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rosymourning · 1 day
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The Rough Tempest - a Gale build
"A rough tempest I will raise."
Gale is an Evocation Wizard, bringing down the wrath of the skies on his enemies. This build but has a strong focus on Lightning and Thunder damage, as well as their respective conditions.
[check out my other builds!]
Gameplay Notes
The general gist is trying to build up and make use of Lightning Charges and Reverberation, prioritizing Lightning and Thunder damage to do so. If you have a Druid or Cleric in the party who can cast Create Water, that's even better, since Wet targets are vulnerable to Lightning and will take double damage. Several of the key items in this build are available in Act 1, which makes this one of my most used Gale builds, if only because it’s so convenient.
Stats and Leveling
Final build: Level 12 Evocation School Wizard
Gale’s (default) stats: STR 8 / DEX 13 / CON 15 / INT 17 / WIS 10 / CHA 12
Level 1 - Wizard Level 1
Cantrips: Shocking Grasp, Minor Illusion, Fire Bolt
1st Level Spells [Thunderwave, Witch Bolt, and Chromatic Orb are most on theme]
Level 2 - Wizard (Evocation School) Level 2
Sculpt Spells [I am so in LOVE with this passive - like truly madly deeply]
Level 3 - Wizard (Evocation School) Level 3
2nd Level Spells [Shatter is great]
Level 4 - Wizard (Evocation School) Level 4
Feat: ASI+ DEX>14, INT>18
Cantrips: add Mage Hand
Level 5 - Wizard (Evocation School) Level 5
3rd Level Spells [Lighting Bolt! Glyph of Warding!]
Level 6 - Wizard (Evocation School) Level 6
Potent Cantrip [this sounds much cooler than it is]
Level 7 - Wizard (Evocation School) Level 7
4th Level Spells
Level 8 - Wizard (Evocation School) Level 8
Feat: Elemental Adept (Lightning)
Level 9 - Wizard (Evocation School) Level 9
5th Level Spells
Level 10 - Wizard (Evocation School) Level 10
Cantrips: add Bone Chill [I guess]
Empowered Evocation [more damage is good!]
Level 11 - Wizard (Evocation School) Level 11
6th Level Spells [Chain Lightning!!! Glove of Invulnerability is essential too]
Level 12 - Wizard (Evocation School) Level 12
Feat ASI+ INT>20
Items
Armor -
The Protecty Sparkswall (1 Grymforge)
Robe of the Weave (3 Ramazith's Tower)
Melee Weapon -
The Spell Sparkler (1 Waukeen's Rest)
Markoheshkir (3 Ramazith's Tower)
Ranged Weapon - n/a
Amulet -
The Blast Pendant (1 Selunite Outpost)
Spineshudder Amulet (2 Moonrise Towers)
Helmet -
The Lifebringer (1 Myconid Colony)
Hood of the Weave (3 Philgrave’s Mansion)
Ring 1 - The Sparkswall (1 Arcane Tower)
Ring 2 - Ring of Protection (1 Emerald Grove)
Gloves - Gloves of the Belligerent Skies (1 Creche)
Boots - Boots of Stormy Clamour (1 Myconid Colony)
Cloak - Cloak of the Weave (3 Devil’s Fee) [I would also recommend another party member, probably a frontliner, wearing the Thunderskin Cloak (2 Moonrise Towers)]
Lore and Flavor
So, we all know that Gale is a very powerful wizard. For him, perhaps more so than any other companion, it’s clear that he was once a much higher level than he is when we find him in the portal. How else would be have become a wizard of such renown and stature? Well, as he says himself: “Apologies, I’m usually better at this…” I suppose having a brain worm and a hungry magic orb in your chest is a good enough excuse. :)
Anyway, he ends up being a Professor of Illusion in his good ending, and we see time and time again throughout the game that he really really likes illusion magic. Whether you’re romancing him or not, he’ll create the most gorgeous night sky just to sit under for a moment. But his love for Illusion magic doesn’t mean that is his main focus, especially during the trials and tribulations the party faces on the road. Plus, there is a letter from Elminster, received during a God of Ambition ending, where Elminster mentions he cast Fireball as an 8 year old — clearly, he can do Evocation magic as well. [side note - does anyone have a bg3wiki link for that letter? I can only find it on tumblr] Evocation is also his default subclass on leveling up, which feels right to me. It’s clearly the most combat focused of the schools, without diving into something hyper-specific like Necromancy. So, ok, Evocation School it is, basically!
I won’t lie, a big part of the reason I like this Lightning/Thunder damage build for Gale is because it plays well in game, with lots of really fun synergies. I like building Gale with strong themes around elemental damage types, and I’ve found that my favorites for his character are Cold, Lightning, and Thunder. Fire is fun as well, but mostly because of the Hat of Fire Acuity, and I pretty regularly have other spellcasters who would benefit from Arcane Acuity more. (Also, I never feel great about a Poison build unless I’m leaning into Necrotic damage/Necromancy later in game. I don’t really know why those are connected in my head - something about Poison damage just feels evil, I guess.)
[check out my build disclaimer for info about how and why I don't min/max or completely optimize builds, prioritizing lore and vibe instead]
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highchalowwis · 3 years
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just undeservedly won impromptu pvp by betraying an alliance nearly instantly and wasting two bardics on my twin and my not-girlfriend, respectively, neither of whom were involved in the pvp, but thats vanderbilts!
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raeynbowboi · 2 years
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How to Play as Gardevoir in DnD 5e
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Today, we’re building one of the most popular Pokémon, Gardevoir. Since her introduction in Hoenn, Gardevoir has become a staple Pokémon, appearing in almost every generation since, making her something of a counterpart to the Abra line, which has also been in almost every generation since its introduction in Kanto. Initially, Gardevoir was a pure Psychic-type, but after Gen VI, Gardevoir became a Psychic/Fairy dual-type.
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Before we can even build Gardevoir, we need to look at the moves it learns by level-up and by TM in order to find the DnD equivalent. We can then assign her build depending on what class or subclass best captures everything she’s capable of.
LEVEL UP MOVES
Confusion // Catapult, Confusion Double Team // Blur, Mirror Image Disarming Voice // Word of Radiance, Thunderwave Hypnosis // Sleep Draining Kiss // Vampiric Touch Teleport // Misty Step, Far Step, Teleportation Circle, Teleport Psybeam // Mind Spike, Tasha’s Mind Whip, Raulothim’s Psychic Lance Life Dew // Aura of Vitality Charm // Bane Calm Mind // Calm Emotions Psychic // Hold Person, Hold Monster, Telekinesis Heal Pulse // Heal, Mass Heal Dream Eater // Dream (Nightmare) Future Sight // Foresight Moonblast // Moonbeam, Sunbeam, Sun Burst Healing Wish // Prayer of Healing, Healing Word, Mass Healing Word Wish // Wish Aura Sphere // Chromatic Orb
MEGA EVOLUTION    Radiant Soul (Race Feature)    Tasha’s Otherworldly Guise
TM MOVES
Thunder Punch // Shocking Grasp Light Screen // Blade Ward, Wall of Light Reflect // Mage Armor, Fizban’s Platinum Shield Safeguard // Aura of Purity Protect // Shield, Globe of Vulnerability, Invulnerability Icy Wind // Frostbite, Rime’s Binding Ice Attract // Charm Person, Charm Monster, Geas Swift // Magic Missile, Crown of Stars Endure // Aura of Life Helping Hand // Aid, Enhance Ability, Skill Empowerment Imprison // Counterspell Rest // Catnap Round // Thunderclap Misty Terrain // Hallucinatory Terrain, Fog Cloud Trick Room // Slow Thunderbolt // Lightning Bolt Substitute // False Life Psyshock // Synaptic Static Shadow Ball // Circle of Death Hypervoice // Shatter Stored Power // Psychic Scream Dazzling Gleam // Guiding Bolt, Sunbeam, Sunburst Shock Wave // Witch Bolt Charge Beam // Chain Lightning Hyper Beam // Dragon’s Breath Psychic Terrain // Mental Prison Mystical Fire // Sacred Flame, Flame Strike Flash // Color Spray
FEATS
Eldritch Adept: Gardevoir gains 1 Warlock Eldritch Invocation
Armor of Shadows: Gives Gardevoir a higher AC, especially since Pokémon don’t wear clothes. Eldritch Mind: Keeps Gardevoir from dropping concentration as easily.
Fey-Touched: Gardevoir gains +1 INT, Misty Step, and one 1st level Divination or Enchantment spell.
Metamagic Adept: Gives Gardevoir 2 Sorcerery Points, and the Metamagic Options of Quickened Spell and Twinned Spell.
Telekinetic: +1 INT, Mage Hand, and Telekinetic Shove
Telepathic: +1 INT, Telepathic Conversation, Detect Thoughts
War Caster: Gives Gardevoir advantage against losing concentration, and allows her to cast a spell as an opportunity attack.
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Whether you want to start as a Ralts and evolve into a Gardevoir or just start as a Gardevoir, this build will still work for you either way. We’ll start by making Gardevoir a Protector Aasimar. Gardevoir prides itself on protecting its trainer, even with its life, and Aasimar get to basically have a second form, which you could consider to be a Mega Evolution.
Pokémon don’t really have alignments because each one is an individual. However, Gardevoir is one of the few Pokémon with a well-established mentality, which due to its loyalty and role in the Mystery Dungeon games, we can assert that Gardevoir is a Lawful Good Pokémon.
Pokémon aren’t really known for having Skills, so go with whatever background you see fit for roleplaying purposes. Sage and Acolyte are good choices, but so is Gladiator due to Pokémon battles, Entertainer if its trainer is a Coordinator, Athlete if you want to play into Pokémon Unite, or the new Mage of High Society background could also work. Of the three robe types, I think Gardevoir makes the most sense as an Adept of the White Robes.
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WIZARD SCHOOL OF THEURGY (MIND)
As much as I wanted to make Gardevoir a Cleric, she needed too many wizard spells that I couldn’t ignore that a Theurgy Wizard was the best way to make it work. The Cleric of the Mind Domain is a subclass from Eberron, and bolster’s the Cleric’s psychic abilities. Its 1st level ability allows it to change any Radiant damage spell into Psychic damage for free as a choice, and at 6th level, the Gestalt Anchor feature bolsters the defenses of not only Gardevoir, but her allies as well. It adds +2 to the INT, WIS, and CHA saving throws of Gardevoir and nearby allies, allowing Gardevoir to help protect her allies from harmful spell effects.
OTHER OPTIONS
SCHOOL OF THEURGY (PEACE)
Gardevoir’s whole thing is protecting people, and this allows Gardevoir to form a bond with another person, protect her allies, boost her allies, and reduce the damage her allies take. While she can certainly hold her own in combat, her combat focus is definitely on support, and this is a very good support subclass option. The only reason I went with Mind over Peace is that Mind caters to Psychic powers, but it is technically a homebrew created by Keith Baker who was a writer for Eberron. Peace, on the other hand, is an official subclass. So if your DM will allow Theurgy but isn’t so favorable toward Mind, Peace is an excellent back-up option.
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BUILD INFO
Race: Protector Aasimar (+2 INT, +1 WIS) Background: Acolyte (Insight, Religion) Alignment: Lawful Good Class: School of Theurgy (Mind) Wizard (20)
STATS STR 8 DEX 18 CON 12 INT 20 WIS 16 CHA 8
SAVING THROWS STR -1 DEX +4 CON +1 INT +13 WIS +11 CHA +1
HP: 102 AC: 17 SAB: 11 SDC: 19 PP: 13
FEATS Eldritch Adept: Armor of Shadows
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SPELLS
C Light, Mage Hand, Message, Mind Sliver, Sacred Flame, Word of Radiance 1 Bane, Bless, Catapult, Charm Person, Chromatic Orb, Command, Dissonant Whispers, False Life, Guiding Bolt, Healing Word, Magic Missile, Sanctuary, Shield, Sleep, Thunderwave 2 Blur, Detect Thoughts, Dragon’s Breath, Hold Person, Lesser Restoration, Levitate, Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Prayer of Healing, Tasha’s Mind Whip, Suggestion, Warding Bond 3 Aura of Vitality, Beacon of Hope, Clairvoyance, Dispel Magic, Enemies Abound, Fears, Lightning Bolt, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Spirit Guardians, Vampiric Touch 4 Aura of Life, Aura of Purity, Charm Monster, Confusion, Hallucinatory Terrain, Phantasmal Killer, Raulothim’s Psychic Lance 5 Dominate Person, Far Step, Flame Strike, Greater Restoration, Hold Monster, Rary’s Telepathic Bond, Skill Empowerment, Synaptic Static, Telekinesis, Teleportation Circle, Wall of Force, Wall of Light 6 Circle of Death, Heal, Mental Prison, Sunbeam, Tasha’s Otherworldly Guise, Word of Recall 7 Crown of Stars, Divine Word, Regenerate, Teleport, Tether Essence 8 Dark Star, Dominate Monster, Sunburst, Telepathy 9 Foresight, Invulnerability, Psychic Scream, Wish
There’s far more spells here than a Wizard can learn through level-up, but Wizards can learn as many spells as they want if they have enough gold. You could treat her additional spells as TMs. But unlike Pokémon, she can know more than 4 spells total.
