get advantage to improve your chances of an attack succeeding, than it is to impose disadvantage on a save. Some deities might also regard ranged combat as cowardly, these clerics may prefer to use melee weapons, if they’re also hoping to cast spells requiring concentration it may be worth taking the combination of the tough and eldritch adept feats mentioned in my first post on clerics.
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amysgiantbees · 3 years
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My Hero Academia 1A students sorted into DnD
If they don’t have a background then they have the scholar background as they’ve all attended the adventuring school Ultra Academy. 
So firstly Tsuyu Asui is a half Grung half human sailor shepherd circle druid. She has the Mobile feat. She uses a spear and light armour in battle. She isn’t particularly interested in the gods, but her favourite is Habbakuk, god of animal life and the sea, and she always makes sure to make offerings and prayers to all of the sea gods before making a voyage.
Katsuki Bakugo, he’s a 1/4 orc and human wild magic barbarian.* He has the Crusher and Chef feats. He uses two spiked maces and has minimal armour. His top stats are intelligence and strength, charisma and wisdom are his worst ones. He admires and occasionally prays to Heironeous but doesn’t like to rely or seak help from the gods. He knows common, orcish and sign language for both. His father, Masaru Bakugo, is a College of Glamour bard. His mother, Mitsuki Bakugo, is a College of Glamour bard who specializes in yelling very persuasively and having beautiful clothes.
Mina Ashido is a tiefling with a copper draconic bloodline for her sorcery. Her favourite spell is acid splash. She uses a sling and has no armour only incredible looks. She doesn’t particularly follow any gods but her favourite is Sune. She has the feats Alert and Performer. She’s proficient in both poisoners and herbalism kits.
Koji Koda is a shepherd circle druid firbolg hermit. He has the Animal Handler feature. He doesn’t usually use a weapon but carries a quarter-staff just in case. Follower of the neutral nature god Obad-Hai. His familiar is a rabbit (or an owl sometimes) named Mustard. Summon Nature’s Ally is his favourite spell. He knows Common, Elvish, Giant, Druidic sign language and can also speak common. 
Fumikage Tokoyami is a kenku ranger with a black eagle companion named Dark Shadow. He has the Crossbow Expert feat and Shadow Touched. He uses a heavy crossbow and has a ton of knives. He had a phase where he followed Tharizdun, god of eternal darkness before he admitted that he couldn’t follow a chaotic evil, treacherous god. He’s moved on to Kelemvor, the lawful neutral god of the dead (and Milil god of poetry and song). He really likes the Raven Queen too.
Izuku Midoriya is a multi class human Champion fighter and an Oath of Glory paladin. He has the Observant and Charger feats. He uses a sword and shield. His top stats are strength and intelligence, constitution is his dump stat. He has great respect for the gods in particular the demi-god All for One, Heironeous and Torm the god of self sacrifice and courage. He’s a paladin in the service of All for One but externally pretends to serve Heironeous. His father left when he was a baby and his mother is a baker and Divine Soul sorcerer who’s favourite spell is Mage Hand. He’s proficient in the calligrapher’s kit. 
Princess Momo Yaoyorozu is a human noble maverick artificer. She has the Skilled and Quick-Smithing features. She uses a quarter-staff. Her family follows the goddess of wealth and trade, Shinare. Their family symbol is the sun - as the sun is often a symbol of creation. So they also have a history with the god of Pelor, who also has the sun as their symbol. There is a sacred tree to Pelor in the family’s gardens. Her family rules from Musutafu the capital of Kara-Tur.
Prince Shoto Todoroki is a half elf half human noble sorcerer from white and red draconic blood lines. He has the feats Mage Slayer and Weapon Master and thus uses a rapier. He’s a prince on the run from his father currently going by the alias Perry (because I nicknamed him Katy Perry because he’s hot and cold... I know I’m hilarious). He doesn’t follow is merely very respectful of the gods.
Denki Kaminari is a human storm sorcerer. High charisma, low intelligence. He has the War Caster and Linguist features. He has a lightning rod like staff. When he’s out of spell slots roll a D4. Even he’s fine, odd and he’s short circuited and his intelligence is down to 1 until he’s had a short rest. If the last spell he casts hits though he does triple damage. He is a follower of the storm god Kord, part of the Greyhawk pantheon.
Yuga Aoyama is a scourge aasimar college of glamour bard who at 10th level will have moonbeam as one of his Magical Secrets spells. He uses prestidigitation CONSTANTLY for sparkles. He uses a dulcimer and a light crossbow. He’s also proficient in the shwam and pan flute. He’s a follower of Sune, goddess of love and beauty.He has the feats Fey Touched and war caster.
The Honourable Tenya Ida has a custom mix of both the backgrounds noble and inheritor. He’s a centaur Open Hand monk. He multi-class’ three levels into Clockwork Soul sorcerer to get haste (he comes from a long line of Clockwork Soul transmutation sorcerers). He has the feats Mobile and Inspiring Leader. He has a short sword and an empty fist for battle. He favours Paladine, god of rulers and guardians. His family is the lord and lady of Neverwinter.
