fateandphantasms
fateandphantasms
Fate & Phantasms
Welcome to Fate & Phantasms, where I aim to turn every servant in Fate Grand Order into a playable DnD 5e character. Flavor trumps power here. I mostly use dnd5e.wikidot.com to get build information. We also run a fanservant/mastersona blog, hasspartacusdoneanythingwrong!
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fateandphantasms · 3 hours ago
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Fate and Phantasms #225
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Today on Fate and Phantasms we're building the great defender of oni, Magifender Girl! She is an oni, and she gets her powers from a dragon, but there's been a bit of a mixup in her paperwork. Apparently they thought she was a dragon who got powers from an oni, because she's a Fiend Warlock and Draconic Ancestry Sorcerer. We'll make it work. Check out her build breakdown below the cut, or her character sheet over here! And if you see anything saying she's Shuten Douji (Caster) anywhere, that's- that's a typo, yeah.
Next up: I wonder if his programming let him know he'd get censored ahead of time?
Race and Background
Yep, she's still a Tiefling, but she's a Zariel Tiefling since they like to get up close and personal. She gets +1 Strength and +2 Charisma, Hellish Resistance to fire damage, Darkvision, and a Legacy of Avernus, letting you cast Thaumaturgy at will. Magical girls gotta make a good entrance, so bust out that extra volume when you enter the scene.
You're also still a Criminal- that Deception will help you keep your identity secret, and Stealth will keep you under cover until you're ready for your Big Damn Heroes moment.
Ability Scores
Your Strength should be as high as you can get it- you're an oni, and this time around you're going to be acting like one. Second is Charisma- your poison is a part of you, and also you're good at lying to people. Constitution should also be pretty high, you're as tough as you are strong. Your Dexterity is next, I wish we could make this higher but we'll get ways to make your AC better in a bit. This means your Intelligence won't be that high. I don't think Shuten's dumb, but she isn't reciting the digits of pi in the middle of fights, so I can't be sure. Finally, we're dumping Wisdom. You're usually drunk, and also you're cosplaying a magical girl. Things are gonna get silly.
Class Levels
Warlock 1: You are an oni, so we're starting with a Fiend warlock before getting into magical girl stuff. Starting here makes you proficient with Wisdom and Charisma saves, plus Arcana and Investigation. Half of every good cartoon is the heroes figuring out who the bad guy is, so you'll have to be pretty good at it! You also get the Dark One's Blessing, so when you kill a creature you get temporary HP! Onis like killing, who knew? (Onis. Onis knew.) To help with the killing, you get Pact Magic spells that you can cast with Charisma, with their spell slots coming back on short rests. Pick up Booming Blade and Green-Flame Blade to spice up your greatclub, Command to make the bad guys actually stop when you tell them to, and Comprehend Languages so you can get subbed or dubbed. Yeah, we're not huge on 1st level spells.
Warlock 2: Second level warlocks get Eldritch Invocations, little goodies from your patron, who is you. You're so nice! We're saving one for the next level, but pick up Mask of Many Faces so you can cast Disguise Self at will. One casting of this and Boom! instant costume change. This won't hold up to physical scrutiny or if someone passes an Investigation check, but until then you can look like pretty much any person you wanna. Also, grab Charm Person to make a human too drunk to hit you or your friends. It lasts an hour, or until you/your friends do something harmful to it. Also, the hangover is killer, so it'll know you charmed it.
Warlock 3: Third level warlocks get their pact boon, and the Pact of the Blade is great for any caster who likes beating people with sticks. With the Improved Pact Weapon you can summon just about any weapon with an action, it'll have +1 on any attack and damage rolls, and it can be your spell focus so you can have a greatclub without messing with your casting. (We're using a greatclub here, but if you want to powergame and pick up a flail, go for it.) You can also turn a magic weapon into your pact weapon if you want to. To really give your club some punch, use a Searing Smite from your legacy to deal extra fire damage and set the target on fire for up to a minute, or until they make a constitution save. Also, you cast it at second level, up to once a day. For your first second level spell, pick up Blindness/Deafness to get a single creature stupid drunk. The stereotype is strong booze makes you blind, but they can also be deafened for up to a minute if they fail a constitution save.
