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#limit the cast to like 3 important people MAX and then everyone else MUST BE VISUALLY DISTINCT
grailfinders · 3 years
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Fate and Phantasms #173: Sherlock Holmes
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Yes we’re going out of order, but I have a very good reason for this! ...Well, not really. We were already in the geniuses section, and any excuse to not think about summer while it’s still 40 degrees out is one I’m going to take.
Anyway, today we’re making the man famous for discombobulation, Sherlock Holmes! Track down mysteries, show up everyone else in the party, and kick ass with Baritsu. Easy stuff.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Chaldea’s other resident genius.
Race and Background
There are some theories about Sherlock’s race, but for simplicity’s sake we’ll call you a Variant Human, giving you +1 Dexterity and Wisdom. You also get Sleight of Hand proficiency for some close-up detective work, and the Keen Mind feat, giving you +1 Wisdom, the ability to always point north, perfect time telling, and the ability to recall anything from the last month in-game, a.k.a. the DM’s nightmare.
You know a lot yourself, but you also know how to build and maintain an archive, so the closest background to match would be the Cloistered Scholar background, giving you proficiency in Nature and Religion. Arcana and history would suit you better, but I’ve got something in mind for that, and good things come to those who wait.
Ability Scores
As you’d probably expect, your Wisdom and Intelligence are pretty freaking high. You are Sherlock Holmes after all. You’re pretty strong, but the reason you’re so scary in a fight is because of your technique, so we’re going with Dexterity here instead. You snort cocaine like it’s going out of style, so your Constitution has to be able to keep up. This does mean your Strength is a bit low, but you’re practically an anime protagonist, there are some things we just can’t get in a balanced build. Finally, dump Charisma. Half the reason you drag Guda along on your cases is to talk people out of thinking you’re the murderer, honestly it’s kind of embarrassing.
Class Levels
1. Rogue 1: You’re a skilled guy, and rogues get skills for days. You get proficiencies in Dexterity and Intelligence saves, as well as four skills- Deception for disguises, and Insight, Investigation, and Perception for cases and clue-catching. You also get Expertise in two skills, doubling their proficiency bonus. Right off the bat I’d suggest Insight and Investigation so you can hopefully get to the bottom of things quickly. Foiling a plan at the last second is thrilling and all, but utterly shutting down a villain is so satisfying.
To help with that, you can use a Sneak Attack once per turn if you’re using a ranged or finesse weapon and either have advantage against a target or a friend within 5′ of them. You also learn Thieves’ Cant, it’s a language that will be especially helpful when you have to navigate the criminal underbelly of a city.
2. Monk 1:None of that was Baritsu though, so we’re bouncing over to monk for some Martial Arts. You can use Dexterity instead of Strength on monk weapons (this does not make them finesse), and spending an action to attack with one also lets you make an unarmed attack as a bonus action. Your unarmed and monk weapon attacks also do at least a 1d4 of damage.
You also get Unarmored Defense, making your AC 10 plus your dexterity modifier plus your wisdom modifier. I don’t care how hot it looks, that corset isn’t armor.
3. Cleric 1: Last multiclass, I swear. Since you can literally make clues appear like magic, we kinda need a bit of magic. Clerics get Spells that they cast and prepare using their Wisdom, which you might have noticed is becoming a pretty important ability for you.
If you want clues, you’ll need knowledge, at least enough to know that the Knowledge domain can help with that. At first level you gain the Blessings of Knowledge, making you proficient in History and Arcana and doubling those proficiencies as well (hey, see what I said about waiting?).
You get three cantrips for joining the clergy, Light gives you some of those cool magnifying spotlights you carry around, Thaumaturgy for some parlor tricks, and Guidance for when you really have to focus.
For first level spells, Command gives you a basic command spell, and Identify teaches you all about the magic affecting an item or creature. Normally that would be more of a research montage, but some times you’re in a hurry. 
As far as actually prepared spells go, anything with “Detect” in the name is a good pick.
4. Rogue 2: Now that we’ve got our spread, let’s build some of these classes up. Second level rogues can make Cunning Actions, Dashing, Disengaging, or Hiding as a bonus action. If you already spent your action rifling through someone’s files and they’re about to burst into the room, you’ll thank me.
5. Rogue 3: There’s really only two possible picks for your subclass, and we’re saving the Mastermind for Moriarty. As an Inquisitive, you have an Ear for Deceit, giving your Insight rolls a minimum of 8 on the die. On top of that, your Eye for Detail lets you make Perception and Investigation checks as a bonus action, further speeding up the process. On top of that, your Insightful Fighting uses your bonus action to make an Insight check versus a creature’s Deception check. On a success, you don’t need advantage to make sneak attacks against that creature for up to a minute. Finally, your Steady Aim uses your bonus action to get advantage on an attack if you don’t move that turn. I’d just use your insightful fighting, but your rival might push you to your limit.
This is a lot of stuff to do on your bonus action, and it’s only going to get worse from here.
6. Monk 2: Back at the school of Baritsu, you gain Ki Points that you can spend to make two unarmed attacks, dodge, disengage, or dash as a bonus action. Doing either of the latter two also doubles your jump distance for the turn. You also gain Unarmored Movement, increasing your movement speed by 10 feet while not wearing armor.
7. Monk 3: We need the most technique in the fewest levels, so that means we’re turning to the Way of the Open Hand once more. Your Open Hand Technique gives extra benefits to your flurry of blows. On each hit, the creature either can’t take reactions for a round, must succeed on a dexterity save or be knocked prone, or must make a strength save or be pushed 15′ away.
You can also Deflect Missiles as your reaction, catching an incoming attack and reducing its damage, possibly sending it back at the enemy if you bring it down to 0.
8. Monk 4: Our first Ability Score Improvement will instead be used to make you Observant, bumping up your Wisdom by 1, giving you +5 to passive perception and investigation, and allowing you to read lips. You can also Slow Fall as a reaction to take less fall damage. Hey, any help to survive the Reichenbach is well appreciated.
9. Rogue 4: Back in rogue now, your second ASI is going towards your Dexterity for stronger and more effective attacks, as well as a higher AC. 17′s pretty good for a corset.
10. Rogue 5: Fifth level rogues get an Uncanny Dodge, allowing you to react to an incoming attack and halve the damage. 
11. Cleric 2: You didn’t think we forgot about this one, did you? Knowledge clerics get two Channel Divinity options each short rest. Turn Undead is your bog standard option, or you can gain the Knowledge of the Ages, spending an action to gain proficiency in one skill or tool for 10 minutes. Protagonist powers, activate!
12. Cleric 3: Third level cleric, second level spells. Suggestion is a more open ended command spell, and Augury is more “telling the future” than deduction. That being said, you do get Calm Emotions to keep your cool, as well as Find Traps, Locate Object, and Zone of Truth. 
13. Rogue 6: You know I’m a sucker for quadrupling things, so for this round of Expertise double up on History and Perception. You’re good at everything, but especially current events.
14. Rogue 7: At this level you get the powerful Evasion feature, turning your failed dexterity saves to avoid damage into successes and successes into no damage at all.
15. Rogue 8: Use this ASI to bump up your Intelligence. It’s a shame we had to wait this long for it, but better late than never.