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FEATURES
Arcane Recovery: Recover spell slots that add up to 10 that are below 6th level when you finish a short rest. Spell Mastery: Gardevoir can cast a 1st and 2nd level spell at their respective levels at will without using a spell slot. Signature Spell: Gardevoir can choose two 3rd level spells. She can cast these spells once for free without using a spell slot. She recovers this ability after finishing a long rest. Flash of Insight: Reroll an ability check after you roll but before you know if you pass or fail. Add half your wizard level to the second roll, rounded down. You can use this feature twice per long rest. Psychic Force: When you use a spell slot to cast a Radiant cantrip or spell that deals Radiant damage, you can choose to change the damage to Psychic damage. Channel Divinity: Psychic Feedback: You can use your Channel Divinity to impose disadvantage on an enemy when it makes a Wisdom saving throw. If the Wisdom saving throw is a result of a spell or effect caused by something other than a spell you cast, you can deal Psychic damage to the target equal to half your wizard level rounded down before they roll. Gestalt Anchor: You, and creatures within 10 feet gain +2 to all INT, WIS, and CHA saving throws. Bend Reality: When an ally within 30 feet of you fails a saving throw, change the number rolled to a 20. You can only use this feature once per short or long rest.
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Gardevoir came out rather well. She does everything I wanted for her. She’s an amazing support pokemon with a good amount of radiant and psychic spells, and even the occasional damage cover spell. She can heal, she can deal damage, and she can protect her allies. I debated whether or not to give Gardevoir the Graviturgy and Chronology exclusive spells, but I opted to say yes. I don’t approve of spells be locked behind a specific subclass. They’re wizard spells, she’s a wizard. I would allow a player to use them at my table, so I include them. Plus, she’s known to create black holes in her Pokédex entries, and it’s literally her ultimate in Pokémon Unite to create a black hole. So, I allowed it. It’s not perfect, there’s a lot of dead UA involved, but if you can find a table that will allow it, I think it’ll be a lot of fun. Some might argue with her having a mere 8 in CHA but last time I checked, the only Pokémon that can talk is Meowth. Her combat stats are far more important.
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luna-redamancy · 4 years
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Fili x Reader - Dancing and Confessions
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Word Count: 1691
Warnings: A bit of a drunk Kili
Female Reader-Insert
Dwarvish feasts were always lively, the sounds of a cherry tune bouncing off every inch of the walls as several dwarves gathered in with their Ones or with friends to dance to the lovely sound. Tables filled with any food you could ever want, a dessert table piled high of goodies, and never-ending ale. 
For everyone, it was a lovely night. 
Well, not everyone. 
Blowing the pesky loose strand of hair out of your face once more, you brought another round of dirty plates back to the dishwashing area of the kitchen, leftover bones that were licked clean, random splashes of sauce on the plates, and random specks of what you believed to be ale filled over half of your vision as you let your muscle memory guide you through the kitchens with ease. 
Setting them carefully in the basin of soapy water, you grunted, leaning backward to stretch your back. The feasts were fun, for those who got to participate. Not for those who had to work the grand event. Grabbing the washcloth, you dipped it carefully into the hot soapy water, enjoying the way the chromatic orb floated from the mass of soap, floating up and popping before it reached the ceiling. 
‘I can’t wait to go to bed,’ You thought as you started scrubbing plates, knowing fully well that this feast was going to be ending for a long time, leaving a very sleepless night ahead of you. 
“Not enjoying the festivities are we?” Fili’s voice behind you made you jump, your eyes widening as you scrambled to grab the plate you nearly threw in surprise. 
“Fili!” You gasped as you finally grasped it, carefully setting it in the basin. “You can not do that to me,” You huffed as you turned to face him, crossing your arms carefully over your chest. 
“My apologies,” He chuckled, bowing his head in mock poshness, “I simply came to see if a certain damsel was enjoying herself?” Fili questioned, eyes flickering over to the stack of dishes behind you.
A dry laugh escaped your throat as you grinned, “Yeah, having the best time of my life.” You responded as your eyes looked back over to the stack, your smile dropping. 
“Feasts are supposed to be a time of great joy,” Fili began, “So, as crowned prince and heir to the Throne of Erebor,” He teased, “I shall have to rescue this damsel in distress.”
“Damsel?--” You began to question before it died off in your throat, Fili pulling you by the hand out of the kitchens. 
“Fili, I cannot leave my post in the kitchens,” You laughed, half-heartedly resisting his tugging as he brought you out into the hall. “I know you aren’t one for crowds…” Fili began as he kept tugging you, your destination soon becoming clear as the gates to the royal garden came into view. 
“So, I figured the gardens would spark more joy in you,” Fili’s eyes flickered over to you, admiring the way your hair was suddenly lit up by the moonlight, your soft expression making his heart speed up. 
But you didn’t notice, instead, you felt a grin form on your face as you dropped his hand, moving further into the gardens. The moonlight making everything more ethereal, bluebells looking as if they were glowing, acorn trees looking ancient and mystical. “It’s so peaceful out here,” You spoke softly, the sound of the music still making it into your ears but now it was softer, more enjoyable. 
“It truly is,” Fili agreed, wanting to add that he felt truly peaceful with you. Music filling his ears pushed Fili to clear his throat, catching your attention. 
“Would you like to dance?” Fili asked, holding his hand out to you, a soft smile on his face. Returning his smile you ducked your head as you let out a small amused laugh through your nostrils. “I’d love to,” You responded, reaching your hand out to place it in his. 
“-Although, I’ve never really danced with anyone before,” You admitted as he pulled you closer to him, your shoulders tensing as your body simply didn’t know what to do.
“We can just sway then if that makes you most comfortable?” Fili questioned, noticing your tension, his hand resting in the middle of your back while the other carefully cradled your hand in his. 
The warmth of him filled your senses as you looked up into his eyes, never having been this close before. “That would be nice,” You mumbled as he took the lead, gently swaying the two of you side to side. 
After doing this for a few moments, you carefully rested your head on his shoulder, prepared to pull away if he tensed or stilled in your ‘dance’. However, he did none of that. 
Instead, he pulled you closer, your body flush to his his hand on your back rubbing slow circles as the two of you swayed to the soft tune of the music pouring out of the feasting halls. 
The world seemed to fade away, as if nothing mattered except for being in each others arms. As you two swayed in comfortable silence, you thought back on your interactions with the Prince of Erebor.
Always checking in on you, making sure you were doing okay, that you were never working too hard for his Uncle. At first, you thought he was just trying to get to know the staff better, to let you all know he would care about them when he became King someday. But as time went on, his attention seemed to focus solely on you. As you zoned back into reality, a small blush formed on your face, realizing how intimate the two of you looked. 
“Fili?” You questioned softly, breaking the comfortable silence. 
Fili hummed in response to let you know you had his attention as he kept swaying the two of you. “Why?” You simply asked, your head still resting on his shoulder, watching his beard braids sway in sync. 
“Why what?” Fili questioned in return, his movements never faltering. 
“Why do you care so much?... About me?” You questioned more specifically, your eyebrows furrowing. “Princes don’t usually pull household servants out of their duties for a dance in private,” You noted how his body seemed to tense as you pointed out his unusual behavior. 
“-And they usually do not care if their servants have taken a break every hour,” You laughed a bit, hoping to ease the tension growing in him. 
“I care… Because I care about you,” Fili finally spoke, his movements slowing before stopping altogether, the two of you separating to look at each other.  “More than what I should,” Fili’s blue eyes began to search yours as he carefully moved his hand from your back up to cup your cheek.
“Fili--”
“I love you.” Fili declared, rubbing his thumb over your cheekbone. “And I don’t want you to feel like you have to return my feelings but I just couldn’t hide it from you anymore,” Fili began babbling as he dropped his hand, stepping backward as his confidence faltered. 
“I know to court and to marry a prince isn’t something everyone would want, with all the politics and lack of privacy--”
“You talk too much sometimes,” You interrupted him, causing his eyes to snap back to yours, a soft smile on your face, confusion covering his. 
Grabbing his hand, you pulled him back to you. “I love you too,” You clued him in, causing his confused expression to change into one of shock. “You what?”
Laughing you shook your head as you wrapped your arms around his middle, your head resting on his shoulder once more. Fili’s arms carefully wrapped around you as you two began to sway again. “I’ve loved you for a long time…” You mumbled, “I just never thought a prince, someone so… Important, would want someone like me…” Your voice never raised above a whisper as you felt his arms tighten. “Someone like you? Someone beautiful, intelligent, cunning, so clever?” Fili grinned at you, causing you to roll your eyes. 
“Someone who isn’t of royal blood, and works as a household servant for the king.” You clarified, causing him to scoff. 
“I don’t see blood. I see you,” Fili responded before carefully lifting you up, spinning you around, again and again, making giggles bubble out of your throat as you clung to his shoulders. 
As he slowed to a stop, you let a couple more giggles out as you caught your breath, looking down at Fili as he watched you with a grin on his face. 
“I love you,” You smiled at him as he leaned down to press his forehead against yours. 
“And I you,” He responded, his words softly spoken. Fili’s eyes flickered from your lips to your eyes, the deep pools of blue asking one question ‘Can I?’
Instead of verbally answering him, you slipped your eyes shut as you leaned closer, your lips locking together in a kiss as he carefully lowered you to the ground so he could cup your face. 
“Y’know, you usually braid hair on the first date, brother” Kili stumbled over, a flush on his face as he let out a burp. “I think you skipped a step in the ol’courty rules”
Pulling apart, you laughed as you saw Kili leaning against a pillar for support. Kili winked, raising his mug of ale in your direction. Fili simply stared at Kili with a raised brow. 
Kili’s face slowly lost his cheerfulness, his expression turning serious. “I am happy for you, brother…” Soon the serious expression turned into one of alarm, “Oh no…” Kili began, turning just in time to vomit into the bluebells soil. “Am...Gonna go back inside…” Kili sputtered as wiped the sides of his mouth, carefully leaving the two of you alone again.
Shaking his head, Fili let out a laugh as he turned his attention back to you. “I think you owe me a braid,” You hummed as he pressed his forehead against yours. “That I do indeed, amrâlimê” He hummed as he pressed a gentle kiss to your lips. 
Tags: 
Fili Tag: @greennightspider @ashleygrrrl @skylarkvip
Forever Tag: @lady-of-lies @all-things-fandomstuck  @fizzyxcustard @izzydaelleth @aquaangel18@raindancer2004 @love-colorfulglittercollection @underthemoon-imagines​ @ladylouoflothlorien @unlikelysamwinchesteronahunt @bad268​ @legolaslovely @bthtallmadge2 @abesottedlass
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grailfinders · 4 years
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Fate and Phantasms #35: Mephistopheles
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Today one Fate and Phantasms we’re making someone from who the greatest magicians have something to learn, the magical Mr. Mistoff- sorry, wrong one. We’re building the demon of deceit and clown prince of crime, Mephistopheles! This is a very unusual build. Some characters are held back by restraints like “ease of play”, “being powerful”, or “not peaking at level 5″, but Mephistopheles laughs in the face of all of them.
There’s a spreadsheet if you want to rip this band-aid off right away, or you can savor the pain with a level-by-level breakdown below the cut. I’m sorry.
Race and Background
Homunculi aren’t a player race in DnD, so if we can’t be accurate, we can at least be thematic. You’re doing a very good impression of an Asmodeus Tiefling, adding 1 to Intelligence and 2 to Charisma. This also gives you 60′ of Darkvision, Hellish Resistance to fire damage, and an Infernal Legacy, which currently lets you cast the Thaumaturgy cantrip. 
You’re most certainly a Charlatan if I’ve ever seen one, dragging down anyone you can get your hands on. This gives you proficiency with Deception (saying you didn’t slip a bomb into someone’s jacket) and Sleight of Hand (slipping a bomb in someone’s jacket).
Stats Your highest stat is your Intelligence: you’re clever enough with clockwork to make bombs that run around on their own. Next is Dexterity: you’re a clown after all, capering around is what you do. Third is Wisdom, which should be lower, but we’ll need it for multiclassing. Your party will probably thank you for this: they’ll be within blast radius enough without you getting charmed too. Next is Constitution- you haven’t blown yourself up yet, so you’re probably at least a bit tougher than that bore, Andersen. After that is Charisma: you have a forceful personality, but honestly when was the last time you convinced someone you weren’t up to no good? Finally, we’re dumping Strength. You may have some pretty good pecs in your final art, but that’s nothing by servant standards.
Class Levels
1. Rogue 1: You general lack of strength and habit of ending up on the wrong side of morality make you quite a roguish caster. At level 1, rogues gain proficiency in Dex and Int Saves and four rogue skills, here being Acrobatics, Perception, Stealth, and Intimidation. Your capering and sneakiness let you slip bombs into places others might not notice, and let’s be honest, a clown in a skintight leotard is just plain terrifying. 
Rogues also gain Expertise in two skills (Sleight of Hand and Acrobatics), a Sneak Attack (1d6 extra damage if you’re using a ranged or finesse weapon and have advantage or another enemy is within 5′ of the target), and Thieves’ Cant, a language indecipherable to anyone who isn’t a rogue. A dagger can be reflavored as a giant pair of scissors easily enough, so sneak attacks work fine for you.
2. Rogue 2: At second level you have a Cunning Action, letting you dash, disengage, or hide as a bonus action for extra mobility. 