Warlock 4: Use your first ASI to beef up your Charisma for stronger spirits. For spells, grab Poison Spray to actually deal some poison damage and Hold Person to get a person so drunk they become incapacitated! They have to fail a wisdom save, and they can make another one every turn, but while they're stinking drunk you and your friends can go to town on them!
Warlock 5: At fifth level you can cast Branding Smite once a day thanks to your legacy, so your club can deal extra radiant damage, and if the target is invisible they stop being invisible for up to a minute. Most evades we make are turning invisibile, and you've got Sure Hit on your NP. You also pick up an Eldritch Smite, letting you deal even more damage with your club by burning a warlock spell slot. If you connect with one on a creature what's Huge or smaller, you can also knock them prone. Oni hit hard. If you'd rather cast spells with spell slots, check out Stinking Cloud. It lets you waft some good good alcohol fumes in a 20' radius, heavily obscuring the area and forcing constitution saves on any creature starting its turn in the area that breathes and isn't immune to poison. If they fail, they waste their turn. Funnily enough, both this reflavored version and the regular one will probably make the enemy puke.
Warlock 6: Sixth level fiendlocks get the Dark One's Own Luck, letting you add 1d10 to a check or save once per short rest. You're the protagonist, you've gotta be good at just about everything. You can also use Thunder Step to rocket yourself and one willing participant to safety up to 90 feet away, causing thunder damage with a constitution save in a 10' radius around where you left. It'll be a sake rocket later, but for now enjoy launching ibaraki even further than she'd get on her own.
Warlock 7: Our last level of warlock gets you fourth level spell slots for bigger smites. Or you can cast Blight if you really want. That sounds weird, until you remember that hangovers are just tons of dehydration. 8d8 necrotic damage when the target fails a constitution save is one hell of a headache. Also, hitting a magical plant means it has disadvantage on the save and automatically takes maximum damage, and nonmagical plants just die outright. Finally, you get one last invocation. Thirsting Blade isn't fancy, but a second attack each attack action doesn't have to be. It's just good.
Sorcerer 1: Fafnir's still a black dragon, but there's only one dragon that breathes poison (and three that breathe fire? I think WotC has a favorite here), so you're a Green Draconic Bloodline Sorcerer. Now you can add double your proficiency to charisma checks you make at dragons. This whole event kind of bends over backwards to be nice to casters, so scaring Fafnir shouldn't be that hard. You also get Draconic Resilience, so you get an extra HP every time you take a sorcerer level. Sorcerers still have the smallest HP die in the game, so don't celebrate too much. That aside, you also get an AC of 13 plus your dexterity modifier while not wearing armor. Magical girl outfits rarely count as armor. Finally, you get some more Spells. You cast these with Charisma, but your Warlock and Sorcerer spell slots are separate things, so you don't have to worry about multiclassing slot nonsense. That does mean you have two fourth level slots and two first level slots, but we'll even things out soon enough. For now, pick up Infestation and Chromatic Orb for more poison damage, Prestidigitation and Minor Illusion for some special effects, Sword Burst to swing your club around like a madwoman, and Ray of Sickness to spritz someone with more poisonous sake. On a hit they take some poison damage and have to make a constitution save. If they fail that, they become so drunk they have disadvantage on attacks and saves for a round.
Sorcerer 2: Second level sorcerers become a Font of Magic, giving you your sorcerer level in sorcery points each long rest. Right now, you just use them to create new spell slots. They'll be more interesting in a second. Also, pick up Jump so you can dramatically leap down onto the scene from a telephone pole. Your strength is already pretty good, but this'll make your leaps downright silly.
Sorcerer 3: Third level sorcerers gain Metamagic, ways to customize your spells with sorcery points, even if they're not sorcerer spells. Subtle spells don't need somatic or verbal components, so you can cast them all sneaky like and while wielding a bigass club. Pulling out sake doesn't require yelling, unless you're calling out your attack like all good magical girls do. Transmuted spells let you change your spells' damage types, from acid, cold, fire, lightning, poison, or thunder to one of the other types listed. So now your Thunder Step is a Poison Step, and is 100% a thing you can do in canon. For a poison spell you don't need to transmute, check out Dragon's Breath. Take a big swig, and for up to a minute you (or whoever you cast this on) can breathe poison damage in a 15' cone as an action, forcing dexterity saves on the enemies inside of it.