Mashirao Ojiro is a Swiftstride shifter Way of the Open Hand monk. Swiftstride shifters are known for being dexterous, graceful and quick. So they often have features from, when they shift, feline creatures. Ojiro grows a tail when he shifts that’s somewhere between a cat and monkey or a kangaroo, making him particularly agile. He also sometimes has animalistic eyes and teeth when he shifts. He has the Martial Adept and Athlete feats. He just uses his fists to fight. He follows Majere, god of meditation and honor. Dexterity is his top stat, charisma is his worst one.
Ochaco Uraraka is an air genasi, a pinky orange one like a cloud at sunset. She’s a transmutation wizard, with one of the spells in her book being levitation. She has the feats lightly armoured and tavern brawler. She uses her fists in hand to hand usually but she’s got daggers stashed on her too. Her favourite deity is Dol Arrah, goddess of sunlight and honour. 
Eijiro Kirishima is an earth genasi (although he dyes his hair and ends up confusingly looking like a fire genasi). He is a Path of the Bear Totem Barbarian warrior. He has brown, earthy skin and eyes like rubies. Also he has the Tough and Durable feats. He likes to use his fists or a great-sword. He’s a somewhat casual follower of the Path of Light - a philosophy of light and self-improvement. He also follows Kord, god of storms, athletics and sport.
Rikido Sato is a goliath path of the berserker barbarian. But instead of a typical rage he eats sugar to help him get into the mind set and make it more powerful. This is from his parents who are both bakers and bards. Their bardic magic comes from the alluring quality of their cooking instead of music or sex appeal. He inherited a bit of this baking magic which is how he can do this. If he spends an action before entering a rage eating something high in sugar he gets to double his rage attack bonus die for the next three rounds. He also has the Tough and Durable feats (maybe chef too). He likes to use his fists or a great-axe. He isn’t overly interested in the gods but his favourite is the neutral god of stone giants and art, Skoraeus Stonebones. 
Mezo Shoji is a wild-hunt shifter, which are known for their sharp and insightfulness. The animal that he borrows aspects from is the starfish. Which can have between five to eight arms with an eye on each. He’s a way of the Astral Self monk, with an incredibly high perception. He has the Observant and Alert feats. He’s a hand to hand man. He likes Balinor, god of beasts and the hunt best.
Kyoka Jiro is a human bard from the college of valor. She’s proficient in all instruments. She has the keen mind feat and performer. She has a slingshot too. She likes Branchala, god of music best.
Hanta Sero is a human conjuration Clockwork soul sorcerer. The sticky floor spell is one of his favourite spells, and has the Empathic feat. He uses a whip. He’s not particularly interested in following any deity in particular but has a soft spot for Kord since like half his bros follow him. He’s proficient in herbalism kits. his beanie/wizard hat is his arcane focus. 
Toru Hagakure is a changeling arcane rogue. She has the Shadow Touched and skulker features. She has lot of KNIVES! The deity she favors is Leira, chaotic neutral goddess of illusion. Her parents told her that when she was born she was blessed and chosen by Leira with a birthmark of her symbol - a spiral in a triangle - on her left hand. Which is why her changeling abilities are so powerful as to let her go invisible.
Minoru Mineta just doesn’t exist. It sucks that possibly the only character with dwarfism in the show is such a creep but there’s barely anything else in his character to build on so he’s just not there. If he did though he’d be a gnome wizard who favored the sticky floor spell best (like Sero) and long range attacks. He’d respect women and tend to hyper-focus on things he likes. He has a very dirty mind and loves inappropriate jokes but isn’t a dick about it. He’d follow Olidammara, chaotic neutral god of revelry. 
* I think that having racial attributes like greater strength in orcs is BS and I’d rather delegate attributes according to culture, or more background details. Which is why Bakugo is part orc. Because I like the head-cannon that many orc tribes value self sufficiency highly and that asking for help should be a special sign of trust and mutual respect. Which resonates a lot with Bakugo’s character. Similarly high elves have a reputation for aloofness and coldness as they view no mistake as insignificant. You never know whether a hundred years down the road it might come back to bight you in the ass. So carefulness is prized by many. But there are cultural subsets and it changes by country. Just a lot less racism and a lot more cultural diversity. 
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sinful-bastards · 3 years
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Sinful Bastards: THAT'S How Religion Works
Our rogue, an Arcane Trickster, has been stealing mints from another player and stealthing them to the cleric, under the guise of being gifts from Dol Arrah whenever he does something righteous. The cleric is grateful, but mostly confused. Taking place during the same session as “And So He Is,” the cleric Nat20s a search roll to find a specific building in the unfamiliar city.
DM: “The clouds part, and a light shines down, Dol Arrah himself guiding you to your goal.”
Cleric: “Wait, though… how do I know it’s really Dol Arrah this time?”
DM: “…the light starts flickering on and off, calling you an idiot in Morse Code.”
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