16. Rogue 9: Your Steady Eye gives you advantage on perception and investigation checks as long as you’re moving at half speed. Unless your DM’s really keen on mapping out rp situations, this is pretty much permanent advantage.
17. Rogue 10: Another ASI, another bump to Intelligence. Does it really do anything? Probably not, but you can feel smug about it regardless.
18. Rogue 11: Your Reliable Talent means you skill rolls are always 10 or greater on checks you’re proficient with. And thanks to your knowledge of the ages, you can be proficient in just about anything.
19. Rogue 12: Use your last ASI to max out your Wisdom for more AC, stronger spells, and more skilled Baritsu.
20. Rogue 13: Your capstone ability is your Unerring Eye, an action to sense illusions, shapechangers, and the like around you. You can sense something’s off, but will have to investigate yourself. You can use this a number of times per long rest equal to your wisdom modifier.
Pros
Your minimum rolls in Insight and Investigation are 27 and 26 respectively, making you an ace detective. Your ability to root out lies, plus your photographic memory, will make any mystery you play through a breeze. (You the player still have to connect the dots, though.) Also, literally being able to see through illusions is a big plus.
Maxed out wisdom also means your open hand techniques are as strong as possible, giving you a good amount of battlefield control to beat down enemies and push them around.
Knowledge of the Ages plus Reliable Talent equals you being really good at everything when you need to be, and you’re much faster a switching things up than Hundred Personas. 
Cons
Since we only splashed into monk, your baritsu isn’t that great an option for damage. It also comes with the caveat that you can’t use your sneak attack unarmed, so you will have to carry the murder weapon around with you.
Despite being a melee fighter, your hp is pretty low, making straight confrontations a bad idea.
We really wanted Unerring Eye, but as a consequence we could only get a couple levels of the other classes. This means your ki points and spell slots are rather limited. But I mean, you’re Sherlock freaking Holmes, you’ll know when you need to use them and when you don’t.
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tigerkirby215 · 3 years
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5e Qiyana, Empress of the Elements build (League of Legends)
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(Artwork by Aley Ghallan. Made for Riot Games.)
So it turns out I was wrong about Evelynn: there is another champion who doesn’t have “the” in the title! Leave it to Qiyana to be special. Anyways: after making this post my brain decided to hype fixate on a potential Qiyana build and then... oops. It suddenly got made. Truth be told I still haven’t got a goddamn clue how Qiyana works in-game.
GOALS
Not my fault; they should have bowed - Qiyana’s an assassin which of course means we need assassin damage.
Let us throw rocks at them and laugh - The Empress of the Elements needs elements to control! Earth, Wind, Fire, and Air!
Why are you in my space? - Riot sort of just... decided Qiyana should have two dashes in her kit? I guess?
RACE
Qiyana is clearly human but the Ixtali have some innate magic to them, so for control over the primal magic of (area with trees) go for a Half-Elf for Fey Ancestry to resist charms and sleeping.
But we won’t just be going for any Half-Elf. You know me I use Dragonmarks way too much, but it works since the Dragonmarked houses are above the rest. We’ll be going for a Mark of Storm to control both the oceans and the river! As a Mark of Storm Half-Elf your Charisma increases by 2 (as per usual) and your Dexterity increases by 1. You have Windwright’s Intuition to add a d4 to any Acrobatics checks you may make (as well as Navigator’s Tools which is slightly less important), and the Storm’s Boon to resist Lightning damage. "I see you have mastered the element of wind."
Of course what we’re mainly here for is Headwinds for a bit of elemental manipulation! You can cast Gust at will, and at third level you can cast Gust of Wind once per Long Rest as a very shitty version of your ultimate! You can also learn a language of your choice and Primordial would let you speak to the earth; it’s up to you to make sure it listens!
IF DRAGONMARKS AREN’T AN OPTION: Both Drow Half-Elf and Wood Half-Elf work very well for Qiyana. Drow gives you more spells while Wood makes it easier for you to hide. You’d also get more ASIs by going for a regular Half Elf (as opposed to a Dragonmarked race) so put the +1 you’d get into Strength.
ABILITY SCORES
15; DEXTERITY - Qiyana is a master of acrobatics, doing flips and kicks as she so desires.
14; CHARISMA - A ruler is meant to be attractive... and imposing.
13; STRENGTH - That ring you carry is heavy. Also it’s a multiclassing requirement.
12; CONSTITUTION - Qiyana is squishy in League but that doesn’t mean she has to be squishy for this build.
10; INTELLIGENCE - You must know your legacy in order to rule, and while your magic is a natural gift it’s good to know your way around Arcana.
8; WISDOM - So what if you have a hot head? You can shape the river to cool yourself off!
BACKGROUND
And here you were thinking I’d use Noble... Not many know of the Ixtali people, so you’re more of a Far Traveler than anything else. You get proficiency with skills but they don’t really fit you to be honest, so take Arcana and Nature proficiency to know your natural magic. You also gain proficiency with a musical instrument or gaming set of your choice (pick your fancy) and a language of your choice (also pick your fancy!)
But most importantly you know that you have All Eyes on You. Everyone knows you’re from the great land of Ixtal, and some will offer you service to know of the history of your great land. Won’t they be excited to know they’ll be joining your kingdom too?
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(Artwork by Jennifer Wuestling. Made for Riot Games.)
THE BUILD
LEVEL 1 - ROGUE 1
You are an assassin, and an empress needs as many skills as she can get. Take proficiency in Acrobatics (obviously) and the three big Charisma skills: Deception, Persuasion, and Intimidation. You could get Performance instead for some TRUE DAMAGE, but trust me when I say Performance barely ever comes up in standard D&D. You also get Expertise in two skills: Nature and Arcana are kinda your thing, so...
As an empress you know just the right way to word your phrases to sound like Thieves’ Cant, and can understand any roguish discussion of those trying to overtake your throne. But of course as an assassin you’re expected to build lethality and Sneak Attack, doing an extra d6 to any enemy who mispositioned. 
LEVEL 2 - ROGUE 2
Second level Rogues get their Cunning Action, allowing you to have the Audacity to Dash, Disengage, or Hide as a Bonus Action. It’s really nice when I can recreate League of Legends dashes as just... the Dash action.
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype and Swashbucklers can move from enemy to enemy with ease and taunt them all the while. As a Swashbuckler you get two features but it’s more like three features: Fancy Footwork lets you dash away from a foe you’ve just hit without taking opportunity attacks.
Rakish Audacity meanwhile lets you Sneak Attack anyone who doesn’t have bodyguards, and has the added benefit of letting you add your Charisma to initiative rolls! "Some wait their turn, and some take what they deserve." Speaking of Sneak Attack: your Sneak Attack also increases to 2d6, and you also get Gust of Wind from your race now!
LEVEL 4 - ROGUE 4
4th level Rogues get an Ability Score Improvement: Dexterity kind of controls... everything that you do at the moment? So a +2 increase to DEX will go a long way.
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(Artwork by eollynart on DeviantArt.)
