Tumgik
#spellcasting should be scarier. this is my wisdom.
cemeterything · 3 months
Text
a side effect of magic systems that drain your life force if you overextend yourself or try to harness more power than you possess should be that your body starts to fall apart as it draws on your reserves to make up the deficit. old wounds should reopen, bones should become brittle and break, your immune system should weaken, and your organs should begin to fail and die if you push yourself too far. your body shouldn't simply crumble to dust, but rot, sloughing away in agonising chunks as the necrosis spreads.
2K notes · View notes
tigerkirby215 · 3 years
Text
5e Mordekaiser, the Iron Revenant build (League of Legends)
Tumblr media
(Artwork made for Riot Games.)
K-POP IS TEMPORARY; IRON STANDS ETERNAL!
Guess I just don’t really want to make nothing but K-Pop builds. Been playing Morde a lot and he’s fun, and Morde in D&D is actually a build I’ve been thinking about for awhile. I don’t have to use Tasha’s content either for this build so I figured I’d make something other than eGirls in anticipation for Pentakill’s comeback album.
Please for the love of god give us a new Pentakill Mordekaiser skin, and actually turn his mace into a guitar!
GOALS
Shed the frailty of flesh; embrace the cold edge of iron - The iron revenant needs iron, with a giant mace and armor that can block even the strongest sword. For iron stands eternal.
In my clutches! - Those who try to flee will be brought back by Death’s Grasp. There is no escaping fate.
Accept your demise - Tired of your foes running? Bring them to a Realm of Death where they’ll have to fight.
RACE
I know that Mordekaiser is technically a revenant but in my continued attempts to make my builds “Adventurer’s League legal” while not using Adventurer’s League rules we’re going to go with a Warforged, because of course we’d pick the race made of metal. As a Warforged your Constitution increases by 2 and you can increase another stat of your choice by 1: bump up your Charisma to be just a little bit scarier.
As iron stands eternal you have Constructed Resilience for advantage against being poisoned, resistance to the poisoned condition, immunity to disease, and no need to eat, drink, or breathe. You also don’t need to sleep and can’t be put to sleep by magic: instead to sleep you enter a Sentry’s Rest, where you stand motionless for hours but are still fully aware of your surroundings.
But most importantly to resist all blows you have Integrated Protection. It flat out increases your AC by 1, and also makes it so that instead of “wearing” armor you integrate it into your body. While the armor is integrated into you it can’t be removed by any means.
Finally you have Specialized Design for a skill, tool, and language of your choice. For your skill I opted for Performance to show that you’re the chosen: you are the guardian, the guardian. (But feel free to take something more practical.) For your tool a Lute is the closest you’ll get to a guitar to lead a Yordle city destroying band. And for your language choose whatever you think the spirits of the dead would speak: I opted for Abyssal personally. Definitely not because Abyssal is the first option alphabetically.
ABILITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; WISDOM - Morde speaks in very sagely ways, and this is a rather big requirement for one of our classes.
13; CHARISMA - Charisma is tied directly to being the scariest revenant around, and indirectly tied to kick-ass guitar solos.
12; CONSTITUTION - Twice slain and thrice reborn doesn’t happen if you’re not a sturdy fella.
10; INTELLIGENCE - Being alive for eons means that you would know a thing or two about history.
8; DEXTERITY - Iron stands eternal, and iron is heavy.
BACKGROUND
There’s a lot of potential backgrounds for Mordekaiser (I honestly really like the Knight background because Retainers are fun) but the most accurate one for abilities and lore would be a Soldier. You gain proficiency in Athletics but I’m going to suggest swapping Intimidation out for History proficiency, since you’re an ancient being who was around for many wars. You also gain proficiency with land vehicles and a gaming set of your choice, both of which don’t matter much: see if you can maybe grab another metal instrument instead.
Your background with a Military Rank means that your followers recognize you as their general (or possibly a lower rank if your DM isn’t a fan of OP level 1 backstories.) They defer to you if they are of lower rank, and you can use your military influence to requisition supplies as needed.
Tumblr media
(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - PALADIN 1
An oath sworn to death is still an oath. Paladins get proficiency in two skills from the Paladin list: this is where we’ll actually be grabbing Intimidation, and we’ll also take Religion. Yeah turns out that Morde’s obsession with death is actually a religion.
Regardless Paladins at level 1 have Divine Sense. You can spend an action to sense any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of being but not its identity, and you can also use this ability to determine if an area has been consecrated or desecrated. You can use this feature a number of times equal to your Charisma modifier plus one, and regain all uses at the end of a Long Rest.