3. Rogue 3: Arcane Tricksters can blend their love of breaking the law with magical skill, learning wizard spells to augment their natural skill. Most of those spells aren’t explosions though, so we’re not taking that. You are a Thief, which at third level means you have Fast Hands which adds sleight of hand checks, thieves’ tools uses, and Use an Object actions to your list of Things You Can Do In Your Bonus Action. You also learn how to do Second-Story Work, enhancing your capering by adding your dex mod to running jumps, and climbing no longer costs extra movement. Also, your Infernal Legacy kicks in again, and you can now cast Hellish Rebuke as a second level spell once per long rest. All spells from your Legacy use Charisma as the casting ability.
4. Wizard 1: I mentioned we’re peaking at level 5 earlier, so it’s time to wrap this up. You studied under (and then killed) a skilled alchemist when you were alive, so you have some magical knowledge as well. As a first level wizard, you learn Spellcasting, using Intelligence as your casting ability, and Arcane Recovery, which will let you recover a 1st level spell slot on short rests in a level. 
When you first gain your spellbook, you get three cantrips and six first level spells. Create Bonfire and Thunderclap are mere firecrackers compared to what we’ll get next level, and Mending will come in handy in the second half of the build. Cause Fear and Tasha’s Hideous Laughter play up your clownishness, Color Spray, Earth Tremor, and Grease will make it much harder for your enemies to get around. Finally, Chromatic Orb is a very versatile spell that can play into your strengths without leaving you locked into only fire and thunder spells.
5. Wizard 2: At second level, your Infernal Legacy kicks in again, and you can cast Darkness once per long rest. You also become a Conjuration Wizard, becoming a Conjuration Savant for cheaper conjuration spells, and more importantly, you learn Minor Conjuration. This lets you use your action to make an inanimate, nonmagical object appear in your hand or within 10′ of you. There’s a limit on the size and weight of this object, but not its cost. That’s important, because things are about to get a little silly. 
In the Dungeon Master’s Guide, there’s optional explosives you can add to the game. You’ll need help from your DM if you want these to be viable at higher levels, but they’re very strong at level five, which is where you are right now. With Minor Conjuration, you can create a Bomb, Horn of Gunpowder, or a full Bundle of Dynamite as your action. Then you can use your Fast Hands to use these explosives as your bonus action. The bombs and gunpowder aren’t that strong, but Dynamite can deal 10d6 Bludgeoning Damage to creatures within 20′ of it, and its dex save only halves damage. It can even be made with a fuse if you want to get to a safe distance first. That’s a silly amount of damage to have every turn, for free, this early in the game. This even beats fireball, and doesn’t require a spell slot.
6. Cleric 1: You pursue your goal of making people explode with religious fervor, which is just enough of an excuse to make you a Zeal Cleric. At level 1, clerics get their own Spellcasting, using Wisdom as your ability. You also become a Priest of Zeal, giving you some bonus proficiencies with heavy armor and martial weapons, as well as letting you attack as a bonus action after attacking with your main action a number of times equal to your wisdom modifier per long rest. If someone’s attacking you in melee range, you should probably put the bombs away. Or don’t, you have fire resistance after all. 
Clerics can prepare their spells, but as a zeal cleric you also get Searing Smite and Thunderous Smite to make your scissors really cut deep. For your cantrips, you learn Sacred Flame and Toll the Dead (which despite the names, neither of them do fire or thunder damage), and Light, because the best thing to do to someone after they stumble out of a cloud of darkness is shine a flashlight in their face.
7. Cleric 2: At second level, you can Channel Divinity in one of two ways. Turn Undead sends undead packing with a wisdom save, and Consuming Fervor is why we’re here. With this feature, you can use your Channel Divinity to maximize any fire or thunder damage you cause. You can only channel your divinity once per short rest.
8. Cleric 3: Third level clerics gain 2nd level spells, and yours include Magic Weapon to further improve your scissors and Shatter to start using up your Divinity uses.
9. Cleric 4: You finally get your first ASI, and we’re using it to get the feat Flames of Phlegethos. Whenever you cast a fire spell, you can now reroll any ones in the damage, and also wreathe yourself in flames until the start of your next turn. This causes any melee attackers to take 1d4 fire damage when they hit you. You’re going to be the epicenter of explosions anyway, but some extra protection never hurt.
10. Cleric 5: Your Turn Undead becomes Destroy Undead, instantly killing any undead of CR 1/2 or lower when they fail their wisdom save. You also get third level spells, including Haste, so you can attack and throw bombs in the same turn, and the ever-popular Fireball, which at this point is still outclassed by dynamite.
11. Cleric 6: You can now channel divinity twice per short rest for extra powerful fireballs, and you can make a Resounding Strike. This means that every time you hit a large or smaller creature with thunder damage, you can push them away from you up to 10′.
12. Now that we’ve taken all the best goodies from the clerics, it’s time to head back to a more reasonable class: Artificer. First level artificers can use Magical Tinkering to add minor magical effects to tiny objects, like making sounds, shining a bit of light, or displaying small pictures. You also get a third kind of Spellcasting, this one using Intelligence as your casting ability. You get two cantrips (Poison Spray and Shocking Grasp are rather clownish), and can prepare first level spells from the artificer spell list.
13. Artificer 2: You learn how to Infuse Items, turning them into magical items. You know four infusions from the infusions list, but can only have two of them active at once. They’re all very useful, but none of them are bombs, so I’ll let you decide which ones will work best in your campaign.
14. Artificer 3: You know The Right Tool for the Job, letting you create one set of artisan’s tools over the course of an hour. The tools are nonmagical, and last until you make another set. In more fun news, you become an Artillerist, gaining Shield and Thunderwave as class spells. You can also make an Eldritch Cannon, a small or tiny construct that you can command as a bonus action. You can make a Flamethrower, which shoots 15′ cones of fire, dealing 2d8 fire damage on failed dex saves, a Force Ballista, hitting targets with spell attacks that deal 2d8 force damage and pushing them 5′ away, or a Protector, adding 1d8 + your intelligence mod temporary hit points to nearby creatures. Regardless, the cannon has 18 AC, HP equal to five times your artificer level, 10 in all abilities, and can be made once per long rest or by using spell slots. It’ll live for an hour or until you dismiss it.
15. Artificer 4: Use your second ASI to round out your Intelligence and Wisdom for more and stronger spells.
16. Artificer 5: You can now tactically carve your wand, turning it into an Arcane Firearm. This adds an extra 1d8 damage to a single creature hit by each spell. You also gain second level artificer spells, including Scorching Ray and Shatter. Again.
17. Artificer 6: You now have Tool Expertise, doubling your proficiency with any check involving tools. You could mix this with your rogue expertise if you wanted to be obscenely good at breaking into places, but I’ll leave that to your discretion. You also gain two more known infusions, and have have one more item infused at once.
18. Artificer 7: You now have Flashes of Genius. When you or another creature within 30′ of you makes a check or saving throw, you can use your reaction to add your intelligence modifier to the roll. You can do this a number of times equal to your intelligence modifier per long rest.
19. Artificer 8: Use your last ASI to add some Dexterity to make yourself harder to hit and harder hitting.
20. Artificer 9: Your capstone level turns your cannon into a proper ticktock bomb! You can command the cannon to detonate, dealing 3d8 force damage to creatures within 20′ of it. All other damage is also increased by 1d8.
Pros: Mephistopheles is very adaptable, with a great deal of low-level spells that can be swapped out each day. The sheer number of things you can make out of thin air is also admirable. He can also be a very strong damage dealer at low levels if your DM doesn’t remove bombs entirely.
Cons: This build is overcomplicated even by my standards. You have four spell lists using all three spell abilities, divinities and infusions to keep track of, and even a second body to deal with in combat! This build seems almost designed to drive you mad trying to play it (which would be in character, admittedly). Summoning explosives is nice, but you have to wonder if it is worth removing any chance at higher level spells. Finally, the most annoying drawback is the lack of consistency in explosions. The DMG uses bludgeoning damage, the cleric uses thunder damage, and the artificer uses force damage, all to represent the same thing, meaning they don’t quite mesh together if you’re playing rules as written.
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unklarity · 4 years
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Critical Role: Caleb
“Anyone can send a message through a wire. I want to bend reality to my will.”
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I think the thing that intrigues me most about Caleb is Liam’s portrayal of him, and how, despite his narrow-minded focus on his goals, he finds his priorities and allegiance shifting almost without him knowing, affecting the decisions he makes in unpredictable ways. It makes him a constantly evolving character with sometimes confusing motivations; Caleb at the beginning of the campaign is wildly different than he is now, and yet he remains a character that is super relatable, often incredibly frustrating, and way more complicated than he seems.
I wanted to explore that change, while also showing ways in which his character stays stagnant, because I feel like it’s a duality we all have. We all have the capacity to change, and at that same we’re perfectly capable of crossing our arms and resisting that change as hard as we can. We’ve all struggled with lack of agency in different capacities. We’ve all dealt with grief and regret in ways that might seem unpalatable to others. That’s why Caleb grew on me so much throughout the campaign, I think; I saw a character that, somehow, became his own person, and a reflection of how confusing and unpredictable we all are.
Click below to keep reading and see more photos! 
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I wanted to go with an atypical box shape for Caleb, because I enjoy how it changes the way I map things out. One of my favorite other boxes was octagonal, so I was excited to try it again. In the lid, I wrote out some of my favorite spells from Caleb’s spellbook, while trying not to get too spoilery, and spilled some ink inside, because you know Caleb has totally done that with all that ink and paper he’s gone through.
Spells:
Magic is such a big part of Caleb’s character, so I wanted to explicitly reference his spells and components, since there’s so much emphasis on his actual spellcasting. Here are some of the specific spell references included in the physical box, not including potions.
Spell Books from Caleb’s book holster + Inside lid with pages of spell books
Maximillian’s Earthen Grasp/Cat’s Ire - Cat paw wax seal
Haste- licorice root (in leather component pouch)
Leomund’s tiny hut + alarm spell - dome with tiny spool of silver wire “thread”
Message - little copper wire (in leather component pouch)
Chromatic orb- diamond stamp
Find familiar- Frumpkin figure
Transmuter stone
Here’s a close up of the tiny dome and of Frumpkin! (He’s so cute, I think he’s my favorite part of the box.)
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Stones:
For Caleb, I didn’t worry as much about stones, just because I focused so much on physical objects. Instead, I let some stones fall into place with the themes I selected and went from there. The main focal stone, a hematite tower, was actually one of the last things that went in the box, because it was hard to pin down something that fit the theme but also the muted color palette I was going for. In fact, with the exception of fluorite and labradorite, most of the stones are earth-tones. I chose this because I wanted to represent Caleb’s origins, and his initial desire to blend in with his environment. There are earth colors, fire colors, and then that shock of blues and purples and flashy greens of fluorite and labradorite show the small changes Caleb makes aesthetically that reflect his change in attitude. 
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In the box there is:
Red tiger eye - motivation (frantic, desperation), single-mindedness
Fire agate- banish fear
Garnet - banish fears, make your desires reality/manifestation, passion, bond of found family
Hematite tower- grounding, manifestation
Fluorite- focus, intelligence
Labradorite- transformation, becoming
In the photo you can also see the transmuter stone I made and a close-up of the brass ouroboros necklace I chose to represent the necklace Caleb wears to shield himself from being found, and the Pyrite Dodecahedron I used to represent the Luxon Beacon.
Okay, next are the potions!
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Potions:
There are 6 potions, each labeled with a number on the bottom. The first three are in the above photo, in order from left to right. The first one represents magic and manifestation, particularly manifesting your desires into being. It includes rosemary for protection, as one of the main uses of Caleb’s magic is to protect himself and his friends. There’s fluorite pebbles, representing intelligence and the search for knowledge, goldenrod for magic, deer tongue and acorn for power and chalk for magic circles; garnet for making your desires reality, gold dust for dunamancy, anise for time magic and using knowledge as power/to protect yourself/get what you want, and mint for trying to atone for the past. Sealed with gold wax and a cat stamp.
The second potion revolves around Caleb’s past, and how that has shaped who he is now, mainly his lack of agency, trauma, grief and distrust. There’s rue and amaranth for help recovering from trauma, sage and cypress for grief and loss, lilac for being manipulated by someone with authority over you, yarrow for breaking magical influence of others and regaining agency, black salt for being controlled, hydrangea and yellow rose for violence and death/war, and poppy for remembrance/holding on to a traumatic period in your past. Sealed with gold wax and cat paw stamp.
Potion number three is about self hatred as motivator, seeing as self-loathing is one of those Caleb traits that tends to stand out (especially his inability to forgive in himself what he forgives/excuses in others). In this potion is lemon balm and basil for self-hatred, marigold for cruelty, purple hyacinth for seeking forgiveness, yellow carnation for disdain, and peony for shame and anger. Sealed with gold wax and a magic circle stamp.
In the following photo are the last three potions (also in order from left to right), plus a tiny bottle of green crystals (which are peridot) to represent residuum crystals for past trauma, and the multiple ways in which Caleb’s past and present intersect.
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The fourth potion represents fear, fleeing, and hiding in plain sight. Caleb is on the run from people in his past, and up until recently, has been alone for a good deal of that, trying to blend in and protect himself from discovery. So, here I’ve included heather for solitude, agrimony to ward off evil, and of course, dirt, since Caleb’s initial method of choice for hiding is being so gross that no one looks at him. There’s also mugwort for fear and cautiousness, thyme for protection from negative energy and unbearable grief, nutmeg to make oneself anonymous or impossible to find, and comfrey leaf for protecting people on the run. Sealed with gold wax and key stamp.