Sorcerer 4: Use this ASI to bump up your Strength for some harder hits and a more accurate club. You also pick up the Light cantrip to give your club that magifender glow, and Nathair's Mischief for a proper pub crawl. You never know how alcohol will affect someone. At the start of each turn you roll a d4 to pick an effect to hit the creatures in the 20' cube of alcoholism you made, charming, blinding, or incapacitating them, or turning the area into difficult terrain, for a round.
Sorcerer 5: Fifth level sorcerers get Magical Guidance, letting you spend a sorcery point to re-roll an ability check after you fail. Protagonists, am I right? You can also focus your strength into your legs and cast Haste, doubling your movement speed, adding 2 to your AC, and giving you advantage on dexterity saves for up to a minute. Just be careful, when the spell ends you'll have to take a turn off to rest.
Sorcerer 6: Sixth level draconic sorcerers gain an Elemental Affinity, adding their charisma to spell damage using the type you specialize in (i.e. poison). As an added bonus, when you cast said spell you can spend a sorcery point to resist poison for up to one hour. We'll also dip into an old UA real quick to dredge up a Psionic Blast, forcing a dexterity save on creatures in a 30 foot cone. If they fail, they take 5d8 force damage and get knocked prone 20' away. Launch one lackey oni with your club and send him tumbling back into some others, great fun.
Sorcerer 7: Seventh level sorcerers let you finally get back to fourth level spells. You fight oni more than human, so pick up Charm Monster so you can brew sake so powerful even other oni will get a buzz.
Sorcerer 8: Eighth level sorcerers get another ASI, so use this one to round up your Constitution with the help of the Crusher feat. If you hit a large or smaller creature with bludgeoning damage, you can move them 5' in any direction, and critical hits cause all other attacks to be made with advantage for a round. When you leave someone's armor looking like a pancake that tends to open up some weaknesses.
Sorcerer 9: Ninth level sorcerers get fifth level spells, and Hold Monster is hold person, but it works on any creature. Strike down the fake oni and protect the real ones for great justice.
Sorcerer 10: Tenth level sorcerers get another Metamagic, and casting a Heightened spell means the first saving throw a creature makes against that spell is done at disadvantage. You're slinging around some strong stuff, it's hard to resist. You also get... I dunno, True Strike? You're good on cantrips. But you also get Far Step to flash step away from enemy attacks and appear wherever is dramatically convenient.
Sorcerer 11 : Eleventh level sorcerers get sixth level spells. Tasha's Otherworldly Guise gives you a full-on magical girl transformation, making you immune to fire and poison damage, plus the poisoned condition (so you can enter your own poison clouds), giving you a flying speed for sick hops and a +2 to AC for graceful dodging. There's a couple other benefits that aren't important, and there's another option for an upper-plane transformation, but you're an oni through and through so it's not what we're going over here.
Sorcerer 12: With your last ASI we're actually going for a Constitution boost rather than the tough feat to get a better concentration save. If you rolled well, feel free to grab what you want.
Sorcerer 13: Okay, we need one last big flashy spell for your finishing move, and thankfully Prismatic Spray delivers on that in a big way. You blast every creature in a 60 foot cone, forcing a dexterity save on all of them. Each creature also gets one of eight beams hitting it. You can use Transmuted Spell to turn the first five to make them all deal poison damage, the sixth one petrifies them if they fail three constitution saves, and the seventh one blinds the target for a round, and then if they fail a wisdom save they get sent to a random plane of existence. One hell of a bender, am I right? The eighth beam is really just two of the other beams. So... 7 out of eight beams are on brand for you. I like those odds.
Pros and Cons
Pros:
You've got double smiting at your fingertips, and plenty of ways to fish for critical hits thanks to effects that incapacitate, blind, prone, and bludgeon your foes. That means you deal big damage when you can get a solid whack in.
Speaking of all those debuffs, you've got a lot of them, and a lot of ways to inflict them, with Dexterity saves, Wisdom saves, and Constitution saves just to name a few. Most enemies will resist some of your drinks, but very few can resist all of them.
You also come packing with plenty of ways to control the battlefield, either locking down targets, scattering them with madness, blocking off areas with clouds, or knocking foes around like baseballs.
