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#slot this in right after kings tide if you want to put it somewhere in the actual timeline? before hunter gets his haircut but long enough-
crushpunchh-art · 1 year
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old drawing from before ttt came out. iirc most of hunters body was sketched over the spiderman pointing meme? anyways i wanted these two to talk so badly. thought they would be so funny. still holding out hope <3
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grailfinders · 3 years
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Fate and Phantasms #126: Bedivere
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Today on Fate and Phantasms we're making the one delivery service with worse return timelines than Amazon, Bedivere!
Bedi's got a bit of extra witchcraft that certainly would have gotten you in trouble if you weren't rolling with the king of England, but he's also a knight who's accomplished in the art of warfare. Surprisingly, that combination means your build is actually more complicated than the immortal pseudogod you face off against.
There's really no telling what gets accounted for in D&D classes.
Check out Bedi's build breakdown below the cut, or his character sheet over here!
Next up: What a twist!
Race and Background
I mean, you were human at some point. Ol' Bedi's much, much older than he looks, thanks to time traveling the long way around to me your king again. So far, in fact, that you now count as a Reborn from that fancy new UA. Using the new lineage traits, you get +2 Charisma and +1 Constitution. You also count as an Undead and a Humanoid, meaning you're affected by both Turn Undead and Cure Wounds. Real fun for a paladin! You've got a Medium size, with 30' of movement speed. You get 60' of Darkvision, and your Deathless Nature nets you a gaggle of benefits. You have advantage against disease and poison, and resist poison damage. You also get advantage on death saves, and don't require most things needed for life. You no long require eating, drinking, or breathing, and instead of sleeping you just sit tight for four hours. This also means magic can't put you to sleep. Finally, a number of times per long rest equal to your proficiency bonus you can recall Knowledge from a Past Life, adding 1d6 to a skill check.
That almost makes up for... actually it doesn't make up for anything. Still, it's better than nothing.
Oh yeah, background. You're a Knight of the Order, like your coworkers before you. This gives you proficiency with Religion and Persuasion.
Ability Scores
Make your Charisma as high as possible. You look me in the eyes and tell me that isn't a charming young man, I dare you. After that is Wisdom, because you can't fight a war if you can't see what the enemy is doing. After that is Constitution-you survived an inordinate amount of time to get to this point, and even with a magic artifact that's still one hell of a save DC. Strength is next, you're as good with a sword in one hand as most knights are with two, but we'll get our swordfighting skills from somewhere else in just a bit. Your Dexterity is a bit low, but you wear heavy armor, so it's not that much of a problem. Finally, dump Intelligence. Like a lot of builds, Bedivere isn't dumb- we just needed other abilities more, and intelligence affects very little besides skill checks, and that's what KfaPL is for.
Class Levels
1. Paladin 1: Once again, no surprise here. As a paladin, you get a Divine Sense to locate extraplanar beasties nearby, and you can also Lay on Hand to heal a creature from a pool of hp equal to five times your paladin level, which refills on long rests.
You also get proficiency in Wisdom and Charisma saves, as well as two paladin skills. I've said this already, but you can do one-handed what most people need two for, so you're pretty good at Athletics. You're also able to read the battlefield well, and that most closely translates to Insight.
2. Paladin 2: Second level paladins get a fighting style, and since all your weapons are one handed, the Dueling style is perfect for you, adding 2 to all your one-handed weapon attacks when you aren't also wielding a shield or a second weapon. You can also cast and prepare spells using your Charisma. You can also burn those spell slots to activate your Divine Smite, adding some extra radiant damage to your weapon attacks.
Bedivere is known for his knowledge in witchcraft, so he gets a bit more leeway in what spells he can get. That being said, Heroism is always a good pick to calm yourself before a battle, and Bless will use your Charisma skill to improve your allies' attack rolls and saves, giving them an extra d4 for the duration.
3. Warlock 1: I know you're more of a paladin than this, but you don't have one of your arms yet, and to be honest it's cramping our style. Technically you got your arm from Merlin, but we've done more than enough crown paladin/archfey warlock combos now thanks to the Pendragon family to last a lifetime. Your powers more directly come from your arm, which is a transformed magical sword, so that makes you a Hexblade warlock.
At first level, you can place a Hexblade's Curse on someone once per short rest. This means you deal extra damage to them based on your proficiency bonus, you crit on 19s when you attack, and you gain hp when the target dies. The curse only lasts for 1 minute, but so do most D&D fights, so you're probably fine.
You also become a Hex Warrior, allowing you to use Charisma instead of Strength when attacking with a specific weapon you choose after a long rest. Once you get your pact boon, this will apply to any weapon you make with that boon (though you probably want to make your hand).
You also get Pact Magic, which is kinda like normal magic, but it doesn't mix with your other spell slots, and recharges on short rests. This also uses your Charisma to cast.
You can cast True Strike to strike true, Prestidigitation to make up for all the little magic effects we can't get you, Wrathful Smite to smite while you smite, and Comprehend Languages, because most people aren't going to know what you're talking about if you're speaking Middle English.
4. Warlock 2: Second level warlocks get Eldritch Invocations, ways to customize the selling your soul experience. Save one for next level, but grab Beast Speech so you can cast Speak with Animals for free. There's a lot of talking creatures in medieval mythology, and we spend most of our spell slots smiting. You can also cast Unseen Servant to make things a bit witchier, and also for help carrying cumbersome stuff.
5. Warlock 3: Third level warlocks get their pact boon, and Pact of the Blade will allow you to summon your arm as an action. You can also make other weapons, but regardless, whatever you make counts as a magical weapon for resistances, and can be used as a casting focus for your spells. You also get the invocation Improved Pact Weapon for a +1 to damage and attack rolls.
