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#maybe next level up i can learn an ice based monk ability
dollfat · 1 month
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i know height doesnt matter but i still feel weird having all my companions look down at me, and karlach has to take a knee to kiss me. not my fault dwarves have objectively the sexiest bodies
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grailfinders · 3 years
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Fate and Phantasms #106: Jeanne d’Arc (Alter)
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Today on Fate and Phantasms, we’re making the burning dragon witch of France, Jeanne d’Arc (Alter)! Jalter’s pretty good- Fire, more fire, and bullying dragons into serving you- solid kit!
Check out Jalter’s build breakdown below the cut, or her character sheet over here!
Next up: We’re really testing that “All Dogs Go to Heaven” theory, huh?
Race and Background
Like I said with Mash, Homunculus isn’t really a race in D&D, so we’ll have to keep things simple. While you are a magically made copy, you’re a copy of a Human, so we’ll have to stick with that. This gives you +1 to all abilities. Make up the Magic Doppelganger background (or just use Haunted One) for Arcana and Religion proficiencies. You’re made of magic, and you have to know about God in order to spit in His face. 
Ability Scores
If that custom background wasn’t weird enough, we’re also using the Point Buy system for this build, because we need a lot of stuff right away. You were made by an evil wizard, so a little bit of minmaxing is probably fine. Unfortunately, we have to keep Intelligence at 8- I’d like to make it higher, but we need the points for other abilities. You don’t really go on a self-improvement kick until you’re a berserker anyway. After that, set Dexterity and Wisdom to 12- they’re needed for multiclassing. You can fight (and presumably dance) in a dress, and you can still pick people out in your Grondement du Haine, so they can’t be that bad. Set Constitution to 13 for some toughness-you’re a frontline fighter, and your Avenger class makes absorbing peoples’ hatred (read: their attacks) a bit easier. That leaves us just enough points to bring your Strength and Charisma up to 14. You have one of the highest attack stats in the game, and you’re damn scary when you want to be-and you always want to be scary.
Class Levels
1. Barbarian 1: Avengers are good at hitting things and taking hits, and so are barbarians! When you pick up the class, you get proficiency in Strength and Constitution saves, as well as two barbarian skills- Intimidation and Athletics. You’re strong and scary. (Pretty sure we said that already.)
Either way, barbarians can Rage as a bonus action, gaining extra attack damage, advantage on strength saves and checks, and resistance to the physical attack types. In exchange you can’t cast or concentrate on spells, and it ends early if you don’t attack or get attacked by something in a round.
You also get Unarmored Defense, giving you an AC based on your dexterity and constitution. I’d highly recommend not using that because yours is pretty bad, but it’s available if you really need to fight in a ballgown. Sometimes showing up the Ice Bitch Queen is worth the pain.
2. Sorcerer 1: A Jalter just wouldn’t be a Jalter without plenty of fire and draconic imagery, and that’s why you’re a Draconic Bloodline sorcerer. A black dragon would be more on brand, but we have to go with a Red Dragon Ancestor for the fire damage. This also lets you read and write draconic, and more importantly, your proficiency bonus is doubled for charisma checks against dragons. You may not have magical control over them yet, but you can probably keep the younger ones in line already.
Your Draconic Resilience gives you an extra hp per sorcerer level, as well as an AC of 13 + your dexterity modifier. That’s still not great, but it’s much better than what you had going before.
Finally, sorcerers can cast Spells using their Charisma as the casting ability. Control Flames, Green-Flame Blade, and Burning Hands should give you more than enough fire to start with. Friends will make it even easier to control dragons, while False Life will give you just a touch of healing. NP bars don’t exist in this game, so we had to represent your Self-Restoration somehow.
3. Barbarian 2: Hitting things with sticks powers up a lot faster though, so let’s stick with that for now. Second level barbarians can make Reckless Attacks, giving themselves advantage, but also giving enemies advantage against them. Your Danger Sense also gives you advantage on dexterity saves you can see coming. You don’t really care where your spells hit-this will help keep you out of your own fireballs.
4. Barbarian 3: You might have figured out where this was going with all that fire talk, but your subclass here’s the Storm Herald! When you rage (and as a bonus action each turn afterwards), you can use your Storm Aura to deal extra damage to enemies. The desert aura deals a bit of fire damage to all creatures within range save free! A perfect option for those fidgety monks and archers. You also gain Primal Knowledge, giving you proficiency in Animal Handling. I mean, for a given definition of “Animal”, I guess that works.