You also have some healing for your Indestructible body with Lay on Hands. You have a pool of healing power equal to five times your Paladin level that you can spend to heal anyone you touch (including yourself.) You can spend any number of your remaining hitpoints on the heal, or you can spend 5 hitpoints to cure a disease or neutralize a poison. You can stop multiple poisons and diseases at a time (spending 5 hitpoints for each) but seeing as iron resists poison and disease you should be fine. Your puny allies however may need the help.
Now may also be a good time to mention what weapons and armor to take. For a giant two-handed mace take a Maul, and for heavy armor take heavy armor. For now that will just be Chainmail (granted by default with Paladin starting equipment) but you can transition to Platemail in the future hopefully.
LEVEL 2 - PALADIN 2
Second level Paladins get to choose their Fighting Style to augment their non-abilities. To be completely unbreakable take Defense for another +1 to your AC.
You also get access to Spellcasting. You can prepare a number of spells equal to your Charisma modifier plus half your Paladin level (rounded down.) The main spell we’re here for is Compelled Duel to force foes to face you and make it a lot harder for them to fight. It’s not a full 1v1 dimension but it works pretty well. Other than that if you want some Nashor’s Tooth damage Divine Favor will make your strikes a lot more painful, and if you want even more defense Shield of Faith will block any blow that may come your way.
Of course you can ignore all this and Obliterate your foes with Divine Smite, spending a spell slot and turning into magic Radiant damage. A smite with do 2d8 for a first level slot plus an additional d8 per slot above first, up to a maximum of 5d8 with a 4th level slot. If you hit an undead or fiend however the damage increases by another d8, for a maximum of 6d8.
LEVEL 3 - PALADIN 3
Third level Paladins get Divine Health which literally doesn’t impact you since you’re a Warforged, so instead we’ll talk about your Sacred Oath. As fun and flavorful as an Oathbreaker would be that subclass is kinda... bad? So instead look to the Oath of Conquest to shatter your foes!
You get the Armor of Agathys spell for some Thornmail, and the Command spell for Death’s Grasp. Telling someone to approach doesn’t have the same impact as grabbing them with a spooky ghost claw but it works just as well. You also get two Channel Divinity options. Conquering Presence will make everyone near you frightened, and Guided Strike will let you add +10 to an attack roll which will guarantee that you’ll hit in most if not all situations.
LEVEL 4 - PALADIN 4
4th level Paladins get an Ability Score Improvement: seeing as our Strength is uneven we can take a Feat like Heavy Armor Master, increasing our Strength by 1 and making it so that our foes’ puny non-magical weapons bounce off us like nothing.
You can also prepare another spell but we’re going to wait a bit on that.
LEVEL 5 - PALADIN 5
5th level Paladins get an Extra Attack, giving you enough attack speed to swing Nightfall twice before your opponent starts to run.
You also get access to second level spells. Oath of Conquest gives you Hold Person to keep your foes in place and Spiritual Weapon for a ghostly soldier to fight alongside you. You can also prepare a spell like Aid to further boost your health, making it even harder to slay you once more.
Tumblr media
(Artwork made for Riot Games.)
LEVEL 6 - CLERIC 1
Despite being a big metal man Mordekaiser is an AP champ, but he also hits people quite a lot with his mace. Hence we’re going into the AP class that also hits people with a mace. Now you may think that we’d want to go into Death Cleric for a revenant... THAT’S WHERE YOU’RE WRONG FOOLISH MORTAL! IRON STANDS ETERNAL! FORGE DOMAIN! At level 1 you get Blessing of the Forge allowing you to turn a weapon or piece of armor into a magical +1 weapon or armor. My tip? More armor. Iron stands eternal.
As a Cleric you also get Spellcasting that relies on your Wisdom instead of your Charisma. You also actually get cantrips! You are the master of death and you choose when people die, so take Spare the Dying to make them not die. To make sure your subjects hear your words Thaumaturgy will let all hear you. And just because Mordekaiser is a melee champ doesn’t mean you can’t have a ranged damage option, so take Toll the Dead so none can escape what comes for all.
Check page something-or-other to see how many spell slots you have, but what’s important to know is that you can prepare a number of spells equal to your Wisdom modifier plus your Cleric level. As a Forge Cleric you also get Identity to find the perfect weapon, and Searing Smite to seal your foes away with Nightfall’s Kiss. To keep usurpers away Protection from Good and Evil will make it nye-impossible for them to harm you, and to command your allies as an army Bless will strengthen their weapons and resolve. Other than that? I mean someone should probably have Detect Magic. Truthfully there isn’t much we need from first level spells.