LEVEL 5 - PALADIN 1
Did you swear an oath to Ixtal? Well it doesn’t matter. As a Paladin you have a Divine Sense to know the lay of the land: if there are any Celestials, Fiends, Fey, or Undead walking through your river or if the land is Consecrated or Desecrated. The ability does have a limited number of uses and a limited range however, so be mindful.
You can also heal yourself (or others, I guess) with a Corrupting Potion thanks to Lay on Hands. You can even cure Poisons or Diseases with 5 health points, because no one is assassinating this empress!
LEVEL 6 - PALADIN 2
Second level Paladins get to choose their Fighting Style: while it may not be the most effective you need to control the elements, and Blessed Warrior will give you some more minor control over the world around you. Thaumaturgy is the main one we’re here for because we can’t get Prestidigitation, and while it’s perhaps not the most in-character Guidance is still always useful to have, if only to use it on yourself.
Now would also be a good chance to talk about your Ring Blade ohmlatl: I actually think opting for Two Weapon Fighting with Qiyana works quite well to recreate her weapon! I’d opt for two Scimitars but Shortswords obviously work well too. Alternatively a Rapier and Shield would still let you Sneak Attack while also letting you block attacks.
Of course you don’t just get cantrips: you get actual Spellcasting! You can prepare a number of spells equal to your Charisma modifier plus half your Paladin level (rounded down.) Divine Favor will let you use your passive to get more damage and Thunderous Smite will let you knock a foe down as if stunning them with an icy blade.
Other than that? Command suits you well but there are few other spells we really need. I’d recommend you ignore all of that and concentrate on Divine Smite, turning magic into raw damage with your blade! "I command you to die!"
LEVEL 7 - PALADIN 3
The magic of Ixtal is ancient and to bend it to your will look no further than the Oath of the Ancients. You learn both Ensnaring Strike and Speak with Animals as Oath Spells (one of which is far more in-character than the other, but hey the birds can bow to you too), and you get two Channel Divinity options:
Nature’s Wrath will let you ensnare a creature within 10 feet of you. (It’s supposed to be flavored as vines but I’d reflavor it as ice from the river.) They can make a Strength or Dexterity saving throw or get free, but if they fail they will be restrained until they break out. Yeah there’s no max duration on this! Yes they can repeat the save each turn but the point still stands!
Turn the Faithless meanwhile is your standard turning effect, only this affects Feys and Fiends. The jungle natives know to bow to you, and usurpers shall be made to bow!
LEVEL 8 - PALADIN 4
4th level means another Ability Score Improvement but I don’t think we’ve hidden in the grass enough. The Shadow Touched feat will let you increase your Charisma by 1 and will also give you the Invisibility spell for when you need it. You can also learn a first level Illusion or Necromancy spell like Disguise Self to change up your wardrobe as necessary. You can cast both these spells once per Long Rest without using a spell slot, but can then use your spell slots to cast them some more.
Speaking of spells you can prepare more of them. But again: not much I really want. I’d recommend waiting for...
LEVEL 9 - PALADIN 5
5th level Paladins get an Extra Attack, allowing you to attack twice in one turn for more chances to Sneak Attack, Smite, or both!
Additionally you get a lot of good stuff at this level! You can learn Misty Step and Moonbeam as Oath Spells to recreate Flash and what we’ll call your ultimate for the sake of this build. You can also prepare Branding Smite for more Elemental Wrath and uhhhh... oops that’s kinda all I want. I mean Lesser Restoration is nice in a pinch. Truthfully it’s 3rd level where the true Qiyana spells come in.
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(Artist unknown. Artwork made for Riot Games.)
LEVEL 10 - PALADIN 6
6th level Paladins can evade any danger with their natural beauty. Aura of Protection grants a saving throw boost equal to your Charisma modifier to yourself and anyone within 10 feet of you, so their empress can lead and put those who oppose her in the dirt.
LEVEL 11 - PALADIN 7
Oh did you think a bonus to saving throws wasn’t enough? Well as an Ancients Paladin you get Aura of Warding as well, giving yourself (and your allies) resistance to magic! This means that if you succeed on a saving throw against a spell you’ll take a quarter damage total (half of a half), and even if you (somehow) fail you’ll still only take half damage! "You are right to fear my greatness."
LEVEL 12 - PALADIN 8
8th level means another Ability Score Improvement: cap off that uneven Charisma score as well as your uneven Strength, because a +2 modifier is nice even if you aren’t really using it.
LEVEL 13 - PALADIN 9
9th level Paladins can cast third level spells which means oh boy: I get to tell you all the spells you should prepare to be in-character for Qiyana that you’re never going to be able to cast with your limited spell slots! Regardless Ancients Paladins get Plant Growth and Protection from Energy added to their spell list, to manipulate the elements to their liking. But with four other spells to prepare what should we take?
Elemental Weapon is the “yeah duh” spell, letting you invoke Elemental Wrath and really get value out of your passive. (It also makes your weapon a +1 which is helpful.)
Spirit Shroud is like Elemental Weapon but objectively better except for the fact that it doesn’t deal elemental damage. (Well it can deal Cold damage.) But instead of a d4 extra damage you’ll do a d8, and you can also slow those near you!
And again: I don’t really want any other spells. Almost like Qiyana is an AD champ masquerading as a spellcaster. You are allowed to take Cure Wounds you know? Just saying.
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(Artwork by Mavoly on DeviantArt.)
LEVEL 14 - ROGUE 5
Hey aren’t you an assassin? Shouldn’t we be concentrating on like, assassin stuff? 5th level Rogues get Uncanny Dodge, letting you spend your reaction to halve the damage of an attack against you. This would affect attack rolls from spells like Shocking Grasp, meaning it would stack with Aura of Warding, but you can’t Uncanny Dodge a spell to only take an eighth of the damage.
Oh and your Sneak Attack (finally!) increases to 3d6.
LEVEL 15 - ROGUE 6
6th level Rogues get Expertise in two more skills. By this point you should probably be at peak performance with Acrobatics. After that pick your poison for one of your Charisma skills if you want to deal in public relations, subterfuge, or pop music.
LEVEL 16 - ROGUE 7
Are saving throws still (somehow) getting you down? Well Evasion just makes it so you take 0 damage if you succeed on a Dexterity saving throw, and only half damage on a failure! It’s probably worth mentioning that you currently have a +13 DEX save. To put this into perspective Tiamat’s breath weapon is a DC 27 DEX save; meaning that you have a 30% chance to take zero damage from an attack from Tiamat.
Oh and your Sneak Attack increases to 4d6, so you can then destroy Tiamat with a Supreme Display of Talent.
LEVEL 17 - ROGUE 8
8th level Rogues get another Ability Score Improvement: Dexterity still controls our AC and attack rolls (along with many other things) and it still isn’t maxed, so capping it off at 20 would be a good idea. "Jaw-dropping, I know."
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(Artwork by LittleKumaArt on DeviantArt.)
LEVEL 18 - PALADIN 10
Rounding this build off with a final few levels in Paladin: level 10 Paladins get Aura of Courage, because if you’ve lasted long enough to hit level 18 why would you be afraid of anything? "So basic."
LEVEL 19 - PALADIN 11
11th level Paladins get Improved Divine Smite, letting them add a d8 Radiant damage to any hit with your weapon (not just hits with Divine Smite, despite the name.)