Cons:
It's a good thing you're great at debuffing, because with your AC a fair fight probably wouldn't go your way.
You also have a pretty low Wisdom score, so walking into your own booze clouds could be an issue. Or you might get mind-controlled. Either way, not good.
Playing to character is a pretty big detriment this time around. Thanks to Transmuted Spell this build could work for just about any element, but we went with the least useful one. Also, greatclubs are terrible weapons! Flails outclass them and open up your hands for spellcasting without Subtle spell! Do I think this is a neat build? Yes, I think it looks fun. Just don't get too married to the greatclub.
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fateandphantasms · a day ago
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Fate and Phantasms #224
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Today on Fate and Phantasms we're building the least powerful member of the Critical Role cast, Trinke-, no, sorry, this is Sitonai. She's a Beastmaster Ranger to pick up Shirou and terrify dragons with icey arrows. Yep, this is a mono-ranger build. Have fun.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Fighting oni in daylight! Drinking sake in moonlight! Never backs down from a real fight! She's the magifender girl!
Race and Background
Sitonai's a mix of gods and humans which would normally make her an Aasimar, but she's also a tiny child, so Custom Lineage it is! This gives her +2 Wisdom, Darkvision, a small size body, and the Resilient feat for another point in Wisdom and proficiency in Wisdom saves. I know having an 18 in wisdom looks scary, but we have like, one spell that uses our spell save, so that ought to calm down your DM.
She's also an Outlander for proficiency in Survival and Athletics. We're not focusing on strength here, but you can roll a polar bear around like a katamari, so that's something.
Ability Scores
You're two gods and a famous hunter in a single body, so your Wisdom had better be pretty freaking high. After that is Dexterity, you're good with a bow and arrow. Charisma is next, you're still a cute kid, at least in appearance. Your Intelligence is next, Sitonai was smart enough to at least try to kill the snake while everyone else cowered. Your Constitution isn't amazing, but we're dumping Strength. You're two gods and a famous hunter stuffed in the body of a homunculus child, after all.
Class Levels
Starting off in ranger gets you proficiency in Strength and Dexterity saves, plus Animal Handling, Nature, and Perception to be an expert hunter. Plus, you get a Favored Enemy that you have advantage on when it comes to survival and intelligence checks involving them. Giant snakes are definitely Beasts, so let's start there. On top of that, you're a Natural Explorer of the Arctic, giving you double proficiency on intelligence and wisdom checks related to the tundras. Also, you have several benefits while traveling in that terrain that basically means you can't get slowed down, lost, or ambushed, and gathering food is easier. Most D&D campaigns don't care about that, but if yours does, they're probably going to throw you in the tundra anyway so it's nice to start off here.
Second level rangers get a Fighting Style and Archery is a good choice for people good at archery, adding 2 to all your ranged attack rolls. You also learn some Spells this level that you cast with your Wisdom. Pick up Absorb Elements to protect yourself from the elements and Hunter's Mark to protect yourself from enemies. By killing them with an extra 1d6 damage every time you hit them. Specifically you, not Shirou. Though tbh I'd allow it, it's not like Beast Master is powerful to start with.
Oh right, you're a Beast Master btw. This gives you a Primal Companion, creating a magical Beast of the Land that looks like a creature of you choice. It has to be medium, but you can always pick a small Polar Bear, or even make the build more accurate than the servant and pick a Sled Dog. They use your proficiency bonus for their AC and damage rolls. Oh hey, and Shirou uses your spell attack and saves for his Maul and Charge attacks, neat. They move during your turn, but they can only take the dodge action unless you command it with your bonus action. Alternatively you can save your bonus action to make it attack with your attack action, losing one of your attacks in the trade. Also, if it dies you can spend a spell slot to bring it back after a minute, or just wait until you finish a long rest. You also gain a Primal Awareness of the land, letting you cast Speak with Animals for free once per long rest, or, y'know, like a regular spell. Tell Shirou what a good boy he is. You also get Animal Friendship, helping you calm down other wild animals.
Use your first ASI to bump up your Dexterity for more accurate and deadly arrows and small swords. We can't have Shirou getting all the fun, can we?
Fifth level rangers get an Extra Attack per attack action, and you can now cast second level spells. Pick up Lesser Restoration to protect yourself from status effects and Beast Sense because it's free with Primal Awareness.