5. Ranger 1: You didn’t think we were done making this build weird, were you? I promise this will make more sense in a bit. For now though, you get Perception proficiency, as well as the ability to mark a Favored Foe with your bonus action. For a minute afterwards (or as long as you keep up concentration) you can add an extra 1d4 damage to any damage done to it once per turn. Also, while it does use your concentration, it technically isn’t a spell, so maybe it works with rage? (I’d rule it does, but I’m not your DM.)
A less complicated feature you get is Deft Explorer, specifically the Canny feature, which doubles your proficiency bonus in a single skill. Power up your Intimidation to become even scarier to everyone, but especially dragons. A +14 to intimidate means you can really turn heads, even at level 5.
6. Barbarian 4: We’re about to jump back into sorcerer now, but it might be a good idea to be skilled at casting spells before we do that. Use your Ability Score Improvement to nab the War Caster feat for advantage on concentration saves, the ability to cast cantrips as opportunity attacks, and most importantly, the ability to cast spells with full hands. Now you can upgrade to a proper flagpole pike!
7. Sorcerer 2: It’s been a while, but now that we’re back you’ve become a Font of Magic, giving you Sorcery Points that you can spend on metamagic (later) or more spell slots (right now). You also get another first level spell. Shield’s useful at least, but we’ll get something more “you” at a later level.
8. Sorcerer 3: Now that you’re level three, you get that Metamagic thing we just talked about. Casting an Empowered Spell will let you re-roll damage dice to make sure everything hurts as much as possible, while a Heightened Spell will make it harder for a target to resist. Trust me, you do not want a dragon breaking out of Charm Monster.
Speaking of spells, you get second level ones now, like Dragon’s Breath, which will let you turn anything you want into a smaller, less cool dragon. Other flavors are available, but why would you not pick fire breath?
9. Ranger 2: Bouncing around even more, you get a Fighting Style. Rangers don’t get any styles for big weapons, so we’re just grabbing Defense for an extra point of AC while wearing armor. You can go without, but you have a look to maintain, you know? 
You also get another set of Spells that use Wisdom to cast. Your wisdom isn’t that powerful, but luckily Searing Smite and Absorb Elements don’t use it, so you’re set! I guess good things really do happen to bad people!
10. Sorcerer 4: We’ve had way too many odd numbers for way too long, it’s time we did something about it. Use this ASI to round up your Strength and Charisma for stronger hits and stronger spells.
You also get even more spells- Blade Ward gives you some defense without having to rage, and Aganazzar’s Scorcher got you covered on the offensive side. There’s a bit of a theme here, if you haven’t noticed.
11. Barbarian 5: It took us a while, but you finally get an Extra Attack for each attack action. You also get Fast Movement, adding 10 feet to your walking movement. It’s about time you got a little violent.
12. Barbarian 6: Our last level of barbarian unleashes your Storm Soul. The desert soul gives you resistance to fire damage, and you can also ignore extreme heat, which is super useful given how much black you wear. You can also set objects on fire by touching them.
13. Ranger 3: Now that we’re finally getting to this subclass, it’s time we justified this multiclass. You get Primeval Awareness to help you track down and “convince” dragons to help you, but if your DM is really uncooperative, you can also summon a dragon thanks to your subclass. (We know, we went ranger to make a build less situational. We think we just saw hell freeze over. 
Surprisingly, there are still subclasses left in UA after Tasha’s blew through. The Drakewarden lets you cast Thaumaturgy thanks to your Draconic Gift. You can also summon a Drake Companion as an action once per long rest (or by spending a spell slot) You have to use your bonus action to command it, but it can always use its reaction to infuse weapon attacks with its element of choice. (Do I even have to say we’re picking fire?)
You also learn Entangle this level. Your Grondement du Haine leaves a lot of spears all over the place-it’d be pretty hard to pick your way through those.
14. Sorcerer 5: Fifth level sorcerers get third level spells, but they also get Magical Guidance, letting you spend 1 sorcery point to re-roll a failed ability check. I’d save those for something you’re really good at, like intimidation.
You also learn Erupting Earth at this level, in case you wanted to actually do damage with your noble phantasm. Sadly your spears are a bit dull, but bludgeoning damage is still better than no damage at all.