But I’m going to be honest: what I really wanted was the extra third level spell slot. Not that an extra d8 every attack isn’t good though! Show off that Royal Privilege!
LEVEL 20 - PALADIN 12
12th level Paladins get our final Ability Score Improvement: cap off your Charisma for a +5 Aura of Protection, and also more spells to prepare. "If talent were an element, perhaps I could throw some at them."
FINAL BUILD
PROS
Smash these idiots, won't you? - It may be a surprise to you but Rogues and Paladins are both very good at doing damage. 4d6 of Sneak Attack damage is never a bad thing, and that d8 from Improved Divine Smite helps too. And if they’re still standing then a regular Divine Smite will quickly force them to bow. What’s really nice is that unlike other Rogues you are practically guaranteed the Royal Privilege of Sneak Attacking your foes!
I would say “watch and learn,” but unfortunately you cannot learn this - Having a few spells in your back pocket never hurt anyone, and even your weakest spells pack quite a punch. Divine Favor stacks up over a long combat, and Ensnaring Strike can set an enemy up for failure.
Some people are just born better - I swear this happens whenever I make either a Rogue or a Paladin but it turns out that Rogue and Paladin are both extremely good at resisting damage. Evasion combined with Aura of Protection is huge but the biggest factor that makes this build so crazy is Aura of Warding. Ancients Paladin is one of the best Paladins in the game specifically because you take half damage from magic. Add this all onto a Rogue who can dash as a Bonus Action every turn, essentially got the Mobile feat for free, and has 135 health? You can be everywhere at once and you foes can’t do anything about it.
CONS
It is exhausting to crush you so much - While all your spells are amazing they’re also very limited. 3 spell slots for your best tricks means that you won’t pull them off too often. It also means that your Smiting abilities are a little limited overall.
That was no crushing; that was merely a squeeze - Multiclassing does give you a taste of everything but it also means that you miss out on the best of both worlds. Your sneak attack could be higher, and you didn’t get any of the particularly powerful Paladin features. 
I'm extremely good... at everything - Well except for one thing: Wisdom. While Aura of Protection helps you somewhat with Wisdom saves +4 means nothing against higher tier spells. And of course a -1 to Perception and Insight never helped anyone.
But your greatness far overshadows your flaws. Show them that greatness and let the nature around you help magnify your magnificence. It is your right to conquer above all, and subject those beneath you for the glory of Ixaocan. Don’t let silly things like “sisters” or “birthright” or “hard CC” stop you. Go fight that 1v5 and prove how great you are!
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(Artwork by Jessica “OwleyCat” Oyhenart. Made for Riot Games.)
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sciencespies · 3 years
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The True History Behind 'Judas and the Black Messiah'
https://sciencespies.com/history/the-true-history-behind-judas-and-the-black-messiah/
The True History Behind 'Judas and the Black Messiah'
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SMITHSONIANMAG.COM | Feb. 11, 2021, 3:15 p.m.
When Chicago lawyer Jeffrey Haas first met Fred Hampton, chairman of the Illinois chapter of the Black Panther Party, he was struck by the 20-year-old activist’s “tremendous amount of energy” and charisma. It was August 1969, and Haas, 26 years old at the time, and his fellow attorneys at the People’s Law Office had just secured Hampton’s release from prison on trumped-up charges of stealing $71 worth of ice cream bars. To mark the occasion, Hampton delivered a speech at a local church, calling on the crowd to raise their right hand and repeat his words: “I am a revolutionary.”
“I couldn’t quite say that, because I thought I was a lawyer for the movement, but not necessarily of the movement,” recalls Haas, who is white. “But as Fred continued saying that, by the third or fourth time, I was shouting ‘I am a revolutionary’ like everyone else.”
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Judas and the Black Messiah, a new film directed by Shaka King and co-produced by Black Panther director Ryan Coogler, deftly dramatizes this moment, capturing both Hampton’s oratorical prowess and the mounting injustices that led him and his audience to declare themselves revolutionaries. Starring Daniel Kaluuya of Get Out fame as the chairman, the movie chronicles the months preceding Hampton’s assassination in a December 1969 police raid, detailing his contributions to the Chicago community and dedication to the fight for social justice. Central to the narrative is the activist’s relationship with—and subsequent betrayal by—FBI informant William O’Neal (LaKeith Stanfield), who is cast as the Judas to Hampton’s “black messiah.”
“The Black Panthers are the single greatest threat to our national security,” says a fictionalized J. Edgar Hoover (Martin Sheen), echoing an actual assertion made by the FBI director, in the film. “Our counterintelligence program must prevent the rise of a black messiah.”
Here’s what you need to know to separate fact from fiction ahead of Judas and the Black Messiah’s debut in theaters and on HBO Max this Friday, February 12.
Is Judas and the Black Messiah based on a true story?
In short: yes, but with extensive dramatic license, particularly regarding O’Neal. As King tells the Atlantic, he worked with screenwriter Will Berson and comedians Kenny and Keith Lucas to pen a biopic of Hampton in the guise of a psychological thriller. Rather than focusing solely on the chairman, they opted to examine O’Neal—an enigmatic figure who rarely discussed his time as an informant—and his role in the FBI’s broader counterintelligence program, COINTELPRO.
“Fred Hampton came into this world fully realized. He knew what he was doing at a very young age,” says King. “Whereas William O’Neal is in a conflict; he’s confused. And that’s always going to make for a more interesting protagonist.”
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Daniel Kaluuya (center) as Fred Hampton
(Glen Wilson / Warner Bros.)
Speaking with Deadline, the filmmaker adds that the crew wanted to move beyond Hampton’s politics into his personal life, including his romance with fellow activist Deborah Johnson (Dominique Fishback), who now goes by the name Akua Njeri.
“[A] lot of times when we think about these freedom fighters and revolutionaries, we don’t think about them having families … and plans for the future—it was really important to focus on that on the Fred side of things,” King tells Deadline. “On the side of O’Neal, [we wanted] to humanize him as well so that viewers of the film could leave the movie wondering, ‘Is there any of that in me?’”
Who are the film’s two central figures?
Born in a suburb of Chicago in 1948, Hampton demonstrated an appetite for activism at an early age. As Haas, who interviewed members of the Hampton family while researching his book, The Assassination of Fred Hampton: How the FBI and the Chicago Police Murdered a Black Panther, explains, “Fred just couldn’t accept injustice anywhere.” At 10 years old, he started hosting weekend breakfasts for other children from the neighborhood, cooking the meals himself in what Haas describes as a precursor to the Panthers’ free breakfast program. And in high school, he led walkouts protesting the exclusion of black students from the race for homecoming queen and calling on officials to hire more black teachers and administrators.
According to William Pretzer, a supervisory curator at the Smithsonian’s National Museum of African American History and Culture (NMAAHC), the young Hampton was keenly aware of racial injustice in his community. His mother babysat for Emmett Till prior to the 14-year-old’s murder in Mississippi in 1955; ten years after Till’s death, he witnessed white mobs attacking Martin Luther King Jr.’s Chicago crusade firsthand.