LEVEL 7 - CLERIC 2
Second level Clerics get Channel Divinity options that use the same Channel Divinity charges that your Paladin Channel Divinity uses. Luckily these ones are a little more situational: Turn Undead lets you... turn undead. (Please just read the ability’s description as I’m sick of explaining it in every Cleric build I make.) Artisan's Blessing meanwhile lets you craft something from eternal iron... or whatever other metal you may have. The cost can’t exceed 100 gold, but you can arm your soldiers with weapons and armor... within reason.
You can also prepare another spell but we’re going to wait for...
LEVEL 8 - CLERIC 3
Third level Clerics can prepare second level spells. As a Forge Cleric you have Heat Metal innately prepared, as well as Magic Weapon. This is why I suggested you use your Blessings of the Forge on your armor, because Magic Weapon will let you improve Nightfall. And Heat Metal is surprisingly one of the best spells to counter you, so good thing you have it in your arsenal.
Speaking of arsenal: for the power to carry all that iron Enhance Ability will make you the perfect being for anything you may wish to do. Warding Bond is perhaps not as useful for you, but strengthening your allies strengthens you through relation.
LEVEL 9 - CLERIC 4
4th level means more Ability Score Improvements. Strength is tied to just about everything we do currently (and is notably needed if we want Platemail) so increase that by 2, making Nightfall all the deadlier.
You could also prepare another spell but there isn’t much to take from second level either, so it would be good to wait for third level spells. You do get another cantrip though and even the strongest warriors can use some otherworldly aid, so take Guidance for that aid.
Tumblr media
(Artwork made for Riot Games.)
LEVEL 10 - CLERIC 5
5th level Clerics can Destroy Undead of CR 1/2 with their Turn Undead Channel Divinity. Perhaps it’s odd for a revenant to destroy undead, but I’d rule it as culling the weak.
But more importantly you can prepare third level spells! Forge Clerics get Elemental Weapon for an upgrade to Magic Weapon, and Protection from Energy for an Adaptive Helm. May you rest in peace in Season 11. We’ve yet to get our passive yet, so to make Darkness Rise take Spirit Guardians to damage foes near you. And you know what we don’t have a lot of as an undead revenant? Undead minions. Animate Dead will bring forth your legion, so they can’t bring you down easily.
LEVEL 11 - CLERIC 6
6th level Clerics can use their Channel Divinity twice per Short or Long Rest, which is nice because this also affects your Paladin Channel Divinities. Additionally Forge Clerics get the Soul of the Forge for resistance to Fire damage and EVEN. MORE. AC!
And you can prepare more spells! Want to keep your domain safe? Glyph of Warding will deter anyone trying to stop you before you can awaken again.
LEVEL 12 - CLERIC 7
Level 7 in Cleric? Level 4 in spells. Forge Clerics get Fabricate to craft tools of war. But more importantly you can stop people from interrupting your 1v1s with a Wall of Fire! People can still butt in, but being surrounded by flames definitely makes it harder!
Additionally you can grab Death Ward, to stop anything from taking you down... at first. You may crack iron, but you can never break it.
LEVEL 13 - CLERIC 8
Level 8 gives another Ability Score Improvement which means it’s finally time to max out your Strength! This is great because you now also have Divine Strike to make Nightfall do an additional d8 of Fire damage on hit!
And how about more spells? Banishment is like your ultimate but you can’t join them in the Death Realm. And without you there isn’t much death. It’s honestly fairly harmless. But at least if they don’t belong in this realm you can hopefully lock them away for good.
Oh and your Turn Undead now can Destroy Undead of CR 1 or lower. So mind your minions.
Tumblr media
(Artwork by Teddy Tarnando.)
LEVEL 14 - CLERIC 9
Who likes 5th level spells? As a Forge Cleric you know Animate Objects to bring unholy life to iron, and Creation to create said iron. For a burst of darkness that does Radiant damage Flame Strike is a good tool to level any battlefield.
LEVEL 15 - CLERIC 10
10th level Clerics may be blessed with Divine Intervention. You may pray to the god of death (or I guess the god of the forge too) for assistance before rolling on a percentile die. If you roll a number equal to or lower than your Cleric level, the gods intervene. If you receive aid you can’t use this ability for 7 days. If you aren’t heard the ability comes back on a Long Rest.
You know what else comes back after a Long Rest? Spell slots. You know what doesn’t come back after a Long Rest (normally)? The dead. So grab Raise Dead to bring the dead after a notably Long Rest. You can also add another cantrip to your list, and for times when iron doesn’t stand eternal you may want some Mending.