The next potion, number five, is about Caleb’s conflicting emotions regarding the Mighty Nein, and his struggle with learning to trust other people. To me, this potion focuses on Nott, Beau, and Fjord especially, but applies to the entire group. There's a red carnation for sibling bonds (Beau and to some extent Jester), skullcap for making oaths to others (Fjord), magnolia for unwavering loyalty and trust (Nott), zinnia for remembering absent friends (Molly), lavender for initial distrust, and dogwood for devotion. Sealed with gold wax and diamond stamp.
The sixth and last potion represents growth. Funnily enough, it’s the smallest, but still important, because let’s face it, Caleb has a long way to go but he’s also come very far. Here I wanted to focus on the big contrasts between selfishness and selflessness, and the change in priorities between self preservation and putting others’ safety before your own. There’s Gum Arabic for growth and protecting others (also a spell component), jasmine for learning and opening up to new ideas, bay leaf for transformation, rosemary for harmony and exchange of ideas/information, and lavender for stability. Sealed with gold wax and tiny geometric stamp +inlaid gem.
Finally, here’s a photo of a brass book locket I stamped with the quote in the introduction, and a close-up of Caleb’s spell books and component pouch.
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Thanks so much for reading, and I hope you like him as much as I loved working on him!
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(Caleb has been sold, but feel free to message me/comment with any questions! More of my CR boxes can be seen on my website, as well as a portfolio of boxes with various themes. Website is in my bio!)
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hellyeahheroes · 5 years
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Building Nico Minoru in D&D
I was actually thinking of building a different Marvel character using D&D 5e rules but then I realized this would, in theory, be a very simple build and also still very challenging because, well, we’re doing magic and magic in D&D is a lot of stuff. So why won’t we start with someone who can help us keep it relatively simple?
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So first we need to decide what we want from this build. We need a wide variety of magic spells but also something that can reflect what happens if she breaks the “one word per spell” rule. We also need a magic staff that we can use in combat and finally a way for her to be the dean mother for all the other Runaways
As before, builds I do are inspired by an awesome job Tulok the Barbarian does building characters on his youtube channel and I tend to stick to some of his principles. For one, we will be using standard points array for Ability Scores - 15, 14, 13, 12, 10 and 8. If your DM would have you roll or point buy adjust the results to the below guidelines.
Our main stat is Charisma, not only will it be responsible for our casting but also because Nico is well-liked by her peers even at her angstier and grumpier. Constitution will follow, Nico has to cut herself for her spells to work, after all. Dexterity next, since she has shown some acrobatic skills in combat here and there. Then Intelligence, she is smarter than your average bear, as they say. Our lowest stats are Strength, since we don’t need it, and Wisdom, as Nico is has a reputation of being too trusting and making decisions driven more by emotions than cold reason.
Our points array should look like this: STR: 8 DEX: 13 CON: 14 INT: 12 WIS: 10 CHA: 15
For Race (which is D&D’s outdated way to say species) Nico is a human, so we’ll go with Variant Human. Variant Human get +1 to two Ability Scores of your choice, I recommend Charisma and Dexterity with the above array but it may be different for you - just remember even numbers are good numbers. We also get a free skill proficiency, take Acrobatics, and a feat. War Caster gives you a number of utilities - when you take damage and need a Constitution saving throw to maintain concentration on a spell, you have an advantage on that roll (meaning you roll twice and pick better result), you can perform somatic components of a spell even if your both hand are occupied with a weapon or a shield and when an enemy provokes an attack of opportunity from you, you can instead cast a spell as long as it only has one action casting time and targets one creature.
For Background, I’d pick the closest to a runaway - Urchin. It gives you proficiency with Stealth and Sleight of Hand, but I would customize it and change the latter for Deception, disguise kit and thieves’ tools and a City Secrets feature, that allows you to travel twice as fast between any two locations in a city, at least when not in combat.
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Now to the Class Levels. For our first level, we will start off with Sorcerer. We get proficiency with  Daggers, darts, slings, quarterstaffs, light crossbows, Charisma and Constitution saving throws and two skills, I would choose Persuasion and Intimidation.
Before we get into spellcasting, we will focus on Sorcerous Bloodline. And there is one that seems almost tailor-made for Nico - Wild Magic. It gives us a very climactic ability - whenever Nico casts a spell of level 1 or higher, you roll a d20. At natural 1 you get to roll a Wild Magic Surge table ad have a random effect happen. While it is admittingly not very optimized for combat-oriented games it is the best way to reflect Nico breaking “one spell, one word” rule. Just have it that you first tell you DM what you cast, then roll and on nat 1 roleplay a failure. Plus it is a ton of fun and you can make it even more unpredictable if you add some sort of custom table for wild magic effects, like this one here I just found today.
You also get Tides of Chaos. You can choose to gain an advantage on an attack roll, ability check or saving throw. You can use this ability once and get it back after a long rest or whenever you roll on Wild Magic Surge table.
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Now for the spells. How it works is that you have a number of spell known and every level you learn a new spell and can replace one you know with another. You get a number of spell slots each day and when you cast a spell you burn out one spell slot of an appropriate level and you cannot know spells of level higher than your higher spell slots. It is sadly more limited than Wizard who just learns the spells but it is much more reflective of Nico as a character. Dark magic is not something she learned, like Doctor Strange, it is her legacy but also an inherently chaotic force she struggles to control. She represents the unskilled but strong type of magic user, as opposed to Strange who has next to no raw power but incredible skill and knowledge. 
You may feel a limited number of spells known clashes with Nico not being able to cast the same spell twice but there are ways around it in roleplay itself. Agree with your DM to describe a slightly different way the same spell works each time, maybe a spell that once held an enemy in place did it by paralysis, next time by a tentacle and another time arms of the dead rose from the ground to grab them? You can also operate on rules closer to A-Force, where Nico gets to cast the same spells using different words.
Also, mechanically if a spell allows a target a saving throw, difficulty for it is 8+ Your Charisma Modifier + Your Proficiency Bonus. If it requires you to make an attack, the attack modifier is said Proficiency Bonus + Charisma Modifier.
As for spell themselves, you get two level 1 spells and 4 Cantrips - minor spells that do not burn your spell slots when used. Nico’s problem is that she is versitile - she can do near anything she wants, meaning there is little point in declaring you to take specific spells. There are many great options in spells and I do not plan of going through each and every single one of them, because this post would be a novel. I will, however, list for every level some good options in the offensive, defensive, control and utility spells and let you make choices which are most the kind your take on Nico would use. I’m not your mom and casters in D&D are versatile, go wild, experiment, pick spells YOUR Nico would use. 
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Anyway, I will list all most fitting spells of that level and whenever I mention you get a new spell, go back and refer to this. Also, if I will be referring to a spell “scaling” with you it means there are ways to boost it up as you advance in levels, usually by casting it from a higher spell slot. Each such spell has that mentioned in the description.
Cantrips:
Offensive: Booming Blade (which can also make it harder for your enemy to move), Shocking Grasp or Green Flame Blade all let you make an attack with an additional effect; Create Bonefire can double as “never have to worry about making a campfire for the night” spell; Infestation has a minor control effect and it is pretty terrifying.
Defensive: Blade Ward is great because it can give you damage resistance, which will be useful even at higher levels.
Control: None
Utility: Gust, Control Fire, Shape Water and Mold Earth all have a number of uses and each lets you control one of four elements to a degree that can be easily exploited; Prestidigitation has a great number of uses; Mending lets you repair minor things, Message allows you to contact others, Mage Hand is another surprisingly helpful one, Minor Illusion can double as a defensive spell and Light means you will never worry when exploring dungeons
Level 1 Spells:
Offensive: Ray of Sickness, which also doubles as a minor control effect as it can make the target poisoned; Witch Bolt, which stacks with your levels better than Magic Missle; Chromatic Orb which has a bonus of being able to be attuned to your situation and allows you to choose the type of damage the target does not have resistance or immunities;
Defensive: Shield allows you to temporarily grant yourself +5 AC as your reaction; Mage Armor gets you some extra AC and can be cast on your allies. False Life grants you temporary health points, which you’ll need since Nico is not exactly known for her durability; Fog Cloud is good to escape group of enemies
Control: Color Spray and Sleep can get your enemies temporarily blinded or unconscious and they stack with you.
Utility: Feather Fall can save you in a moment of need; Charm Person may let you survive some botched social encounter or convince a principal you’re Molly’s mother; Expeditious Retreat allows you to get in and out of close combat.
Now, for your Arcane Focus, which you can use to cast spells, pick a staff. This is far from the mighty Staff of One, but don’t worry, we will fix that in a moment. But first, we have some more Sorcerer goodies.
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2nd Level Sorcerer gets an additional spell known and one more Spell Slot. We also Get Font of Magic. Which translates into Sorcery Points, their number always equal to your Sorcerer level. So far they can do one simple thing - you can spend them to regain spell slots - 2 for 1st, 3 for 2nd, 5 for 3rd, 6 for 4th or 5 for 7th level spell slots. You can also burn out a spell slot and gain number of Sorcery points equal to its level. You cannot have more Sorcery points than your Sorcerer level and you get them back to maximum after a long rest.
The real fun with that starts on 3rd Level of Sorcerer. That’s where you get Metamagic. How it works is that you get to pick two options that allow you to spend Sorcery Points while casting spells for extra effects. Out of the choices I recommend the fan-favorites Quicken Spell (for one sorcery point you can cast a spell with 1 action casting time as a bonus action instead) and Empowered Spell (for 1 sorcery point you can reroll a number of the damage dice for a spell equal to your Charisma modifier).
3rd Level is also where we get, aside a new Cantrip known, increase of our Spells known to 4 and a 4th 1st level Spell Slot, 2 2nd Level Spell Slots. Meaning we can now know 2nd Level Spells and here are some good suggestions:
Offense: Scorching Ray can damage several targets and Shatter is especially nasty against all kinds of constructs.
Defense:  Blurr and Mirror Image make you much harder to hit and each is a solid choice but Invisibility is the real treasure here, with added huge utility bonus.
Control: Blindness/Deafness may replace Color Spray as you go on; Web is easy to trap a group of opponents; Crown of Madness and Suggestion lets you have limited control over the enemy; Darkness is a good save in trouble; Hold Person just gets an opponent off your back for a moment.
Utility: Alter Self has several uses beyond just making you look like someone else; Knock lets you open door and containers; Enhance Ability can help on a necessary saving throw or skill check; Enlarge/Reduce does exactly what you expect and if you doubt there is a ton of uses for that, ask Hank Pym; Detect Thoughts lets you play in Jean Grey’s playground for a moment; Levitate and Misty Step greatly help you move
Okay, now that we have covered basics of the Sorcerer, time to get ourselves a magic staff.
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We will now be taking Warlock levels. Some metagame note: It is debatable when is a good moment to multiclass from Sorcerer into Warlock. Popular opinion is that if you take Warlock levels before hitting 5th level of Sorcerer, it will be a pain in the ass until you catch up. However, it all depends on the DM and the type of game you play. It might be perfectly fine with more forgiving DM to pick those levels after 2,3 or even 1 level of Sorcerer (in fact, I only didn’t do that because I wanted to explain Sorcery Points and Metamagic first), it might be a worst idea ever in more hardcore game. I recommend getting the feel of your game if you start at early levels.
The first level of Warlock means Pact Magic - Nico did made the deal with the One to not have to shed her own blood anymore after all. Good news is that it works exactly like Sorcerer’s magic and there is a lot of overlap - you can expend Warlock spell slots to cast Sorcerer Spells and vice versa and you can get Warlock Spells slots back using Sorcery Points or burn them for more Sorcery points. Bad news is your Warlock levels do not stack with Sorcerer for the purpose of determining the total number of spell slots and their level the way Sorcerer does with Wizard, Cleric or Bard. Good news is there is one crucial difference between how the spellcasting of both classes works. Sorcerer regains spell slots and Sorcery Points after finishing a long rest (usually 8 hours of in-game time). Warlock regains spell slots after a short rest. Meaning you can use your Sorcery Points to get higher level spell slots back or for metamagic and then burn warlock spell slots to get them back and get Warlock spell slots back after a short rest. This is a great way to ensure you won’t run out of spells early.
Warlock gets two Cantrips, but most of them overlap with the Sorcerer, aside of Eldritch Blast and Tool the Dead, each a pretty good offensive cantrip. Same goes for or the 1st Level. You only get one spell slot, but you have more options:
Offensive: Hellish Rebuke lets you do the most goth thing ever - snark at someone who hurt you in infernal and deliver such a burn you actually set them on fire.
Defensive: Protection from Good and Evil is the only one but it is pretty darn good (no pun intended), gives a number of helpful advantages against several types of enemies.
Control: Cause Fear lets you have Nico tap into her inner wicked witch and remind everyone how terrifying she can be; Hex allows you to curse your enemies with some good control and offensive effects
Utility: Unseen Servant has some nice uses and in a pinch, you can summon him behind an enemy’s back to give your Rogue flanking for Sneak Attack. There is also Healing Elixir, which would be a great healing spell but is FUCKING BROKEN. Not in a “doesn't work” way but in an “I replace the party cleric as a designated healer and also break the economy” way. So a savvy DM may ban it.