Finally, you learn how to cast Hold Person, locking a humanoid who fails a wisdom save (DC 8 + proficiency + charisma mod) in place and making all attacks against them critical hits. This usually ends poorly for them, especially when smites get added to the mix.
6. Paladin 3: Oh that's right you're a paladin too. You might be sick of this by now, but Crown paladins; let's talk about them. You get two Channel Divinity options, which you can use once per short rest. Both use your bonus action, but Champion Challenge forces enemies within 30' of you who fail their wisdom save to stay within 30' of you. This lasts until you're incapacitated, you die, or the creature ends up further away from you unwillingly. Turn the Tide heals bloodied allies around you a touch, to keep them in the fight a bit longer.
Alternatively, you can Harness Divine Power, turning that channel divinity use into a refilled spell slot.
You also get Divine Health, making you immune to disease.
Finally, you get oath spells, which you always have prepared. You already could've cast Command and Compelled Duel anyway, but now they're not taking up prep space.
7. Paladin 4: Just because we're taking a different patron doesn't mean we can't rep Merlin a bit, so use this Ability Score Improvement to become a bit Fey Touched. This rounds up your Charisma, and also allows you to cast Misty Step or Gift of Alacrity once per long rest for free. Alternatively, you can use your spell slots, but I'd save those for smites, personally. The former lets you teleport, the latter adds a bit to one character's initiative for a couple hours. Basically you're just telling someone to keep their eyes peeled, but magically.
8. Fighter 1: Depending on how your DM wants to rule it, Argetlam might be a regular weapon, or it might be an actual hand. Grab the Unarmed Fighting fighting style if it's the latter, or just grab Defense otherwise.
You also get a Second Wind, allowing you to heal yourself as a bonus action. You've been around for a while, you know when you're reaching your limits.
9. Paladin 5: Fifth level paladins get an Extra Attack each attack action. They also get second level spells, including your oath spells Warding Bond and Zone of Truth. Literally making it impossible for yourself to lie can be a great show of trust when meeting new people. Or new gods. Either or.
I'd recommend grabbing Protection from Poison since you'll be travelling with Serenity for a while, or Branding Smite for the inevitable fight against Sir Tristan. I hear he's kind of hard to hit.
10. Warlock 4: Use this ASI to max out your Charisma for the best attacks and spells possible. You also fill out your defensive repertoire with the cantrip Blade Ward to make yourself more durable and Blur to make yourself harder to hit. Nobody said living this long would be easy.
11. Warlock 5: Fifth level warlocks get third level spells and slots. I'd consider a lot of what the Lion King did to the round table to count as a curse, so grab Remove Curse to fight back. You also get the invocation Eldritch Smite this level, allowing you to burn a spell slot for some extra force damage. This is on top of your Divine Smite dealing radiant damage, and possibly on top of your Wrathful Smite dealing psychic damage, by the way. Argetlam's got a lot of power behind it.
12. Fighter 2: Second level fighters get an Action Surge, giving you an extra action to slap on your turn once per short rest. You've been pushing yourself for hundreds of years, six seconds is nothing.
13. Fighter 3: As a Battle Master, you really come into your own in terms of warfare. You become a Student of War, giving you calligraphy proficiency, the most powerful of abilities. On a lesser note, you also get Combat Superiority, meaning you can use three maneuvers, powered by four superiority dice. These are d8s that recharge every short rest.
Commander's Strike uses one of your attacks to allow another creature to attack instead, using their reaction. If they do so, you add the superiority die to their damage. Tactical Assessment improves your battlefield knowledge without having to invest in intelligence as an ability, allowing you to add the superiority die to one Investigation, History, or Insight check. You can also Rally a companion as a bonus action, giving them some temporary HP.
14. Paladin 6: Oh that's right you're also a paladin. Now you've got an Aura of Protection, meaning every save made within 10' of you gets your charisma modifier added to it, if you so choose.
15. Paladin 7: Your Divine Allegiance allows you to use a reaction to take another creature's damage for it. Mash is lovely, but occasionally she needs some time off tanking.
16. Paladin 8: You get another ASI this level, and your charisma's all good now... grab some Constitution I guess? More health is nice.
17. Paladin 9: Ninth level paladins get third level spells, like your oath spells Aura of Vitality and Spirit Guardians. You could also use something like Crusader's Mantle or Spirit Shroud to pile even more radiant damage onto your attacks.
18. Paladin 10: Your Aura of Courage calms allies around you, preventing them from being frightened.
19. Paladin 11: Hey, did you want even more radiant damage on your attacks? Here, have an Improved Divine Smite. Same smite taste, no spell slots!
20. Paladin 12: Your capstone level is another ASI! Bump up your strength. This doesn't give you many benefits, but you're a knight, you should be pretty strong.
Pros:
You've got a divine smite, improved divine smite, eldritch smite, and even one of the spell smites if you're feeling spicy. Four smites at once means your critical hits hurt. Especially since you can fish for them with a hexblade's curse.
Despite your damage dealing, you've also got plenty of tools in your support kit. Tank for allies, heal them, help them attack more, improve their initiative... You can do a lot.
You've got almost 200 hp and ways to heal yourself, so your survivability's pretty on point as well. Stay in the fight, and make sure everyone else does too.
Cons:
Thanks to being a reborn, you count as an undead for spells and effects. That'll seriously hinder your social standing in places that can check for that sort of thing, and it'll also make working with clerics in general troublesome.
Hexblade makes picking ASIs a lot easier, but it also means your strength and dexterity scores aren't as high. Because of that your AC isn't going to be that great. It's a good thing you can survive hits, because you'll definitely be taking them.
Despite your array of smites, you have limited spell slots to use them with. Your highest level spells are only level 3, and you don't get that many slots to work with, so you'll have to be careful of when you go all out.
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