LEVEL 16 - CLERIC 11
11th level Clerics can prepare 6th level spells. Blade Barrier is perhaps not the most practical spell but it’s metal as fuck in more ways than one, blocking your foes with whirling death. Say it with me now: iron stands eternal! You can also now Destroy Undead of CR 2.
LEVEL 17 - CLERIC 12
At level 12 you get another Ability Score Improvement or a Feat... hey wouldn’t it be funny if we literally completely ignored our spellcasting modifiers in favor of just hitting things harder with our mace? This perhaps would’ve been stronger to take earlier but we’re finally grabbing Great Weapon Master for the hardest, most deadly strikes with Nightfall’s Kiss.
And more spells prepared? Well it’s perhaps not the most practical more undead minions from Create Undead will serve you well.
Tumblr media
(Artwork by Sunny Pandita, Concept Artist at Riot Games.)
LEVEL 18 - CLERIC 13
13th level presents you with 7th level spells and damn there are a lot of good ones, but I’m actually going to suggest Regenerate to keep you or any allies in the fight.
LEVEL 19 - CLERIC 14
Another level, another spell. Even though there’s some really great stuff at 7th level you don’t have many spell slots there, so I’d instead suggest going back to fountain to resupply. Word of Recall (a 6th level spell) can help in a pinch to escape from danger and retreat to regroup.
Your Turn Undead now can Destroy Undead of CR 3 or lower. But most importantly: your Divine Strike now increases to 2d8 fire damage! So if Nightfall is a regular maul it’s doing 2d6 bludgeoning and an additional 2d8 fire damage on your first hit!
LEVEL 20 - CLERIC 15
15th level gives you an 8th level spell! You’ll only have one of these so make sure it counts! Clerics don’t have that many 8th level spells to choose from but you may be surprised to hear that I’m suggesting Holy Aura. Why? It’s the ultimate spell to stand eternally, making your foes attacks bounce off you like nothing while the weapons of your legion strike hard and strong!
FINAL BUILD
PROS
Flesh constrains; iron liberates - You know what’s fun? Having 20 AC with just (+1) Chainmail, and up to 22 AC with standard (+1) Plate! All I can say is that your DM will be thanking the gods that you didn’t decide to grab a shield.
Thus begins the slaughter - Ha ha Nightfall go bonk. If your sick of hearing people say that Martial classes don’t do a lot of damage show them a Martial character with Smites, Divine Strike, spells to boost their weapons, and Great Weapon Master to add a flat +10 to your damage! Not to mention that Guided Strike practically guarantees that you’ll land your blows, and you have two Channel Divinities per Short Rest!
I’m actually making a second paragraph for this: the most damage you can do in a turn (using two fourth level spell slots on Smites, a 7th level Elemental Weapon spell applied to your weapon, and assuming you use Great Weapon Master on both attacks) is... 4d6 + 36 Bludgeoning damage, 2d8 Fire damage, 6d4 Elemental Weapon damage (of your chosen damage type), and 10d8 Radiant Damage. This, on average, will do 130 damage! (Not accounting for Resistances.) To put this into perspective: Tiamat has 615 HP. A lot of resistances too yes, but not accounting for those resistances you in-theory are doing 20% of Tiamat’s health in one attack!
Power eternal - You may not have 9th level spells but you have 9th level slots, and tons of spells that will level the battlefield no matter how likely they are to hit. Buffing spells work regardless of your spellcasting modifier, and do so to great effect.
CONS
A fleeting delay of the inevitable - Hey you know what’s good to do as a spellcaster? Cast spells. Both your spellcasting modifiers are at the bare minimum required to multiclass. Perhaps see if you can build this character with Point Buy so you can dump every stat except for Strength, Wisdom, and Charisma. (Well Constitution is still good too.)
Such meaningless struggle - Dumping ability scores also means that your own saving throws are subpar, and unlike usual with Paladins you don’t have Aura of Protection to save you. Notably a -1 to DEX means you won’t be dodging any skillshots anytime soon.
Enter the crucible of anguish - You are a big, slow, bulky lad who needs to rely on a big smacc sticc to do just about everything. Anyone who can outrun you will quickly make you useless as you have to get closer to beat the shit out of people.
But you needn’t come to them: death shall befall them either way. They can stay away and hide from the inevitable, or approach and accept their fate. Nothing will break you, nothing will stop you. Twice slain, thrice reborn, you are Mordekaiser, and you stand eternal. Along with your kickass metal album.
Tumblr media
(Artwork made for Riot Games.)
34 notes · View notes