Warlock also gets an Otherworldly Patron, which will symbolize Nico’s deal with the One. We will pick Hexblade - a deal with powerful entity from Shadowfell granted you a special weapon (I mean, the One didn’t say where he is from, so...). As a Hex Warrior you gain proficiency with medium armor, shields and martian weapons, but we won’t need it - we’re here for its second ability. Whenever you finish a long rest you can choose one weapon that you are proficient with and lacks a two-handed property and from now on you can use your Charisma for attack and damage rolls with that weapon. I can hear some of you saying “but wait, Staff of One is clearly two-handed” and while you are correct, there is a little trick for you. The Rules as Written state that the weapon cannot have a “two-handed property” meaning it is not described as two-handed by the handbook. And quarterstaff is not - it is versatile instead, meaning you can choose to use it as either one or two-handed weapon as you please. But even if the DM would not agree with that, do not worry, we will get past that little problem in just a moment.
Hexblade also learns a curse - it allows you to curse a target as a bonus action, giving you a bonus to damage against it, a better chance of critical hit and lets you heal some if you kill them. Which overlaps nicely with both abovementioned Hex spell AND with two extra spells added to your list (since other two you already had from Sorcerer) - 1st level Wrathful Smite and 2nd Level Branding Smite, each dealing extra damage to a hit and some additional effects that impose extra penalties on your enemies. 
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All pretty useful when you need to protect an adorable cosmic being, btw.
2nd Level Warlock gets an additional spell known and an additional spell slot. You also get Eldritch Invocations - you can select two bonuses from a list and every time you take a level of Warlock you can replace one of the Invocations with another. Whichever you choose depends on how you want to play Nico, but here are some suggestions - if you want to focus on long-distance combat Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy and Repelling Blast each let you customize your Eldritch Blast. If you want to actually have Nico in the first line, aiding her allies then Armor of Shadows and Fiendish Vigor let you cast on yourself a helpful minor defensive spell (Mage Armor and False Life,  respectively) at will without using spell slots and if you go for control then Thief of Five Fates allows you to once between every long rest to spend a Warlock spell slot to cast Bane, a spell normally available to Bards and Clerics, that can weaken your enemies. I advise picking wisely since on next level we will actually make use of the switching option.
3rd level Warlock gets to learn 4th spell and gets to choose 2nd level spells. Most of these overlaps with Sorcerer and the two special ones - Flock of Familiars and Ray of Efleebement - have mostly control use.
Warlock also gets a Pact Boon and we will choose Pact of the Blade. It allows you to summon a magical weapon that you are always proficient with that can be of any type except for bows and crossbows. You can also transform any weapon into your pact weapon, meaning if you ever come across magic quarterstaff you really like (or even make/get one made), you can turn it into your Pact Weapon and use to roleplay one of Nico’s staff powerups like Witchbreaker.  And here is where I would recommend switching one of your Warlock invocations for Improved Pact Weapon (which we couldn’t take before hitting this level), which removes that “no bows or crossbows” limitation, grants your pact weapon +1 bonus to attack and damage unless it already has one and from now on you can use said weapon as your arcane focus for casting spells. And it specifically states it overrules Hex Warrior limitations - you can always apply Hex Warrior bonuses to the Pact Weapon no matter what it is.
This venture into Warlock let us create Nico’s own Staff of One - summon a magic quarterstaff to cast spells and if someone is stupid enough to try to get their hands on you or your family, you can nerf them with Hex and Hexblade Curse and then beat up or even smite with the same staff, to remind them this witch is far from helpless.
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As Daken here helpfully demonstrates.
We go back to the Sorcerer for the rest of this build. 4th level Sorcerer means a new Cantrip known, a new Spell known and a new 2nd level Spell Slot. We also get an Ability Score Improvement and our priority is to maximalize Charisma so we will take +2 to it.
5th Level means a new Spell known and 2 new spell slots of 3rd level. So let us go through the options
Offensive: Erupting Earth, Fireball, Sleet Storm and Lightning Bolt are all an area of effect spells that let you hit hard a whole group of enemies with fury of the elements; Melf’s Minute Meteors is something more focused.
Defensive: Blink and Gaseous Form can save your life in a pinch; Counterspell and Dispel Magic let you do something against other masters; Protection from Energy meanwhile can help you or someone else survive, say, things like your own area spell; Wall of Water is good against melee attacks.
Control: Fear and Hypnotic Pattern may temporarily stop some opponents, while Enemies Abound can turn one of them against the other; Slow slows down your enemy while Haste is gonna make one of your more combat-oriented allies love you; Stinking Cloud makes everyone in the area of effect sick.
Utility: clairvoyance lets you keep an eye on your home or check out for nearby dangers; Fly does exactly that; Daylight gets rid of darkness; Water Breathing and Water Walk are likely self-explanatory; Major Image is an illusion with a lot of use.
6th Level Sorcerer learns a new spell and gets a third 3rd level spell slot. You also gain Wild Magic feature - Bend Luck, which allows you to choose an enemy or an ally and as a reaction spend two Sorcery points to apply a 1d4 penalty or bonus to their attack roll, saving throw or ability check.
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7th Level Sorcerer gets to learn 4th level spells
Offense: Blight deals necrotic damage to target; Ice Storm is another, now ice-based area of effect ofensive spell; Storm Sphere and Vitroic Sphere are each a concentration-based area of effect offensive spell and so is Wall of Fire, which also has defensive uses.
Defense: Stoneskin gives you resistance to nonmagical attacks, Greater Invisibility is better version of an already good spell
Control: Banishment lets you put an enemy in a time-out or banish them completely if they’re from another dimension; Confusion can cause chaos among the enemies; Dominate beast lets you take over control over a beast; Watery Sphere traps enemies inside itself,  Polymorph is a great spell for turning one tricky enemy into something less frustrating to take down or weak ally into a combat monster or Old Lace into a puppy.
Utility: Dimension Door lets you teleport with limited range.
8th Level Sorcerer - more spells known and spell slots and also an Ability Score Improvement, you should be able to cap your Charisma by now.
On 9th level, you get access to 5th Level Spells
Offense: Cloudkill, Cone of Cold and Insect Plague - evn more spells dealing damage in large areas; Immolation just SETS SOMEONE ON FIRE; Animate Objects turns a bunch of items or furniture into your servants who may fight for you.
Defense: Wall of Stone sounds, well, self-explanatory really
Control: Control Winds has several uses for defense, offense or just to make your enemy’s life harder; Dominate Person and hold Monster are better versions of spells we discussed already; 
Utility: Telekinesis lets you move objects, teleportation circle can offer some help on your travels; 
10th Level means more spells and you get another Metamagic. What to pick depends on what spells you selected. If you picked a lot of offensive and control spells affecting a whole area, most of them allow a saving throw and Careful Spell lets you for 1 Sorcery point to pick a number of creatures within the area up to your Charisma modifier, and make them automatically succeed said saving throw, meaning you no longer hit your allies. If you picked a lot of single-target spells, Twinned Spell lets you spend Sorcery points equal their level to make copy their effects on a second target. Distant Spell for 1 Sorcery point increases the distance of a spell so that if your teammate turns into a giant crab, you can deal with it at safe distance.
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11th Level of Sorcerer lets you learn 6th Level Spells
Offense: Chain Lighting lets you hit up to 3 targets with lightning; Disintegrate hits one target and can deal even 100 force damage; Circle of Death is your area of effect murder spell of the level; Sunbeam hits all targets within a line for Radiant damage
Defense: Globe of invulnerability cuts off the target from rest of the battlefield, it can be both a life-saver and a control spell;
Control: Eyebite makes it that as long as you maintain the spell each turn you can grant some nasty things on your enemies by simply looking them in the eye; Mass Suggestion is like good old Suggestion for multiple targets.
Utility:  Move Earth lets you manipulate the terrain around you; True Seeing has a number of uses, surprisingly
Investitures - there are 4 spells called that way, of Flame, Ice, Stone and Wind. Each one has a combination of defensive, offensive and control effects in one package.
12th Level Sorcerer gets more Spells and an Ability Score Improvement but we will pick a feat. Inspiring Leader lets you spend 10 minutes on boosting the morale of your allies. Choose up to six creatures within 30 feet, including you, who will get temporary hit points equal your level + your Charisma Modifier and you cannot give them the same bonus again until they finish long rest. Most of the players roleplay this as giving a speech for 10 minutes but it’s not said you must do it that way and a 10-minutes long speech in a game is gonna be a pain in the ass. You can easily use this to roleplay Nico being caring dean mother to her teammates.
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13th Level Sorcerer learns 7th level Spells
Offense: Delayed Blast Fireball lets you cast Fireball with time for your allies to run away from the area; Fire Storm is, well, a storm of fire that you may be able to place in a way that avoids said allies; Finger of Death deals necrotic damage and slain target raises as a zombie; Prismatic Spray may hit an enemy with wide array of damage or effects
Defense: none
Control: Reverse Gravity is another one in a long line of “make your enemies’ life hell” area of effect spells, bonus points if Nico starts singing that one spell from Wicked.
Utility: Teleport, especially climactic with its possibility of mishap;  Etherealness allows you to reach places you shouldn’t with an extra defensive effect; Plane Shift lets you take the entire team to another dimension or send an enemy on a such trip.
14th Level gives you a Wild Magic Feature, Controlled Chaos. From now on when you roll on Wild Magic Surge Table, you can roll twice and choose one result.
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15th Level Sorcerer lets you earn 8th Level Spells
Offense: Abi-Dalzim's Horrid Wilting, Sunburst and Incidentiary Cloud are even more powerful area of effect spells to hurt your enemies. Warning, if you pick the first, you WILL mispronounce it at some point as “Horrid Writing” and lead to the Hitchhiker’s Guide to the Galaxy jokes at the table.
Defense: none
Control: Power Word: Stun lets you stun any target with less than 150 hp; Earthquake is the most overkill way to terrorize your enemies with some possible damage effect; Dominate Monster lets you take control over someone but remember - it has nothing to do with BDSM so don’t try it on Karolina during your kinky nights.
Utility: none
16th Level Sorcerer gains an ability score improvement, boost Constitution and remember it gives you bonus hit points for each level, including retroactively, adding 16 to your hp. Tough feat might have given you twice as much but we also need to boost up your Concentration and Constitution Save.
We will cap on 17th Level Sorcerer, grab another Metamagic of your choice and one 9th Level Spell. By which I mean grab Wish, Wish is fucking awesome and it fits perfectly with Nico’s “price to power” thing. If you exchange one of your other spells you can pick another 9th Level Spell (but remember, you only have one Spell Slot per long rest for 9th level spells) so choose one: Power Word: Kill lets you flat out murder someone with 100 hp or lower. Meteor Swarm is an area of effect offensive spell that bombards the area with meteors because I guess an Earthquake wasn’t over the top enough. Time Stop is sadly nerfed, but you can use it in a pinch to run away, no pun intended, buff or heal yourself
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So we did it. Nico is a Warlock 3/Sorcerer 17 so now let us take a look at our pros and cons
For the pros, you have the way with spells that you think fits Nico’s character best and, if you choose right you can be a devastating force capable of taking down many enemies, control the battlefield or have a hefty dose of utility spells at your disposal. You have some additional versatility with Sorcery Points and Warlock spell slots, keeping you in battle a bit longer. You are a skilled party face, able to act as the leader to your group. You can also add your friends in direct combat with Hexblade abilities and your HP should on average get beyond the dreaded Power Word: Kill range.
For the negatives, your melee effectiveness is not THAT great, merely a last resort thing and you do not have that many spells that can improve it. Your strongest offensive spells are almost all likely to be the area of effect, meaning you need to be careful and your Wild Magic can as easily help as mess things up. Finally, we didn’t cap Constitution, meaning your concentration, Constitution save and health points are not as good as they could be. Finally, as a sorcerer, you cannot wear armor and your dexterity is not the best so your AC is meek and you need these defensive spells. However, you still are gonna be a great supporting caster capable of acting in second or even first line. Have a friend who is a good front-line combatant to shield you and add some punch to your magic and you should be a force to be reckoned with.
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Get it?
As always, feel free to drop any constructive criticism or say if you tried this build in a game or have some suggestions. Also, check out my previous Cassandra Cain build.
- Admin
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elennare · 5 years
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I am really intrigued by Quill’s bard-to-wizard switch with his boon from the one-shot, it’s fascinating on so many levels... 
On a mechanical level, he switches bardic inspiration for arcane recovery (more spellslots pew pew!) and gains an extra cantrip, and possibly more spells known? Depending on how Mark’s handling the spellbook part I guess. I admit I don’t remember what bard spells Quill had! But the wizard spells currently on Quill’s sheet are:  Cantrips: Light, Message, Shocking Grasp Spells: Chromatic Orb, Feather Fall, Identify (ritual), Shield I’m not saying Quill learnt Chromatic Orb from Lucius but Quill learnt Chromatic Orb from Lucius Actually that one has a note saying “locked to lightning”, which is nicely thematic for Quill and H’Esper along with Shocking Grasp.
On a character level, though, there’s so much there! The bard level was tied to his past, to the Messenger Guild, to who he was before the Valley of Storms. And now he’s following H’Esper, god of magic and knowledge, and the way the change was described as “his mastery of the arcane increasing” felt really fitting to that... It just all ties together for me into a metaphor of sorts for Quill beginning to let go of his regrets about losing his old life, and fully embracing this new path as a chosen of H’Esper.