“Hampton is really influenced by the desire of the NAACP and King to make change, and the kind of resistance that they encounter,” says Pretzer. “So it’s as early as 1966 that Hampton starts to gravitate toward Malcolm X … [and his] philosophy of self-defense rather than nonviolent direct action.”
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Fred Hampton speaks at a rally in Chicago’s Grant Park in September 1969
(Chicago Tribune file photo / Tribune News Service via Getty Images)
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William O’Neal in a 1973 mugshot
(Fair use via Wikimedia Commons)
After graduating from high school in 1966, Hampton, as president of the local NAACP Youth Chapter, advocated for the establishment of an integrated community pool and recruited upward of 500 new members. In large part due to his proven track record of successful activism, leaders of the burgeoning Black Panther Party recruited Hampton to help launch the movement in Chicago in November 1968. By the time of his death just over a year later, he’d risen to the rank of Illinois chapter chairman and national deputy chairman.
O’Neal, on the other hand, was a habitual criminal with little interest in activism before he infiltrated the Panthers at the behest of FBI agent Roy Mitchell (portrayed in the film by Jesse Plemons). As O’Neal recalled in a 1989 interview, Mitchell offered to overlook the-then teenager’s involvement in a multi-state car theft in exchange for intel on Hampton.
“[A] fast-talking, conniving West Side black kid who thought he knew all the angles,” O’Neal, according to the Chicago Tribune, joined the party and quickly won members’ admiration with his bravado, mechanical and carpentry skills, and willingness to place himself in the thick of the action. By the time of the police raid that killed Hampton, he’d been appointed the Panthers’ chief of security.
“Unlike what we might think of an informer being a quiet person who would appear to be a listener, O’Neal was out there all the time spouting stuff,” says Haas. “People were impressed by that. … He was a ‘go do it’ guy. ‘I can fix this. I can get you money. I can do these kinds of things. And … that had an appeal for a while.”
Why did the FBI target Hampton?
Toward the beginning of Judas and the Black Messiah, Hoover identifies Hampton as a leader “with the potential to unite the Communist, the anti-war, and the New Left movements.” Later, the FBI director tells Mitchell that the black power movement’s success will translate to the loss of “[o]ur entire way of life. Rape, pillage, conquer, do you follow me?”
Once O’Neal is truly embedded within the Panthers, he discovers that the activists are not, in fact, “terrorists.” Instead, the informer finds himself dropped in the midst of a revolution that, in the words of co-founder Bobby Seale, was dedicated to “trying to make change in day-to-day lives” while simultaneously advocating for sweeping legislation aimed at achieving equality.
The Panthers’ ten-point program, penned by Seale and Huey P. Newton in 1966, outlined goals that resonate deeply today (“We want an immediate end to POLICE BRUTALITY and MURDER of Black people”) and others that were certain to court controversy (“We want all Black men to be exempt from military service” and “We want freedom for all Black men held in federal, state, county and city prisons and jails”). As Jeff Greenwald wrote for Smithsonian magazine in 2016, members “didn’t limit themselves to talk.” Taking advantage of California’s open-carry laws, for instance, beret-wearing Panthers responded to the killings of unarmed black Americans by patrolling the streets with rifles—an image that quickly attracted the condemnation of both the FBI and upper-class white Americans.
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Fred Hampton (far left) attends an October 1969 rally against the trial of eight people accused of conspiracy to start a riot at the Democratic National Convention.
(Don Casper / Chicago Tribune / Tribune News Service via Getty Images)
According to Pretzer, law enforcement viewed the Panthers and similar groups as a threat to the status quo. “They are focused on police harassment, … challenging the authority figures,” he says, “focusing on social activities that everybody thinks the government should be doing something about” but isn’t, like providing health care and ensuring impoverished Americans had enough to eat.
The FBI established COINTELPRO—short for counterintelligence program—in 1956 to investigate, infiltrate and discredit dissident groups ranging from the Communist Party of the United States to the Ku Klux Klan, the Nation of Islam and the Panthers. Of particular interest to Hoover and other top officials were figures like Martin Luther King Jr., Malcolm X and Hampton, many of whom endured illegal surveillance, explicit threats and police harassment. Details of the covert program only came to light came to light in 1971, when activists stole confidential files from an FBI office in Pennsylvania and released them to the public.
Though Hampton stated that the Panthers would only resort to violence in self-defense, Hoover interpreted his words as a declaration of militant intentions.
“Because of COINTELPRO, because of the exacerbation, the harassment, the infiltration of these and agent provocateurs that they establish within these organizations, it’s a self-fulfilling prophecy from the FBI’s point of view,” Pretzer explains, “[in that] they get the violence they were expecting.”
As Haas and law partner Flint Taylor wrote for Truthout in January, newly released documents obtained through a Freedom of Information Act request confirm the lawyers’ long-held suspicion that Hoover himself was involved in the plan to assassinate Hampton.
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LaKeith Stanfield (left) as William O’Neal and Jesse Plemons (right) as FBI agent Roy Mitchell
(Glen Wilson / Warner Bros.)
What events does Judas and the Black Messiah dramatize?
Set between 1968 and 1969, King’s film spotlights Hampton’s accomplishments during his brief tenure as chapter chairman before delving into the betrayals that resulted in his death. Key to Hampton’s legacy were the Panthers’ survival programs, which sought to provide access to “fundamental elements of life,” per Pretzer. Among other offerings, the organization opened free health clinics, provided free breakfasts for children, and hosted political education classes that emphasized black history and self-sufficiency. (As Hampton said in 1969, “[R]eading is so important for us that a person has to go through six weeks of our political education before we can consider [them] a member.”)
On an average day, Hampton arrived at the Panthers’ headquarters with “a staccato of orders [that] gave energy to everyone around him,” says Haas. “But it wasn’t just what he asked people to do. He was there at 6:30 in the morning, making breakfast, serving the kids, talking to their parents.”
In addition to supporting these community initiatives—one of which, the free breakfast program, paved the way for modern food welfare policies—Hampton spearheaded the Rainbow Coalition, a boundary-crossing alliance between the Panthers, the Latino Young Lords, and the Young Patriots, a group of working-class white Southerners. He also brokered peace between rival Chicago gangs, encouraging them “to focus instead on the true enemy—the government and the police,” whom the Panthers referred to as “pigs,” according to the Village Free Press.
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Fred Hampton raises his right hand at an October 11, 1969, rally in Chicago.
(Photo by David Fenton / Getty Images)
Speaking with Craig Phillips of PBS’ “Independent Lens” last year, historian Lilia Fernandez, author of Brown in the Windy City: Mexicans and Puerto Ricans in Postwar Chicago, explained, “The Rainbow Coalition presented a possibility. It gave us a vision for what could be in terms of interracial politics among the urban poor.”
Meanwhile, O’Neal was balancing his duties as an informant with his rising stature within the party. Prone to dramatic tendencies, he once built a fake electric chair intended, ironically, to scare informers. He also pushed the Panthers to take increasingly aggressive steps against the establishment—actions that led “more people, and Fred in particular, [to become] dubious of him,” says Haas.