15. Sorcerer 6: Sixth level dragon sorcerers get an Elemental Affinity, adding their charisma to fire spells. You can also spend sorcery points to resist fire damage, but you’re already good on that front.
Speaking of things that aren’t really needed, you can cast Fear this level. You already have Expertise/Super Expertise in intimidation, but sometimes you just need magic.
16. Sorcerer 7: Seventh level sorcerers can cast 4th level spells, and you can finally cast Charm Monster to take control of a dragon of a dragon for up to an hour. We can also finally replace Shield with Wall of Fire to really set the scene for your dramatic confrontation with that goody-two-shoes you share a face with.
17. Ranger 4: Use your last ASI (they go by so fast, don’t they?) to become an Elemental Adept in fire. This means every die you roll for fire damage will always count as at least a 2. Also, your spells now ignore fire resistance! Just your spells though, your rage is out of luck.
18. Ranger 5: Your Extra Attack doesn’t do anything this level, but you do learn how to cast Spike Growth, for those times you want to sit back and let your enemies throw themselves on your spears.
19. Ranger 6: Your Favored Foe bumps up to a d6, and you become Roving! This adds 5 feet to your movement, and you can climb or swim at the same speed. Now nothing will be able to escape your wrath!
20. Ranger 7: Your capstone ability gives you a Bond of Fang and Scale, allowing your drake to fly and deal more damage with its bite. You also gain resistance to whatever damage type your drake deals, which can help your survivability against themed enemies (like you).
You can also cast Lesser Restoration this level. Memory correction is a little vague-status correction is a bit easier to implement.
Pros:
You’re good at burning things, and yes we count people in there. You can deal a lot of fire damage through rages, dragons, and spells. You also have multiple ways to make that fire even more dangerous, and can spread it at a touch. Great for property damage!
It can be pretty hard to escape you, thanks to your buffed movement speed and the ability to swim and climb faster than most people. Worst comes to worst, you also have a dragon you can sicc on people.
You’re pretty terrifying, especially towards dragons. Beyond having direct control over them, you can also intimidate them with advantage, a third die from sorcery, and a +27 to the roll. Barring an act of god, you can probably get most dragons to stand down, if not obey you outright.
Cons:
You have some power in your corner, but it’s all focused on fire, one of the most immune-to damage types in the game. When it’s good it’s great, but when it’s bad it’s awful. At least you can swap out your dragon damage each summon if you really need to.
Speaking of, your drake’s pretty weak, with only 40 HP at level 20. It’s probably best for you to think of it as a limited use feature than a companion, because it is absolutely not sticking around.
Really there’s a lot of multiclassing problems to go over here. Beyond the classic “spells and raging” thing, there’s also a severe lack of ASIs, several overlapping abilities, both your rage and drake using up all your bonus actions, and an overall lack of focus. You might not be great at doing any one thing, but nobody will have the nerve to criticize you.
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monstrous-ideas · 4 years
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Homebrew Monk Subclass: Way of the Elemental Disciple
As most of You that have seen Way of the Four Elements in PHB have probably felt a bitter taste with how underwhelming that subclass is, I have finally finished my version of its “fix”. The bigger problem I saw was it basically works like a half-caster, but doesn’t access the spells at the level other half casters would, and have very, very limited range of spells to choose from (up to only 5 disciplines).
This definitly needs playtesting and I am sitll thinking about alternative buffs and nerfs. One way is making them a third-caster instead of half-casters, the way Eldritch Knights and Arcane Tricksters are. But then maybe they should gain more resources accessing both spell slots and casting spells with Ki? Or get Spells Prepared like a Paladin, instead of spells known? Or give them acess to more utility spells like Enhance Ability? Please comment on what You think about it and if You try to play it, I would love to hear about that!
https://docs.google.com/document/d/1ctg5rkf0ccomBDaez5wSoswxHXIULO9BCk92jS0PqwI/edit?usp=sharing
Way of the Elemental Disciple
Elemental Disciples are the esoteric magicians, whose talents are not alike arcane or divine spellcasters, instead connecting them with psionics and mysticism.