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fgg5ebrewery · 5 years
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Homebrule: Always Known Caster Spells
A variant rule to maybe implement at your table, or group for those of you playing digitally. Players perhaps bring this up with your DMs. Casters get so many options for spells and such, but a very limited pool of spells they can know, especially for cantrips, though casting classes that can prepare spells can swap the spells they have during long rests.
This rule is designed to give them more access to a few more spells automatically, so it gives them more room to take some spells they just might not. I will use released content only for this list, if you are using any UA subclasses feel free to use it as a guideline.
Bard
Bard gets 2 cantrips to start off with and only gets 2 more from there, and with 13 cantrips total to pick from they are only getting access to 1/3 of them, and will likely pick the same ones every time, especially with 2 of them being blade ward and true strike. Going a little simple here we are going to give them their most iconic cantrip, Vicious Mockery automatically without counting towards their 2 starting cantrips. For 1st level I’d say give them access to choose between Charm Person or Unseen Servant to have not count against their known spells, both quiet fitting spells for a teller of tales.
Cleric
Clerics start with 3 cantrips out of their tiny 9, getting 2 more as they level. I would recommend giving them Thaumaturgy automatically, and a bonus cantrip based on their subclass:
Knowledge = Encode Thoughts (Ravnica)
Life = Spare the Dying
Light already gets Light
Nature gets an extra cantrip already
Tempest = Shocking Grasp or maybe Lightning Lure
Trickery = Minor Illusion
War = True Strike
Death gets an extra cantrip already
Arcana gets 2 extra cantrips already
Forge = Mending
Grave gets Spare the Dying already
Order (Ravnica) = Message
Solidarity (Amonkhet) = Guidance
Strength (Amonkhet) = Blade Ward
Ambition (Amonkhet) = Vicious Mockery
Zeal (Amonkhet) = True Strike.
As for 1st level spells Clerics get Domain spells automatically so they are good thanks to those.
Druid
Druids have a nice 18 cantrips to choose from, but only start with 2, getting 2 more later leaving them with not even a 1/4 of their cantrips, give them Druidcraft automatically. Circle of the Land and Circle of Spores (Ravnica) both have spells they give the Druid automatically not counting against their prepared spells, so lets give the others some as well, like all others it will be 2 for each level from 1st to 4th, I will list them in level alphabetical order going up in levels.
Circle of the Moon: Animal Friendship, Speak with Animals, Beast Sense, Locate Animals or Plants, Fear, Speak with Plants, Charm Monster, and Dominate Beast.
Circle of Dreams: Alarm, Sleep, Calm Emotions, Continual Flame, Catnap, Feign Death, Compulsion, Guardian of Nature
Circle of the Shepard: Beast Bond, Find Familiar, Animal Messenger, Locate Animals or Plants, Conjure Animals, Create Food and Water, Conjure Woodland Beings, Giant Insect
Ranger
As a half caster, Ranger’s don’t get many spells, but get a lot of spells. We are gonna give them their signature Hunter’s Mark right off the bat and not counting against their known spells just so they can branch off to other spells. Also Xanathar’s gives the subclasses within it spells already, so for PHB give the following spells, listed in order of spell level, gained at 3rd, 5th, 9th, 13th, and 17th levels.
Hunter/Hunter Conclave: Compelled Duel, Locate Animals or Plants, Fear, Compulsion, Hold Monster
Beast Master/Beast Conclave: Animal Friendship, Beast Sense, Conjure Animals, Dominate Beast, Hold Monster
Sorcerer
Sorcerers get 4 cantrips and 2 more later out of the almost 30, giving them 1/5 of their total. We are going to give them all Prestidigitation as well as a cantrip based on their Sorcerous Origin, also we will give them 2 spells to start with based on their origin as well.
Wild Magic: Magic Stone, Chaos Bolt, and Tasha's Hideous Laughter
Divine Soul: May replace Prestidigitation with Thaumatargy, also getting Sacred Flame or Eldritch Blast depending on their origin. For 1st level they get a spell already and give them Create or Destroy Water.
Shadow Magic: Toll the Dead, and Hex, since they get Darkness later on automatically.
Storm Sorcery: Thunderclap, Fog Cloud, and Thunderwave.
Draconic Bloodline: All get Chromatic Orb with the cantrip and other spell based on their chosen Ancestry. Black: Acid Splash and Cause Fear. Blue: Lightning Lure and Cause Fear. Brass: Produce Flame and Sleep. Bronze: Lightning Lure and Thunderwave. Copper: Acid Splash and Snare. Gold: Fire Bolt and Disguise Self. Green: Poison Spray and Ray of Sickness. Red: Fire Bolt and Burning Hands. Silver: Ray of Frost and Snare. White: Ray of Frost and Ice Knife.
Pyromancy (Kaladesh): Produce Flame, Burning Hands, and Hellish Rebuke.
Warlock
Warlocks start with 2 cantrips with 2 more later out of 19, though with Pact of the Tome they can learn 3 more cantrips, those come from any class. The Celestial patron gives them 2 cantrips automatically and the Undying gives them 1, so we will use that as the basis while also giving them Thaumatargy automatically, also they have expanded spell lists, so perhaps just give them those spells automatically for more options.
The Archfey: Dancing Lights and Thorn Whip.
The Fiend: Control Flames and Produce Flame.
The Great Old One: Encode Thoughts and Vicious Mockery (Mindsliver when it comes out).
The Undying: Chill Touch to go with Spare the Dying.
The Hexblade: Booming Blade and True Strike.
Wizard
Finally the “Ultimate Utility Caster,” starting with a nice 3 cantrips and getting 2 more later they.... really have a hard time being varied, since they likely will be taking Fire Bolt and Shocking Grasp, leaving only 1 space left for a utility spell, so I recommend giving them Prestidigitation and Mage Hand to start with on top of their 3, it lets them not have to fight between the two and still have a space or two open for whatever else they want. As for starting spells, pretty much all Wizards are going to have Magic Missile, Shield, and Mage Armor in their spellbook for their starting 6 spells, leaving few spaces for their large amount of spells, sure they get 2 more at each level but they quickly will be grabbing some of the same things, by giving them those three spells automatically, and letting them have them always prepared and not counting against their number of prepared spells it lets them find room for 3 other spells instead that they might not have wanted to take.
Artificer
I’m going to include them as it will be real quick, they start with 2 cantrips and get 2 more later, not counting other things they get. I’d only give them Mending automatically as they can swap their cantrips whenever they level and let them always have Detect Magic prepared and not count against them.
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sunlian · 5 years
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Dnd asks: 6, 7, & 17
6.) Favorite spell?Either Shocking Grasp or Chromatic Orb
7.) Favorite monster?Don’t have one, much prefer homebrewed monsters
17.) Do you have a favorite NPC?hhhh well there’s @rivaintalisman‘s Zosa’Vimis and @darthimperius‘ Alalosh (tho I love all their NPCs I’m just Actually In Romantic Love Personally with those ones), and I think my favourite NPC that I’ve made is someone my players haven’t met yet
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vulpixelates · 5 years
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4, 10, 13, and 20 for a character of your choice?
Thanks for the ask. :) I’ll answer these for Caerellia Asperanas, my aboleth tiefling sorcerer, since she’s my favorite to play and talk about right now!
4. Are they formally trained or have they gone through a more organic learning experience for their skillset?
It’s a solid mix of both. She has received extensive formal training in academic and arcane pursuits, but it was all under the assumption that she was a wizard, since that’s what her parents forced her to pretend to be. 
She had no formal training in her Wild Magic. Everything she has learned about that has been on her own and, recently, from her newfound father (who, uh, just so happens to be the one who gave people Wild Magic? so that’s lucky).
10. What’s their best stat?
Charisma, at 20. She’s slippery. (Get it? ‘Cause aboleth tiefling? Haa.)
13. If they can use magic, what’s their favorite spell?
It varies! As far as damage spells go, my DM and I have been playing with the idea that she has a unique ability to morph the elements that specific spells produce, as a result of her firm connection to Wild Magic and the chaos of it all. And since she’s an aboleth tiefling, the damage she prefers is psychic. So I’ve turned cantrips like Shocking Grasp into spells that uhh kinda sorta make people’s eyes bleed. Other than that, she uses Misty Step and Chromatic Orb/Chaos Bolt a lot.
For utility spells, #1 is Detect Thoughts. She has inherited her father’s keen telepathic abilities, so she’s always in other people’s heads. It’s a blast. (And very rude. Don’t do it at home.)
20. Are they religious? If so, what god or gods do they serve?
Welllllllllllll, in the country she’s from, religion has been entirely banned. So, she doesn’t like the godly-gods. But her and her family are closely related to the archdevils, and she technically is serving one of them (her dad, a heavily homebrewed version of Gargauth) by doing his bidding on the material plane, so I guess him?
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kingdomofzythania · 6 years
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■ Quip Group 2: Moves toward Sirena.
■ K turn: Koe chases and attacks group 2 with his double hand axe and kills
2 quips.
■ Ch turn: Chummy bites the rat in his mouth in half, but only bites halfway
through the rat, hitting the spinal cord. The quip begins biting Chummy’s tongue due to the quip’s nerve damage.
● 2nd attack: rapier attack, doesn’t hit
○ DM: “Chummy is way too tired so he decides to leave the
group ro go get an energy drink to fight off his narcolepsy.” 2
■ S turn: Sirena uses fire bolt, but it doesn’t hit.
● She tries to create a fire bolt, but it blows up in her hand. She
throws a temper tantrum because none of her attacks have been hitting.
○ Round 5:
■ Tw turn: Twang eats two rations of food to improve his health.
● He inhales his rations and says “Hmmm, just like Mom used to make”. Gains 2hp.
■ Quip Group 1: Swarm closes in on Koe, thinking about attacking, but gets timid.
■ D turn: Doryu looks around, but it is too dark. He rolls for perception
● It’s dark, dim, and wet and he knows he does not belong there.
■ El turn: Elaria uses Shocking Grasp aimed at group 2
● She hits the group with lightning and the group starts to scatter
■ K turn: Koe swings at groups 1 and 2 with his hand axe
● Misses group 1, but hits group 2 and they take three damage
■ Ch turn: Chuy is still getting an energy drink to help with his narcolepsy
■ S turn: Sirena uses Chromatic Orb aimed at group 1. It doesn’t hit.
○ Round 6:
■ Tw turn: Twang passes his turn for a short rest
● Behind the fountain, Twang covers himself with his feathers and
curls up into a ball. Gains 4hp
■ Quip Group 1: Tries to attack Koe’s ankles. They knick his ankles, but not
enough to cause damage.
■ D turn: Doryu is still underground.
■ Quip Group 2: group 1 and 2 combine and then separate into two equal
groups
● During their scattering, they bite each player and they each take 3
damage.
2 The person who plays Chummy was getting really tired and uses this time to go down the street to 7-11 to get an energy drink.
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rezby · 7 years
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we’ve just hit level 4 in the d&d game, and my sorcerer is planning to take the magic initiate feat instead of +2 to cha.
I cant decide if I want to make the choice thats somewhat out of character, but has the most utility and out of combat survivability, or the more in character, in combat choice. If I choose druid as my class, I’d take goodberry as my 1/day spell (there has been 0 magical healing in this campaign so far, as the DM has this custom homebrew magic system (basically us magic users need to actually discover our source of power in game, we dont just magically start with magic. so we have extra cantrips but didnt get spells for a bit). getting knocked out in combat is a huge hassle. still.), and mending and guidance as my new cantrips, for super utility to the party. which the optimizer in me wants to take.
alternatively, I’d pick sorcerer for more spells. I’d take shocking grasp and mending as more cantrips (lightning is my dragon element btw, soon it’ll become relevant), and probs either chromatic orb or ray of sickness as a spell. maybe charm person?
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hellyeahheroes · 5 years
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Building Virgil Hawkins in D&D
I need to distract myself from this X-Men melodrama shit so I’m doing another D&D build. This time how about we try to build one of Dwayne’s McDuffie’s greatest creation, electric nerd from Dakota, who may be known to you as Static or
youtube
First, let us consider the goals of this build. We need to accurately reflect Virgil’s wide array of powers, including electric and magnetic abilities, some sort of healing and resistance to mind control and telepaths and few of Static’s iconic moves. And second, we need to get him his floating disc.
For Abilities, we will be using standard point array (15, 14, 13, 12, 10, 8). As always I follow some of the guidelines from Tulok the Barbarian who inspired the creation of these builds. If you want or your DM tells you to roll or use point buy, go ahead and use this is a guideline. Remember that even numbers are better. We will prioritize Intelligence, Virgil is a textbook superhero with a textbook in each hand. Constitution will follow as de facto one of the most important stats in the game, then Dexterity and Wisdom, our lowest stats being Charisma and Strength. The base should look like this STR: 8 CON: 14 DEX: 13 INT: 15 WIS: 12 CHA: 10
Now for D&D outdated term for species, Race. As a Boom Baby Virgil is a Human of the Variant kind. Variant Human gets +1 to two Ability scores, I suggest rounding up numbers for Intelligence and Dexterity. You also get a bonus skill, choose Acrobatics
Variant Humans also get a feat. We will pick Magic Initiate, letting us grab two Cantrips and one 1st level spell from Cleric spell list - we can cast Cantrips as much as we want but we can cast 1st level spell only once per long lest and only on the lowest level. 