The months leading up to the December 1969 raid found Hampton embroiled in legal troubles as tensions mounted between police and the Panthers. Falsely accused of theft and assault for the July 1968 ice cream truck robbery, he was denied bail until the People’s Law Office intervened, securing his release in August 1969. Between July and November of that year, authorities repeatedly clashed with the Panthers, engaging in shootouts that resulted in the deaths of multiple party members and police officers.
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Daniel Kaluuya as Fred Hampton (far left) and LaKeith Stanfield as William O’Neal (far right)
(Glen Wilson / Warner Bros.)
By late November, the FBI, working off O’Neal’s intel, had convinced Cook County State’s Attorney Edward Hanrahan and the Chicago Police Department to raid Hampton’s home as he and his fiancée Johnson, who was nine months pregnant, slept. Around 4:30 a.m. on December 4, a heavily armed, 14-person raiding party burst into the apartment, firing upward of 90 bullets at the nine Panthers inside. One of the rounds struck and killed Mark Clark, a 22-year-old Panther stationed just past the front door. Though law enforcement later claimed otherwise, the physical evidence suggests that just one shot originated within the apartment.
Johnson and two other men tried to rouse the unconscious 21-year-old Hampton, who’d allegedly been drugged earlier that night—possibly by O’Neal, according to Haas. (O’Neal had also provided the cops with a detailed blueprint of the apartment.) Forced out of the bedroom and into the kitchen, Johnson heard a cop say, “He’s barely alive. He’ll barely make it.” Two shots rang out before she heard another officer declare, “He’s good and dead now.”
What happened after Hampton’s assassination?
Judas and the Black Messiah draws to a close shortly after the raid. In the film’s final scene, a conflicted O’Neal accepts an envelope filled with cash and agrees to continue informing on the Panthers. Superimposed text states that O’Neal remained with the party until the early 1970s, ultimately earning more than $200,000 when adjusted for inflation. After he was identified as the Illinois chapter’s mole in 1973, O’Neal received a new identity through the federal witness protection program. In January 1990, the 40-year-old, who’d by then secretly returned to Chicago, ran into traffic and was struck by a car. Investigators deemed his death a suicide.
“I think he was sorry he did what he did,” O’Neal’s uncle, Ben Heard, told the Chicago Reader after his nephew’s death. “He thought the FBI was only going to raid the house. But the FBI gave [the operation] over to the state’s attorney and that was all Hanrahan wanted. They shot Fred Hampton and made sure he was dead.”
The attempt to uncover the truth about Hampton and Clark’s deaths began on the morning of December 4 and continues to this day. While one of Haas’ law partners went to the morgue to identify Hampton’s body, another took stock of the apartment, which the police had left unsecured. Haas, meanwhile, went to interview the seven survivors, four of whom had been seriously injured.
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A floor plan of Fred Hampton’s apartment provided to the FBI by William O’Neal
(People’s Law Office)
Hanrahan claimed that the Panthers had opened fire on the police. But survivor testimony and physical evidence contradicted this version of events. “Bullet holes” ostensibly left by the Panthers’ shots were later identified as nail heads; blood stains found in the apartment suggested that Hampton was dragged out into the hallway after being shot in his bed at point-blank range.
Public outrage over the killings, particularly within the black community, grew as evidence discounting the authorities’ narrative mounted. As one elderly woman who stopped by the apartment to see the crime scene for herself observed, the attack “was nothing but a Northern lynching.”
Following the raid, Hanrahan charged the survivors with attempted murder. Haas and his colleagues secured Johnson’s release early enough to ensure she didn’t give birth to her son, Fred Hampton Jr., in jail, and the criminal charges were eventually dropped. But the attorneys, “not content with getting people off, decided we needed to file a civil suit” alleging a conspiracy to not only murder Hampton, but cover up the circumstances of his death, says Haas.
Over the next 12 years, Haas and his colleagues navigated challenges ranging from racist judges to defendants’ stonewalling, backroom deals between the FBI and local authorities, and even contempt charges brought against the attorneys themselves. Working from limited information, including leaked COINTELPRO documents, the team slowly pieced together the events surrounding the raid, presenting compelling evidence of the FBI’s involvement in the conspiracy.
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Hampton’s fiancée, Deborah Johnson (sitting in middle, as portrayed by Dominique Fishback), gave birth to their son, Fred Hampton Jr., 25 days after the raid.
(Glen Wilson / Warner Bros.)
Though a judge dismissed the original case in 1977 following an 18-month trial, Haas and the rest of the team successfully appealed for a new hearing. In 1982, after more than a decade of protracted litigation, the defendants agreed to pay a settlement of $1.85 million to the nine plaintiffs, including Clark’s mother and Hampton’s mother, Iberia.
“I used to describe being in court like going to a dog fight every day,” says Haas. “Everything we would say would be challenged. The [defendants’ lawyers] would tell the jury everything the Panthers had ever been accused of in Chicago and elsewhere, and [the judge] would let them do that, but he wouldn’t let us really cross examine the defendants.”
Hampton’s death dealt a significant blow to the Illinois chapter of the Black Panther Party, frightening members with its demonstration of law enforcement’s reach and depriving the movement of a natural leader.
According to Pretzer, “What comes out is that the the assassination of Hampton is a classic example of law enforcement’s malfeasance and overreach and … provoking of violence.”
Today, says Haas, Hampton “stands as a symbol of young energy, struggle and revolution.”
The chairman, for his part, was keenly aware of how his life would likely end.
As he once predicted in a speech, “I don’t believe I’m going to die slipping on a piece of ice; I don’t believe I’m going to die because I got a bad heart; I don’t believe I’m going to die because of lung cancer. I believe that I’m going to be able to die doing the things I was born for. … I believe that I will be able to die as a revolutionary in the international revolutionary proletarian struggle.”
#History
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willel · 4 years
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Random Season 4 Wishes
Here is a random list of things I want to see in season 4 in no particular order. Some of these are more like predictions than wishes, but at this point, any prediction made is just a wish. 
A break from all out romance. The romance wasn’t really handled all that great last season. Other than the looming monster danger, it was the forefront of season 3. I would like a return to a season 1/season 2 formula where while there is still romance, it is never the focus. Stranger Things excels with subtle tender moments and meaningful physical contact. 
Character growth over character drama. Another issue season 3 had is too much conflict between character. Hardly any of it really contributed to character growth. The only character growth to be seen is Mike being a little less clingy and El being a little more independent. Nothing else noticeably changed, not on screen. Conflict is important... but it should be pushing our character forward, not locking them in place. 
Recapture the importance of family. Our cast has been divided in two. The Byers + El are somewhere new while the others stayed behind in Hawkins. This leaves an excellent opportunity to revisit old threads long forgotten. I would love to see Nancy and Mike actually interacting. Not just one conversation or exchanging a glance. Full out brother and sister duo. I feel similarly about Jonathan with his own family. I would like to see a plot where all the Byers + El are in it together. 
Return of Kali. Kali, I feel, is a very important piece of El. While season 3 would have us forget her influence of El, I hope next season doesn’t completely ignore her presence. It would be interesting if Kali’s prediction comes true, that no matter where she hides or who she’s with, “they” will never let her live in peace or have a normal life. Not because I want harm to come to El, but because I don’t for a second believe the government is done with her or the other experimented children.