Sixth level rangers get another Favored Enemy and Natural Explorer terrain, so pick up Dragon to emulate the the obvious balance patch they gave you to help in the final boss fight of your event and Grassland so you can navigate all two environments in Skadi's lostbelt.
Seventh level beast masters put their animals through Exceptional Training, so you can command the beast to Dash, Disengage, or Help on turns where it doesn't attack. Shirou's attacks also count as magical as far as resistances are concerned.
Another ASI, another chance to level up our Dexterity. You also gain Land's Stride, letting you ignore difficult terrain and damage from nonmagical plants. You also get advantage on saves against magical plants. Just plants though, erupting earth is still a you problem.
Ninth level rangers get third level spells, like Speak with Plants from Primal Awareness. We're mostly here for Elemental Weapon, the only cold damage-dealing spell in the entire class outside of Absorb Elements. Yeah. It adds 1d4 damage to every attack you make with it though.
Tenth level rangers become a Natural Explorer of Forests, so... that's nice. Also, you can now Hide in Plain Sight, spending a minute to create camouflage that gives you a +10 to stealth until you move again. Just... wear white. That's all you have to do to blend into snow.
Eleventh level beast masters can invoke a Bestial Fury in their charges, letting them attack twice with an attack command. Also, you can cast Protection from Energy to protect yourself from the cold for even longer.
Use this ASI to max out your Dexterity for the strongest arrows imaginable. Or are they?
Thirteenth level rangers get fourth level spells. You get Locate Creature from Primal Awareness, but dragons and giant snakes aren't hard to find. The real prize here is Guardian of Nature, which comes in two forms. Both transform yourself for up to a minute, but primal beast speeds you up, gives you a longer-range darkvision, lets you make Strength based attacks with advantage, and deal an extra bit of force damage on a hit. Meanwhile, the great tree option gives you temporary HP, advantage on constitution saves and Dexterity and Wisdom based attacks, and the ground around you becomes difficult terrain for enemies while you're standing on it. The latter is effectively your Snow Fairy and Kamuy Yukar skills rolled into one; your enemies freeze a bit if they get too close, slowing them down, and you get a solid boost to your attack power. That's not to say the former option is useless, but we'll get to that in a bit.
For your last Favored Enemy, pick Celestials if you want to pick a fight with Skadi again or Fiends if you're going for more of a Oniland Sitonai. Either way you can also Vanish to hide as a bonus action, and you can't be tracked by nonmagical means.
At fifteenth level you can cast Stoneskin on yourself to gain resistance to nonmagical physical damage. I don't know who you're fighting at level fifteen who doesn't have magical damage, but you should probably stop picking on them. The big draw of this level is that you can now Share Spells with Shirou, so any spell you cast on yourself can also affect him if you're both within 30' of each other. Going back to Guardian of Nature real quick, this means you can now cast the Tree version of it on yourself and the Beast version of it on Shirou for the best of both worlds
Remember how I said we could make your archery better? This ASI lets us do that by picking up the Sharpshooter feat. If you take a -5 penalty to hitting a ranged attack, you can add 10 to the damage roll. Advantage effectively counts as a +5, statistically speaking, so this is practically free damage with Guardian of Nature up.
Seventeenth level rangers get fifth level spells. You can Commune With Nature to discover landmarks and the like, or you can use Swift Quiver to deal even more damage, spending your bonus action to attack two more times per round.
At this level your Feral Senses let you fight creatures you can't see, so you don't get disadvantage when trying to hit them. You also can see invisible creatures within 30' of you if you're not blinded or deafened.
Our last ASI is going towards grabbing the Tough feat for an extra 38 HP now and two more the next time we level up. Also, pick up Greater Restoration. You're a god, gods don't get petrified.
The capstone level of ranger turns you into a mighty Foe Slayer, adding your wisdom modifier to an attack or damage roll... against your favored enemies... once per turn. Yep. Druids get immortality, you get +5 damage per round. Yaaay.