Sacred Flame forces a single target to make a Dexterity saving throw or take 1d8 radiant damage - this scales with your total level to 2d8 at 5th, 3d8 at 11th and 4d8 at 17th level - you can easily say it is one of Static’s bolts of electricity since radiant damage is basically light and light is s form of energy. 
Speaking of which, our second Cantrip will be Light. Upon touching an object, not larger than 10 feet in any dimension, you make it emanate bright light in a 20-foot radius and dim light in the next 20 feet. It lasts for one hour, until you cast it again or take an action to dismiss it.
For 1st level spell, we will pick Cure Wounds, which allows us to regain 1d8+ your wisdom modifier of hit points. This is one way to give Static his, admittingly minor, healing powers.
For the Background, we will customize one. Pick up two skills - Perception and Athletics. The former is one of the most important skills in the game and the latter is only skill tied to Strength - meaning that if your DM asks to have you roll a Strength save or check you can likely argue it should be Athletics check instead. Take proficiency with Herbalism Kit to make yourself healing potions and a free language of your choice, pick something campaign relevant. And Watcher’s Eye feature from City Watch’s background, which allows you to recognize easier secret hideouts of local law enforcement and criminal organizations.
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Now for the Class. While he received his powers through a freak accident, Virgil is known from his creative and intelligent approach to his abilities, he clearly studied them and related physics to do what he can do. As such, we will make him a Wizard. Besides, this is an RPG nerd, I bet you he played enough D&D to know Wizard is Tier 1 class across the editions.
We get proficiencies with daggers, darts, slings, light crossbows and quarterstaffs (which is close to a weapon Static used in one of the incarnations but useless for the build), Intelligence and Wisdom saving throws and two skills, pick Investigation and Arcana, which is closest D&D fantasy setting has to science.
Wizard’s main powers are spells. You get a spellbook to which you copy spells, each new spell copied takes 2 hours and costs 50 gp. Each day during long rest you choose which spells to prepare for next day, equal in number and level to the numbers show in Spell Slots Per Day part of Wizard table plus your Intelligence modifier. They cannot be of a higher level than that of which you have available spell slots. I see it as Virgil having a notebook to which he writes down his new ideas how to use his powers and keeping notes on how they work.
If a spell asks you to make an attack roll it is with your proficiency modifier + your Intelligence modifier. If it asks for a saving throw, the difficulty of the save is those two modifiers plus eight. 
First, we learn Cantrips, small spells that Static can cas as many times as he wants. We start with 3 of them and my suggestions are:
Lightning Lure - the target must make a Strength saving throw of be pulled 10 feet towards you and take lightning damage - which scales up with your total level just like Sacred Flame above - if it ends 5 feet or less away from you.
Prestidigitation - just a number of minor utility effects that are fun to have and can easily be portrayed as you using your electric powers to make them happen.
Shocking Grasp - you make a melee attack, with an advantage if the target is wearing metal armor, on a hit you deal 18d lightning damage (see the mentions of scaling above, same deal here) and cannot take reactions until the start of its next turn. Virgil has a different name for it, obviously
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We also start having six 1st-level spells in the Spellbook. I���ll list my suggestions and then will list spells for higher levels whenever you get new spell slots for it but remember, you can add any number of spells you come across as long as you have the money for it so if you see something that feels especially Static-like or just good to have, go ahead and get it. 
Shield is cast as a reaction to upcoming attack or an enemy casting Magic Missle, it lasts one round and gives you +5 to Armor Class and protects from Magic Missle
Absorb Elements is also a reaction spell letting you gain resistance to upcoming damage of any elemental type, and then deliver 1d6 damage of that type to the first person who hits you. I see it as some of Static’s resistance to other electric powers.
Witch Bolt deals the target 1d12 lightning damage AND you can then stay and concentrate for up to one minute, to make it take another 1d12 damage on each turn as long as you won’t do anything else, target doesn’t move from the area or won’t hide behind a cover, making you lose the sight of it. And it scales if you cast it from a higher spell slot, adding extra d12 for a level.
Feather Fall lets you slow the fall of up to five targets for one minute, if they land in this time they take no damage and land on their feet. Explain it as Virgil using some of his magnetic powers.
Chromatic Orb is another offensive spell, it allows you to make a ranged spell attack for 3d8 (+1d8 for each additonal level of a slot from which you cast it) damage of chosen type. Since this is Static you’ll be likely choosing lightning or thunder or maybe fire (as with any spell dealing fire damage I’ll bring up, just say the target got burned by lightning) as lighting ball, but acid, cold and poison are also available in a pinch.
Mage Armor increases your armor class to 13 + your Dexterity modifier, which may go a long way since you do not wear armor. Write it off as Static wrapping his body in a protective magnetic forcefield. Also, it stacks with Shield since it changes how your AC functions and Shield is a bonus to your AC, just saying for incoming conflict with the DM.
EXTRA: Tenser's Floating Disk lets you create a disc that can follow you and carry up to 500 pounds of weight but you cannot ride it as it has no power to move on its own. It is a poor substitute for Static’s disc but if you have a generous DM you might talk about it and work something out, maybe agree to combine it with your flying spells. If not, ignore this bullet point
Finally, you get Arcane Recovery, allowing you to regain some of your expended spell slots every short rest. These spell slots cannot be of level higher than 6th and their combined level cannot be higher than half of your wizard level rounded up.
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On 2nd level Wizard gets to choose Arcane Tradition and we’ll pick School of Theurgy. it allows us to choose one of the Cleric domains and gain a limited number of benefits from it. We will explain it as Virgil trying to study nature of his powers from all angles, both Arcane and the Divine since we’re treating magic as replacement science for this build. We will choose Tempest Domain. From now on you whenever you can advance in levels you can replace one of the spells in your spellbook with Cleric Domain spell of a level you have spell slots for. If one of the spells I suggested isn’t working out for you or you picked a spare spell to replace (or just stumbled across it because it is also a Wizard spell), grab Thunderwave - it forces every creature in 15-feet radius from you to make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away from you.
You also get Channel Arcana, allowing you to copy effects of Cleric Channel Divinity feature, you can do it once per short or long rest (twice from 6th level and three times from 18th) and choose one of two options. Destructive Wrath lets you not roll damage on a spell dealing lightning or thunder damage - you just declare it deals maximum damage. Divine Arcana lets you add +2 to an attack roll or saving throw difficulty of a next spell you cast if it requires one.
The third option is Turn Undead, which basically frightens undead creatures that see you - everyone must make a Wisdom saving throw at your spell save difficulty or be turned for 1 minute or until it takes damage. It forces them to spend its turn moving away from you, makes them unable to willingly move closer than 30 feet towards you and is prevented all actions or reactions other than dash to get out of what doesn’t let it move or dodge if it cannot move. I guess we all know now why Static wasn’t in Blackest Night as he would make Nekron and all Black Lanterns run back where they came from.
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And 3rd level you get 2 2nd level spell slots so I think it’s time we get you your Static Cling. We will need two spells for it. Spider Climb is a concentration spell that allows you to walk on walls up for one hour. Hold Person forces a Wisdom Saving throw to a forced target, making it paralyzed as long as you maintain concentration, up to one minute, with additional saving throws at the end of each of its turns. If cast from a higher-level spell slot it can affect an extra target for each level.
On 4th level, you get an ability score improvement, boost your Intelligence. For your next 3rd level spell pick Levitate, it lets you make yourself or another target float in the air and control on what height it is. Living creatures can move with speed as if they were climbing. If your DM is generous, convince them to let you combine it into one spell with Tenser’s Floating Disc. If not, cas it at a metal disc tied to your feet and move with your other leg like a skateboard or just try other tricks to get that effect, something may get past the DM.
You also learn a new Cantrip, Booming Blade lets you make a weapon melee attack. On a hit, the target is coated energy until your next turn and if it willingly moves, it will take 1d8 Thunder Damage, scaling to 2d8 once you reach 5th level, 3d8 on 11th and 4d8 on 17th, from 5th level the attack itself also deals extra 1d8 lightning damage and an additional 1d8 from levels 11th and 17th
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5th level Wizard learns two 3rd level spells and you get a 3rd one on 6th level.
Protection from Energy grants you or someone else up to 1 hour of resistance to the chosen type of damage and lighting and thunder are both on the list of options
Lightning Bolt lets you deal to each creatures in 100 feet long and 5 feet wide line 8d6 lightning damage (+1d6 for each additional level from which you cast the spell) and a half on a Dexterity saving throw. 
Fly lets you give a target a flying speed of 60 feet for the duration but it is a concentration spell so be careful. Also, unlike Levitate if you are still in the air when it ends you fall on your face.
On 6th level, you also get your Arcane Tradition Feature. Arcane Acolyte lets you grab Tempest Cleric’s Wrath of the Storm, which you can use as a reaction when hit by a melee attack from a creature you can see to deal 2d8 lightning or thunder damage to it or half on a successful Dexterity saving throw.
On 7th and 8th Level you gain 1 4th level spell each. 
Elemental Bane lets you remove resistance from a target that fails its constitution save and take additional 2d6 damage each time it is dealt damage of chosen type. It is sadly concentration so you may need to cooperate with someone else on it. Consider it for a Black Lightning team-up. 
Storm Sphere creates a 20-foot radius sphere of whirring air that forces creatures inside to make a Strength saving throw or take 2d6 bludgeoning damage, turns area inside into difficult terrain and allows you to, while maintaining concentration on it, on each turn take a bonus action to make a ranged spell attack with an advantage against a target inside for 4d6 lightning damage.
On 8th level, you get an ability score improvement, but we will take a feat. Elemental Adept lets you ignore resistance to lightning damage and whenever you roll damage for them, you treat any 1 on the dice as a 2.
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9th Level Wizard gets 5th level spells 
We will grab one from Tempest Domain - Call Lightning. It works only outside and creates storm clouds above you in 60-foot radius, then choose a spot and made it hit by lightning, dealing 3d10 lightning damage to all creatures within 5 feet from that point, half on a successful DEX save. You can maintain concentration up to 10 minutes to make this continue and make another lighting strike on each of your turns. It deals extra 1d10 damage when cast from a higher level and an extra 1d10 if there was already stormy weather when you cast it. I’m sure there is a scientific explanation on Virgil suddenly stepping on Storm’s territory but I sucked at physics.
We also get an extra 4th Level Spell. Fire Shield surrounds your body in thin flames for 10 minutes, no concentration, that provide you light and either a) resistance to cold damage and 2d8 fire damage to a creature that hit you or b) resistance to fire damage and 2d8 cold damage. Explain it as Virgil using electricity and it burning whoever touched him.
10th Level wizard gets a new Cantrip and a new 5th Level Spell
Our Cantrip will be Mage Hand, it creates an invisible hand that can do minor things for you up to 30 feet away. It cannot attack or activate magic items or carry more than 10 pounds but it is a good way to show Virgil’s magnetic powers performing minor tasks. 
Our 5th Level Spell is gonna be Wall of Force, it summons a, maintained by concentration up to 10 minutes, invisible wall through which nothing can pass, be it enemies, projectiles, spells or even ghosts (no, seriously) and it cannot be dispelled by Dispel Magic. The only way to destroy it is a Disintegrate spell.
On 10th level we get a new Arcane Tradition feature and School of Theurgy grants us Thunderous Strike from a Tempest Domain. Thunderous strike lets you push a Large or smaller creature up to 10 feet away from you whenever you deal it thunder or lightning damage.
11th Level Wizard opens for us 6th Level Spells. Chain Lighting hits a single target and then up to 3 other targets (+1 extra if you cast it from higher levels) within 30 feet from it and deals them 10d8 Lightning Damage, half on a successful Dexterity saving throw.
12th level wizard gets an Ability Score Improvement, cap your Intelligence as your most important stat.
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13th Level Wizard gets 7th Level Spells. Forcecage traps creatures within 20 feet radius inside an invisible force-field that they cannot leave through nonmagical means, can’t be dispelled by Dispel Magic and traps even ghosts. It lasts up to 1 hour. Attempts at teleporting out of it are successful on Charisma saving throw so it’s a good thing we just maxed out our Save Difficulty.
14th Level gives us our last School of Theurgy Arcane Feature, Tempest Cleric’s Stormborn. You now have a flying speed equal your walking speed as long as you’re outside. Honestly, at this point, you can forgo other flying means and grab a disc and just say you use it to surf in the air, DM should understand.
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15th Level means 8th Level Spells. Mind Blank for 24 hours, no concentration needed, gives immunity to psychic damage, sensing emotions, reading thoughts, frightened and charmed conditions through magical means and divination spells, even up to including freaking Wish. Cast one on you each morning to never fear you may get kidnapped and exposed to Anti-Life Equation
16th Level Wizard gets Ability Score Improvement, I suggest adding +2 to Constitution - many of your spells are concentration so you don’t want to blow that check and extra hit points (and remember, upgrading your Constitution grants you extra his points retroactively as well).
17th Level allows us to pick a 9th level spell. We will reach our last gift from Tempest Cleric - Destructive Wave. This spell deals every creature within a 30-foot radius from you 5d6 thunder damage and 5d6 radiant or necrotic damage or half of it on successful Dexterity saving throw. Amusingly enough it is a paladin spell that Cleric only gets as a bonus from Tempest Domain and we got it on a Wizard due to School of Theurgy. No one can say Virgil hasn’t studied his powers thoughtfully.