Proper strategist Michael Wheeler and proper action man Lucas Sinclair. I would like to see the return of the strategist Mike who always seems to have a plan and can get everyone on the same page. In season 3, he was fumbling around distracted. I feel normally, Mike would have set a trap for the Mind Flayer or would’ve formulated a proper plan to escape the mall or the cabin. In Lucas’s case, they did ok with him in season 3 actually, but it was really out of character for him to freeze up while El was being choked out. I want to see a more forward athletic Lucas. 
Will to make new friends. In season 3, we saw at least 2 of the 4 boys interests changing drastically and the other was all too eager to go off and hang around new people. Given Will’s situation (new town, new house, new school, distant old friends), I’d like to see Will gain some new friendships. That’s not to say he’d drop the old ones. They’re the OG after all. But, before all the drama of next season picks up, it would be nice to see Will being happy and acknowledged by new friends.
US Government becoming a threat again. Personally, I did not enjoy the Russian plot. Everything seemed like a joke. When the US government were the bad guys, everything felt more dangerous and dire. You never knew who was listening. Who was watching. What would happen if they found El or if they would hurt the boys and their families. Next season, I feel they could make the Russians feel like as much of a threat as the US government if both governments are clashing and in a race to the bottom. By that, I mean the government should become a major foe again racing against the Russian government to do bad things. Open a gate? Control a demogorgon? Allow the Mind Flayer in again? Both these governments should screw up equally. 
A slow return of El’s powers. I want El to get her powers back, but I want it to be a slow daunting process. It’s like she starts back at square one. She can move and pick up small things, but even that has taken her months. She’s stuck between being seemingly normal with no powers, but also missing the power she once had. 
Casual power training. As we know, Will is really into comics. El might be too since Max introduced her to them. A classic of comics is the super hero training to regain their strength or to become stronger. It would be really interesting if Will contributed to El slowly regaining her powers by setting up obstacles and challenges just for her. Maybe on the weekends, he designs a building and she must use wooden blocks/legos to make it with her powers. Or, build a house of cards. A game of darts using powers only. A game of catch. (I was going to say Jenga, but it looks like that didn’t get released in the US until 1987) Anything Will can creatively come up with that he thinks will help her regain her strength. (whether it does or not is up for debate) It’s mostly casual fun. Some bonding opportunities. Who doesn’t enjoy training the hero/super hero? (basically, it’s roleplay) 
Will’s power expanded. I am writing a proper theory page on Will’s/the Byers’s powers, but let me explain exactly what I mean here. It’s clear Will has powers, but they severely limited them in season 3. Examples:
Instead of only sensing the Mind Flayer when it’s nearby, he should be able to close his eyes, concentrate, and locate the center of activity
Will should have great insight into the Mind Flayer’s intentions even if it’s just honest guesses on what the Mind Flayer wants and what he’s trying to do (like in season 2)
Will’s danger senses should happen immediately, not delayed like we saw in the hospital or in the mall. He should be able to tell the Mind Flayer is coming for them from miles away or even across dimensions.
Will should retain true sight, the ability to see into the Upside Down. A dangerous ability to be sure, but can be useful if we’re going to have gates popping in and out around the world like what’s been implied.
Karen possibly discovering the truth. Honestly, Season 1 Karen is such a good mom. And in season 3, that discussion with Nancy was superb and beautiful. I would love for Karen to learn a little more what her two eldest kids have been up to. If not that, I’d like for her to at least give more guidance to her kids. I’d like for Nancy and Mike to vaguely come to her for advice and she’d grant it, no questions asked. (ok, Karen used to be very nosy so maybe she does ask questions, but takes a step back and respects their privacy)
Joyce to be believed right away. I honestly do not understand why people doubt Joyce, you know? She’s been right 3 years in a row now (Nancy too). I swear if anyone questions her intuition next season, she should give them her classic Joyce sneer until they realize how silly they’re being. In order of “alarm bells”, I think it will go like Will >> El >> Joyce >> Jonathan in quick succession. All 4 family members should be very sensitive to weird things as this point. 
Jonathan gets a plot. I want to see things from Jonathan’s perspective again. After season 1, we’ve barely gotten anything. I want to see Jonathan putting forth plans or leading the charge, at least for a little while. There is a great opportunity for this next season since he’s the man of the house about to graduate from high school if he hasn’t already. (*sobs remembering Will is taller than him now, officially). Heck, if we want to switch around the order of “alarm bells”, maybe Jonathan becomes alert of something wrong before Joyce does this time. 
Less product placement. In season 1/season 2, there was product placement, but that was because they were really setting the scene. It was 1983. This is what products used to be like. This is what was popular at the time. But season 3? They cranked that dial up 2000% when they didn’t need to. It really made it feel less serious and set in reality. Don’t dare use Lucas to spit out a damned Coke ad ever again. 
Genuine friendship moments. I’ve mentioned this earlier, but with less romantic drama and stuff, I’d like to see genuine friendships return. The El and Max friendship was great and all, but it’s really a shame it was so heavily focused on Mike. I hope in the future, these two girls are able to share screentime without the boys being mentioned or thought about. Same with the guys, it would be nice if they could hang out like before without splitting off into pairs or focusing entirely on their romantic lives. They don’t really feel like a friend group anymore, just a group of double dates (hence why I’d like for Will to make friends outside the original group.)
Proper use of the supernatural. Season 3 was weak when it came to the Mind Flesher imo. They had this whole idea of the Flayed who seemed to be totally normal (and sweaty) just walking around town living their lives until a flip was switched. Whyyyyy in the world weren’t they used to try to get at our cast? The only time they did it was in the hospital, but we saw dozens and dozens of people who could’ve served the same purpose except it could happen anywhere. Maybe there were other ‘patients’ in the waiting room that also turned on the kids that they had to fight off? Maybe strange people came to all their houses trying to find them or break in? They could’ve gone full creepy like season 1/2 but they didn’t. I’d like to see them fully use the horror aspects next season. 
That’s what I got off the top of my head. 
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rebelcourtesan · 4 years
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My D&D Build for Kipo
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The titular character of Dream Works Kipo and the Age of Wonderbeasts.  This girl was raised underground in a Burrow city with other humans until an incident (or Destiny?) brings her to the surface to meet other humans and mutes!
With this build, we’re going to create a character who is a musical peacemaker as well as someone that can transform to help in a fight!   
Long Post below and also spoilers for season 2. 
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***Stats***
Charisma:  Highest stat.  Kipo is able to turn enemies into friends; from Timbercats to Umlaut Snakes.  This is her most important stat.
Wisdom: Second Highest.  Kipo is able to perceive others in ways that no one else can.  She notices that Yumyum Hammerpaw was hiding in shame from hius people and Scalemagne was still in pain over being abandoned.  And she has strong will . . .unless it’s resisting the urge to pet cute things.  
Intelligence: Third Highest.  Kipo is very educated with a deep knowledge of astronomy and advance mathematics. 
Dexterity:  Fourth Highest. Kipo can be quick on her feet when the need arises.  
Constitution: Fifth Highest. A bit low.  In her human form, Kipo isn’t as tough as her best friend Wolf.  
Strength: Dump stat.  Kipo doesn’t rely on violence brute force to resolve her problems. 