Pros and Cons
Pros:
Despite how much I rag on the ranger, you're actually pretty good at dealing damage consistently. With four attacks from swift quiver and sharpshooter, you can pump out plenty of damage each turn, a pretty consistent 4d8+60 damage for up to a minute. Alternatively you can charge yourself and Shirou up with Guardian of Nature for permanent advantage on all your attacks (still four per turn), or use Elemental Weapon to add a little chill to your fight if you're against something that resists piercing damage.
Shirou might not be powerful, but for you he's invaluable. As someone to block incoming enemies, shirou helps keep them from getting past the front line and into melee range with you, which otherwise could be a serious issue.
You are an expert survivalist, with skills and abilities focused on traveling in inhospitable climates and avoiding capture/capturing other people. In a low magic setting, you're the go-to person for survival campaigns.
Cons:
Very few people play survival campaigns. End of tweet. If they come up you're over-prepared, but otherwise you have a ton of abilities that just won't matter that often.
Riding around on Shirou sounds amazing and half the reason we took custom lineage was to be small enough to do just that, but it's still a bad idea. While you certainly can use a scimitar for a hunting knife, you're mostly focused on dealing damage with a bow and arrow. Shirou needs to get into melee range to fight, you like to stay out of melee range, not a good time for anyone.
SO many of your spells need concentration, which you're not good at. Not being able to use Elemental Weapon in conjunction with your other abilities is physically painful to me. It also means you'll drop spells a lot if you get hit. Another reason to keep Shirou in front!
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fateandphantasms · 2 days ago
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Fate and Phantasms #223
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Welcome back to Fate and Phantasms! Today we're building Diarmuid Ua Duibhne again, this time as a Saber! He's a Champion Fighter to prove his strength of arm against anyone who would threaten pan-human history, as well as a Hexblade Warlock to get a sword from a god and a Devotion Paladin to absolutely wreck shop with said sword.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Don't think about Prillya, don't think about Prillya, it can't hurt you if you don't think about it...
Race and Background
Diarmuid is a Human, but Jump is a really annoying spell to get from other places so we're giving him a dragonmark. Specifically the Mark of Passage, which gives him Courier's Speed for a walking speed of 35' per round, Intuitive Motion to add 1d4 to acrobatics and land vehicle checks, and a Magical Passage to cast Misty Step once per long rest. Just say you're jumping around, it's fine. You get more spells, but we'll go over them in the paladin levels. You also get +2 Strength and +1 Charisma. Once again you are a Knight for proficiency in Insight and Persuasion. Charm spot babey, never fails. As much as you wish it would.
Ability Scores
Make your Charisma as high as possible to be as charming as possible, even when you're desperately trying not to be charming. After that is Strength, we're using short swords but strength is also used for jumps, and I consider what you're wearing to be medium armor. It's made of metal at least, and that's more than most servants can say. Constitution is next, that four star statline does wonders for your HP. Your Wisdom isn't quite as high as I'd like, but we're not really using it. Your Dexterity is pretty bad, since despite that mark you're still supposed to be less limber than your lancer self. That means we're dumping Intelligence. I wish it didn't have to be this low, but something had to be.
Class Levels
Paladin 1: Starting off as a fighter would make more sense since we stay there for a bit, but I like the paladin starting gear better. You get proficiency in Wisdom and Charisma saving throws, plus athletics and intimidation. You ever get tongue-tied around someone pretty? Exactly. On top of that, you can use your Divine Sense to detect demonic boars and other extraplanar beasties nearby for up to a round, 1+Charisma Modifier times per long rest. You can also Lay on Hands as an action to heal/undisease a creature you touch, with up to 5 HP per long rest. You don't really have any healing stuff in your kit, but getting encouragement from you feels healing, y'know?
Fighter 1: Heading to fighter gets you the Two-weapon Fighting Style so you can add your strength to the damage of your off-hand weapon attacks. Since we're using shortswords we don't need the feat, just be aware that technically you can only unsheathe one weapon per turn for free. You also get a Second Wind, so you can use your bonus action to heal yourself 1d10 plus your fighter level. Give yourself a pep talk, maybe you can charm yourself into fighting longer.
Fighter 2: Second level fighters can Action Surge to perform two actions in a single turn once per short rest. Keep in mind this only gives you a second action, not a second turn, so you can't get a second offhand attack in too.
Fighter 3: At the third level of fighter you become a Champion, giving you an Improved Critical. Now you deal critical hits on 19s and 20s. That's it. The interesting stuff is coming from other classes, sorry.