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18th level grants us Spell Mastery, allowing us to pick a single 1st level spell and a single 2nd level spell. From now on when Virgil has them prepared he can cast them as Cantrips, as many times as he wants without spending a spell slot, but only at their lowest level, higher ones still require a spent spell slot. Don’t worry about your picks, if they don’t work changing them costs you only 8 hours of study.
We also get a 5th level spell slot and my recommendation is Hold Monster - it basically works like Hold Person but is not limited in who can it be used against. See it as Virgil improving his Static Cling power.
19th Level Wizard gets the last Ability Score Improvement but we will once again take a feat. Even better we will take the same feat as before - Elemental Adept, now granting its bonuses to another type of damage we’re dealing, thunder.
We get a new spell slot for 6th level spells. Globe of Invulnerability surrounds you with a 10-foot radius force field that can be upheld with Concentration up to 1 minute. No 5th level spell cast outside the globe can affect the area within it and vice-versa and this effect blocks one additional level of spells for each level of spell slot above 6th that you cast it from.
20th Level Wizard allows us to choose 3 3rd-level spells as Signature Spells. It basically works like Spell Mastery described above plus these spells are always prepared and do not count against our limit of spells prepared. They don’t even have to be spells we were discussing here, as that level has some fan-favorite utility spells like Counterspell, Dispel Magic or Haste.
We also get a new 7th level spell slot. Reverse Gravity causes everyone in a 50-foot radius to fly upwards for 100 feet and if they hit something on their way they take damage as if they feel on the ground from above.
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And so we have it, Static as a 20th level Wizard. How playable it is? I mean, it’s a 20th level wizard, so a very much. You have several means to fly, can dish out a lot of damage and overcome resistance and have enough means to protect yourself and control the battlefield. On the downside you’re squishy and if Power Word: Kill won’t get you instantly, one or two hits should likely bring you down within the range. We didn’t cap Constitution which is means concentration is not as good as it should be, lack of armor and low Dexterity means we’re easy to hit and forces us to rely on all these protective spells and stay away from the first line. Finally, even with Elemental Adept Lightning and Thunder are things a lot of enemies will be resistant or even immune to. But unlike his comic book, D&D is a team effort so join forces with someone more durable, who can take a hit. And in a pinch remember you can pick up more spells than the ones I listed. Say what you want about him, but Static has shown he can think on his feet.
You have any suggestions or criticism about the build? Be sure to share them, And check out my previous Cassandra Cain and Nico Minoru builds.
- Admin
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kingdomofzythania · 6 years
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Session 1
DND Kingdom of Zythania Campaign Notes: June 9, 2018: 1. Kingdom of Zythania: ● Kingdom is ruled by mages. Half the kingdom is in darkness, other half of the kingdom is in light ○ Zythanlit: light half of kingdom. Inhabited by humans and is where all of the shops are located ○ Zythanrit: inhabited by dark creatures and kenkus ● Inhabitants of Zythanlit feel very threatened by the dark creatures from Zythanrit. They are always on edge when inhuman creatures end up in Zythanlit. 2. Start of campaign: Summoned by a Letter ● Each player’s character receives a letter in the mail from something called the “Midnight Bane”. ○ Letter tells the characters to meet on a certain day at a maze. ● Each character has their own entrance to the maze. Characters enter through their own individual door. ● Roll order for entering the maze: Sirena (Wood Elf sorcerer), Elaria (Air Genasi sorcerer with elf roots), Doryu (Dragonborn monk), Twang (Kenku), Koe (Tiefling) 3. The Mysterious Maze ● Sirena enters the maze: ○ Fights and defeats a kenku. ○ Must pick between left and right doors. Goes through right door. ■ Meets Twang the kenku, learns that he is friendly and group up. ● Elaria enters the maze: ○ Fights a deep gnome. ■ Elaria tries to use her quarterstaff, gets stuck in the casing, does not work in her favor. ■ Deep gnome tries to use it's axe on Elaria. Does not work, axe goes backwards instead. ■ Elaria uses lightning chromatic orb (can use 1x). Lightning orb kills the deep gnome and he shits himself as he dies. ○ Left or right door? Chooses the left door. ■ Meets the “nasty ass douchebag” Koe. Asks if he is a friend or foe. He is a dick and asks the same question. Elaria tells him about fighting the deep gnome. Rolls perception check to see if Elaria telling the truth. She is telling the truth. He reveals himself to be friendly and they group up. ● Doryu enters the maze: ○ Doryu fights a skeleton He keeps making bad rolls and loses a lot of health. Eventually kills the creature. ○ Left or right door? Can't remember which he picked. Goes through the door, meets Elaria and Koe. Elaria asks if he is friend or foe after he asks her. Asks him where he came from. He explains to her about the letter and the fight. Elaria rolls to see if he's lying: comes to conclusion that since he's a monk and all bloody, he is being honest and can be trusted. He joins the crew.
● Twang and Sirena enter through Twang’s door:
○ Must fight a goblin.
■ To be honest, I didn't take notes on this fight because I was coloring.
■ Twang takes one of the skeleton’s femurs as a trophy and puts it in his
bag.
○ “How to Train Your Kenku”: Sirena is teaching Twang more words to expand his
vocabulary.
● Koe, Elaria, and Doryu enter through Koe’s door:
○ Before entering: Elaria rolls perception to investigate the room. Sees a creature crouching behind a wall on far side of room.
○ Enter with Doryu behind Elaria because he is injured. Koe shoots the creature behind wall, hits creature in the chest. Creature comes out from behind wall and comes closer. Creature is a Kuo Toa. Elaria uses Shocking Grasp, it hits and lightning startles KT. Creature knicks Elaria’s ribcage with sword (take 2 damage). Koe stabs KT. Doryu uses Dragonbreath and kills KT. Doryu fillets the KT, eats some (gains back health points), and puts the remaining fish fillets in his bag.
○ Left or right door? Left. Elaria and Doryu roll perception to investigate room. Elaria gets a bad feeling from room. Doryu can see trip wires in the room. Elaria and Koe investigate right door. See two people in room. Go through right door.
■ Meet up with Sirena and Twang. Twang tries to speak and says “KANSAS!” No time to figure out if everyone is friendly. Sirena and Elaria decide they friends though.
● Battle with the Lich:
○ Lich appears in the room. Elaria and Sirena try to convince others not to fight the Lich. They argue with Doryu and Koe over it. Twang shouting “fight” and “KANSAS” in the background. Elaria snaps at Koe calling him an idiot who wants to die. Everyone rolls to see who decides whether or not group fights it: Koe and Twang. Decide to fight. Koe charges at Lich and it disappears.
● Enter Panrose!:
○ Old man in robes and sporting a beard enters the room and calls Koe a “crazy fuck”. Very hyper and flamboyant man. Elaria asks who he is.
■ Panrose the Great Sorcerer
○ Elaria asks why they were summoned here. Panrose reveals backstory:
■ He was the leader of the Midnight Bane, a group of 6 members that ruled Zythania. Each member has intense powers and they use their powers for their own benefit, not for the benefit of Zythania. They take taxes from the kingdom to add to their riches. Panrose had a change of heart and left the Midnight Bane and is now trying to bring about their downfall. Panrose reveals that he has the power to create. He created the underdark creatures that were in the maze. He explains that they were not real creatures.
● Twang looks in his bag and the skeleton femur is gone, confirming Panrose’s abilities to be true.
● Elaria gets angry for being tricked in the maze. Yells at Panrose, the controls her temper and apologizes.
■ Panrose states that he summoned everyone here because he left the brethren of the Midnight Bane a while back and he needs a group of individuals to take down the Midnight Bane.
○ Elaria asks Panrose why he picked them specifically.
■ “Oh that’s simple...you’re the first ones to answer the ad.”
■ Panrose has been sending out the letters for 20 years and only Sirena,
Elaria, Doryu, Koe, and Twang were crazy enough to show up at the maze.
● Koe: “And you didn’t think to change your method?”
● Panrose (confidently): “NOPE”
○ Panrose asks the group if they will take him up on his offer and defeat the Midnight Bane.
■ Elaria asks why they should care about what the Midnight Bane are
doing.
● Panrose: “You saw what I created in the maze. Well, they can create...bigger and badder things. Oh also they are the ones creating the everlasting darkness in Zythanrit.”
○ Sirena asks Panrose what is in it for them.
■ Panrose: “Bettering Zythania”
■ Sirena: “No what’s in it for us? What are you going to give us to do this?
Resources? Money?”
● Panrose snaps his fingers and worms rain down on Twang.
Twang says he’s in. For some reason Panrose gives Twang his left shoe and Twang puts the shoe on his beak? Twang puts the shoe back in his bag.
■ Panrose says he’ll let everyone stay in his lodge (his home) on the outskirts of Zythanlit.
○ Everyone decides to take on Panrose’s mission and defeat the Midnight Bane. Panrose transports the group from inside the maze to in front of the lodge.
■ Exploring the lodge: Lodge is a two story loft. First floor has a living area and a fireplace. Upstairs, there are beds for sleeping in. The lodge is dusty and dirty, looks like it hasn’t been lived in for a while.
● Still angry at Koe for trying to fight the Lich, Elaria proclaims that she wants the bed farthest away from Koe. Koe is being a dick and Elaria tells him that she doesn’t like him at all because he’s an idiot.
■ Sirena states that there are two options at this point: stay at the lodge and clean, or go explore the town. Guys proclaim they could use a drink. Group decides to go into Zythanlit and try to find a tavern.
3. Exploring the Town: Frenchie’s French Fresh Pub
● The group enters Frenchie’s French Fresh Pub and all of the people in the pub turn to look at them. Probably because most of the group is inhuman and there is a kenku within the group.
○ Twang rolls a perception check to observe if the situation in the bar is merely uncomfortable or threatening.
■ He observes that the townspeople seem very uncomfortable due to his presence as a kenku. He is not new to the prejudice that accompanies his race within Zythanlit. Townspeople seem anxious, but not threatening, so the group walks over to the bar and the odd bartender.
● Enter Frenchie!
○ Group begins interacting with the bartender, a man with a sick French mustache and a silly French accent. He’s very hyper and excitable just as Panrose is.
■ Frenchie introduces himself and asks a simple question to the Sirena, the most normal looking in the group: “What’s with the bird”
● Group assures Frenchie that the bird is friendly and nonthreatening.
○ Group decides to ask Frenchie for information on the town and the Midnight Bane.
■ Frenchie states that he’s new to the town and has only been there for three years when he opened this bar and that he has heard of the Midnight Bane by name, but doesn’t know anything about them.
● Doryu tries to bribe Frenchie with money. Frenchie does not understand it is a bribe “What is this for? You want this?” (he says as he rubs his nipple)
● Koe, impatient as usual, sits down at the bar and takes his knife to intimidate the barkeep.
■ Sirena takes a shot in the dark and asks Frenchie if he has heard of Panrose.
● Frenchie’s response: “ Do you know Panrose?”
● Twang takes Panrose’s left shoe out of his bag and puts it on the bar counter.
○ “Oh you know Pansy?! I know Pansy for long time, he
cheated with the wife of my second cousin twice removed!
We go way back!”
○ Elaria notices the inconsistency in his story and calls him out on it: “Wait, how do you know Panrose for a long time if 4. Bar Brawl! You only have been in the town for three years and Panrose has been in a maze for twenty years, not in the town?” ○ Sirena calls him out too: “And if you know Panrose for so long, how do you not know a lot about the Midnight Bane since he was their leader?” ○ Koe stands up and points his dagger at Frenchie. ● Frenchie, caught in his lie, starts to talk more. He knows that Panrose was in the Midnight Bane, but left for some reason. The Midnight Bane live in a castle and each member rules one floor of the castle. The Midnight Bane send creatures into Zythanlit to take taxes from the shopkeepers. Frenchie is afraid to say more because what he knows could put him in danger. ○ Noise comes from outside the bar. The bar quiets and all of the townspeople leave. Frenchie tells the group they need to leave. ■ Group asks what’s going on and Frenchie says that creatures are coming. Sirena puts two and two together and realizes it’s the Midnight Bane’s henchmen coming for the tax money. ● Group tells Frenchie they’ll take care of the creatures in exchange for information. Frenchie tells the group no, but that he will give them money in exchange for their help. Group decides to put a pin in the information issue until after the fight. ● Four skeletons walk into the bar. Group stands in front of the bar. Frenchie hides behind the bar. ○ Round 1:
■ Serina turn: Sirena tries to use Acid Splash, but fails. ● One of the skeletons becomes angered and lounges at Sirena. It closes the gap, but does not land a blow on Sirena. ■ Doryu turn: Doryu tries to attack using his sword. Instead, he falls off the bar stool when trying to take the sword out of the sheath. ● Closest skeleton slashes Doryu’s back.
■ Elaria turn: Elaria tries to use Shocking Grasp, rolls a 2 so it obviously doesn’t work well. Lightning rattles the skeletons bones.
● This angers the skeleton, who stabs its sword through Elaria’s hip. Elaria takes 5 damage (now down to 5 health points, very low on health).
■ Twang turn: Twang destroys one of the four skeletons with his swords. He takes one of the skeleton’s femurs as a prize and stuffs it in his bag. ****The group has now been playing for over 3 hours and it’s 11pm, so they call it a night. Bar brawl to be continued next session*****
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