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***Race***
Kipo is half human and half mute, so we’re going to go with Half-Elf for her race.  This nets her +2 to Charisma and two additional points to put into two different ability scores.  Put one in Wisdom, and maybe put the other into Constitution to round it out.
With Darkvision Kipo can see 60 feet in dim light.
She has advantage on saving throws against being charmed and cannot be put to sleep through magic.  Yes, there was a whole episode of her succumbing to Tad Mulholland’s dream, but I’ll argue that she’s more on guard against it.
Half-Elf race gets proficiency in two skills.  Select Performance and Persuasion.  Kipo is able to talk her way out of most confrontations and is skilled with a guitar and singing.
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We’re starting off in Bard.  Kipo is a performer and talks her way through conflict.  
***Bard Level 1***
Bards gets three more skills to be proficient in.  Select Insight, Investigation, and Perception.
As a Bard, Kipo has Bardic Inspiration: on a bonus action, Kipo can lend aid to a friend which lets them add a 1d6 to an ability check, attack, or saving throw.  Kipo can do this as many times as her Charisma modifier and regains them all after a long rest.    
Kipo also has access to Bard Spells and Cantrips.  Select spells that allow her to use her charm others and/or help her allies.  I recommend:
Cantrips:
Friends - Advantage on Charisma checks against one creature.  
Mending -  This spell repairs a single break or tear in an object you touch
Spells:
Cure Wounds and/or Healing Word Note:  I know we never see Kipo heal anything, but I always recommend this as it never hurts to have a healing spell if the situation requires it).  
Charm Person:  You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
Identify:  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them.
Unearthly Chorus: Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.    
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***Bard Level 2***
With Jack of All Trades, Kipo can add her proficiency rounded down to a skill she isn’t proficient in.  She’s an educated girl who learns quickly.
Also, during a short rest, Kipo can use Song of Rest, members of the party can roll and additional 1d6 to regain hit points.  
Kipo can learn an additional spell.  I recommend:
Sense Emotion: You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. 
***Bard Level 3***
Expertise: Two of Kipo’s skills she already has proficiency in can have the proficiency bonus doubled when she uses them in an ability check.  Choose Performance and Persuasion.   
At level 3, Bards can choose a College.  For Kipo the best College for her would be College of Eloquence (UA).  This give Kipo a bonus spell, Calm Emotions, that she can cast without spending a spell slot.    
Calming Emotions: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. 
Universal Speech allows Kipo to speak with and understand any creature.  Spending a Bardic Inspiration, Kipo rolls a 1d6 and can select as many creatures on the roll to have an advantage on Charisma checks against.  
At 3rd level, she can access 2nd level spells.  I recommend:
Suggestion :  You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
Enhance Ability: You touch a creature and bestow upon it a magical enhancement. 
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***Bard Level 4***
Ability Score Improvement: Put points into Charisma.  Let’s get this maxed out as soon as possible.
***Bard Level 5***
Bardic Inspiration goes up from 1d6 to 1d8s!  And with Font of Inspiration, Kipo can regain all uses after a short rest!
Also, third level spells are available to Kipo.  I recommend:
Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.  
***Bard Level 6***
If Kipo and her friends come across Scarlemange or Tad Mulholland, she can use Countercharm.  As an action, Kipo can put on a performance that gives her and her allies advantage on saving throws against being charmed or frightened. 
With Undeniable Logic Kipo can hurt her enemies while aiding her allies.  As a bonus action, she can use one of her Bardic Inspirations to deal physic damage or heal.  
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Now we come to Kipo’s shape shifting abilities.  Because sometimes words and kind acts can’t bring everyone around, that’s when shape shifting for defense and combat comes in.  
***Druid Level 1***
Nothing we see in the show, but useful to have.  Kipo can now speak Druidic, a secret language of Druids.  
Kipo can not cast spells from the Druid spell and cantrip list.  Select spells that allows Kipo to shapeshift or help help others.  I would recommend:
Primal Savagery: You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
Speak with Animals: You gain the ability to comprehend and verbally communicate with beasts for the duration.
***Druid Level 2***
Now we come to Wild Shape.  Kipo can use her action to transform into an animal.  She can use this to transform into any animal, but if you want to stay true to what you’ve seen in the show, use the Panther stats from the Monster Manuel to serve as a Jaguar.
Now she can choose a Druid Circle.  We want Kipo to be able to change at will and into stronger version of the Jaguar.  Go with Circle of the Moon.
Combat Wild Shape allows Kipo to transform as a bonus action.  While she’s transformed, she can spend a spell slot to heal herself for 1d8 points.      
Circle Forms let’s Kipo transform into more dangerous animals with a Challenge Rating of 1.  This means that Kipo can transform into Tiger that has a CR of 1.  You can work it with the DM that the tiger is a stronger version of the Jaguar.     
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***Druid Level 3***
Kipo can now use 2nd level spells.  My recommendation: 
Barkskin: You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.  
***Druid Level 4***
Ability Score Improvement: Max out Charisma.  However, if Charisma is already maxed out, put points into Wisdom. 
***Druid Level 5***
Kipo can now use 3rd level spells.  Recommendation:
Dispel Magic:  Useful to have in your spell list just like healing spells. 
***Druid Level 6***
 Attacks in Kipo’s Jaguar form is now considered magical with Primal Strike.  It’ll cut through resistance and immunity to non-magical attacks.
Even better, at this point, Kipo can use Wild Shape to transform to animals of CR equal to her Druid level divided by 3.  At this point, she can transform to beasts of CR 2.    
***Druid Level 7***
Kipo has access to fourth level spells.  Recommendation: 
Guardian of Nature:  Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: • Your walking speed increases by 10 feet. • You gain darkvision with a range of 120 feet. • You make Strength-based attack rolls with advantage. • Your melee weapon attacks deal an extra 1d6 force damage on a hit.  
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***Druid Level 8***
Ability Score Improvement: Charisma should be maxed out by now so put points into Wisdom to improve Druid spells. 
***Druid Level 9***
Fifth level spells are not available to Kipo.  Recommendation: 
Awaken:  Grants intelligence and the ability to talk to animals and plants.    
***Druid Level 10***
Elemental Wild Shape:  Kipo can spend two uses of the Wild Shape to change into an Elemental.  Not really something we see in the show, but may prove itself useful in certain situations. 
***Druid Level 11***
Sixth level spells are open.  Recommendation:
Heal: Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. 
***Druid Level 12***
Ability Score Improvement: Max out Wisdom as soon as possible.  If by chance it’s already maxed out, round out odd number ability scores.
***Druid Level 13***
Seventh level spells are not available.  Recommendation:
Regenerate: You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). 
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***Druid Level 14***
Now we come to a Thousand Forms.  Kipo can cast the Alter Self at will.  This will allow her to change her body into having natural weapons.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
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Kipo transitions from being the weak, but charismatic member of the party to the most powerful.  This build will let you role play as someone who tries to resolve things peacefully, but can transform into a force to be reckon with if peace talks fail.  The selection of spells will allow her to charm others while altering her body and shape to deal with challenges and threats.  
Downside is that her constitution is low, but she gains the hit points of her transformed creatures and regains her original hit points until changing back. 
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