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Spellcasting 3th level Elemental Disciple feature You master the technique of channeling Your Ki into form of elemental energies. Spells Known of 1st Level and Higher You know three 1st-level spells from elemental disciple spell list.  The Spells Known column of the Elemental Disciple Spellcasting table shows when you learn more elemental disciple spells of your choice. Each of these spells must be equal or lower to quarter of your Monk level (rounded up), as shown in maximum spell level column. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the elemental disciple spells you know and replace it with another spell from the elemental disciple spell list, which also must be of a level equal or lower to maximum spell level for this class. Ki Casting Whenever you cast a spell, you must spend a number of Ki points equal to level of that spell + 1. You can also cast spells at higher levels spending more Ki points, if you have access to that spells of that level. For example to cast Burning Hands at its base 1st-level, you must spend 2 Ki points, while casting Fly at 4th-level would cost you 5 Ki points. Elemental Disciple Spellcasting table shows what is maximum level of spells you can cast using Ki. Spellcasting Ability Wisdom is you spellcasting ability for your Elemental Disciple spells. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Elemental Attunement 6th-level Elemental Disciple feature Your You learn Control Flames, Gust, Mold Earth and Shape Water cantrips
Stance of Power 6th-level Elemental Disciple feature As a bonus action You can spend 1 Ki point to gain advantage on Strength and Constitution saving throws and resistance to bludgeoning, piercing, and slashing damage, until beginning of your next turn.
Elemental Defense 11th-level Elemental Disciple feature You gain resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. Each time You finish a long rest, You can change selected damage type for another on that list.
Master of Forces 17th-level Elemental Disciple feature As a bonus action you can give yourself temporary hit points equal to 1d10 + your Wisdom modifier. When you have those hit points you gain immunity to to damage type chosen with Elemental Defense feature.
Elemental Disciple spell list
The following list provides spells you choose from when learning spells with this class. The spells are listed by their base spell level. If a spell's name is followed by an asterisk, it is from Xanathar's Guide to Everything. Spells with double asterisks are exclusive to Way of the Elemental Disciple and can be found in this document.
1st Level Absorb Elements* Burning Hands Chaos Bolt* Create or Destroy Water Earth Tremor* Fist of Unbroken Air** Fog Cloud Hands of Calamity** Ice Knife* Thunderwave Water Whip** Witch Bolt
2nd Level Dragon's Breath* Dust Devil* Flaming Sphere Gust of Wind Heat Metal Hold Person Levitate Melf's Acid Arrow Pyrotechnics* Scorching Ray Shatter Skywrite Snilloc's Snowball Swarm* Spike Growth Warding Wind* Web
3rd Level Elemental Weapon Erupting Earth* Fireball Fly Gaseous From Lightning Bolt Meld into Stone Protection from Energy Sleet Storm Thunder Step* Tidal Wave* Wall of Sand* Wall of Water* Water Breathing Water Walk Wind Wall
4th Level Control Water Elemental Bane* Fire Shield Freedom of Movement Ice Storm Stone Shape Stoneskin Storm Sphere* Vitriolic Sphere* Wall of Fire Watery Sphere*
5th Level Cone of Cold Control Winds* Hold Monster Immolation* Maelstrom* Telekinesis Transmute Rock* Wall of Stone
Hands of Calamity
1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 10 minutes
You summon forces of natural disasters and sculpt them into form of animalistic limbs that attach to your body. Those appendages are semi material and take a shape such as claws, wings or tendrils. Choose one damage type: acid, cold, fire, lightning or thunder. The limbs are melee monk weapons, with reach of 15 feet that deal damage type selected when you cast the spell.
Fist of Unbroken Air
1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
You can create a blast of compressed air that strikes like a mighty fist. Creature you can see within reach must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can push it up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Watery Whip
1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see within reach must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Rule Tip: Multiclassing
If you access spells from sources other than this class, you can cast them using Ki Casting, if those spells are of level You can cast using Ki. Alternatively you can use spell slots to cast elemental disciple spells using spell slots.
Optional Rule: Spell Versatility
If your group uses Unearthed Arcana - Class Feature Variants material, Elemental Disciple gains access to Spell Versatility feature enhancement.
Spell Versatility 3rd-level Elemental Disciple feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this class’s Spellcasting feature with another spell from the elemental disciple spell list. The new spell must be the same level as the spell you replace.
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burnslaura · 4 years
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Learn Reiki Ottawa Easy And Cheap Cool Ideas
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