Fighter 4: Use your first Ability Score Improvement to bump up your Strength for stronger and more accurate attacks.
Fighter 5: Fifth level fighters get an Extra Attack. This only applies to your main hand, you still only get one attack with the other sword.
Warlock 1: Okay, that's enough martialling around. Let's have some fun with some magic. First level hexblades get Pact Magic, spells you cast with your Charisma and that come back on short rests. You become a Hex Warrior, which means literally nothing to us since your strength score is better than your charisma anyway, and you already have proficiency with martial weapons from being a fighter/paladin. In better new, Hexblade's Curse does do something. As a bonus action you can curse a creature for up to a minute, adding your proficiency to damage rolls against the target, and healing yourself after the target dies. You can use this curse once per short rest. They aren't called "demonic swords" for nothing. Speaking of spells, grab Sword Burst to try spinning around, I hear it's a great trick. Also pick up Wrathful Smite to frighten whoever you hit for up to a minute, and Friends and Charm Person for your Charm Spot.
Paladin 2: Second level paladins get another fighting style, and we don't really need another so just pick up Defense for a +1 to your AC. You also get more Spells that you cast and prepare using your Charisma modifier. If you'd rather use those spell slots to be awesome, check out Divine Smite instead, letting you burn a spell slot to deal extra radiant damage. Pact Magic slots and Spellcasting slots are different things, but you can use either for both kinds of spells and smites. Speaking of spells, let's talk about the Spells of the Mark. Like subclass spells, they get added to your spell list. Unlike subclass spells, you still have to prepare them. The only reason we took the mark is to get the Jump spell to triple your jump distance for a minute, but you also get Expeditious Retreat to add 10 to your movement speed. Aside from that, the only 1st level spell I'd pick from here is Command, which lets you give a one-word order to a creature and if they fail a wisdom save they'll do it. People do things for pretty people, it's the way of the world.
Paladin 3: Third level paladins take up an oath, and the Oath of Devotion gives you all sorts of goodies like the subclass spells Protection from Evil and Good and Sanctuary to protect yourself from those that would mean you harm. You also gain Divine Health so you can't get sick, and two Channel Divinity options, which you can use once per short rest. Sacred Weapon turns your sword into a flashlight and adds your charisma modifier to attack rolls. That's what we're here for, but you can also Turn the Unholy to force fiends and undead to make a wisdom save, and if they fail they have to run away from you. That's absolutely not in character, but it would've been useful to have on that boar hunt.
Paladin 4: Use this ASI to max out your Strength for the hardest hits you can hit.
Paladin 5: Extra Attacks still don't stack between classes, but you get 2nd level spells as a consolation prize. From your subclass, Lesser Restoration and Zone of Truth. From your mark, Misty Step and Pass Without Trace. There aren't any other spells I want from the second level, so feel free to smite to your heart's content.
Paladin 6: Sixth level paladins get an Aura of Protection, adding your Charisma modifier to any save made by an ally within 10' of you. Nobody wants to get fireballed while Diarmuid's watching, that's just embarrassing.
Paladin 7: Seventh level devotion paladins get an Aura of Devotion, making it impossible for allies within 10' of you to get charmed. The only person doing any charming around here is you, dammit.
Warlock 2: Second level warlocks get Eldritch Invocations, mini-feats given by virtue of being a warlock. Thief of Five Fates lets you cast Bane once per long rest with a warlock slot. For some reason people just get distracted around you. You get another invocation, but we're saving it for the next level. Also, you can cast Shield now for a +5 AC boost for a round.
Warlock 3: Third level warlocks get a pact boon, like the Pact of the Blade. Now you can summon a sword as an action, and it's a fancy magic sword to boot! On top of that, grab the Improved Pact Weapon invocation to add 1 to your attacks and damage rolls and cast spells through the sword. Speaking of spells, grab Suggestion to suggest things to people. As long as it isn't openly harmful to them, they have to make a wisdom save and follow along with it if they fail.
Fighter 6: Bouncing back to fighter for just a second to bump up your Charisma with another ASI for stronger auras and spells!
Fighter 7: Seventh level champions get the one interesting thing about the class, Remarkable Athlete. Add half your proficiency bonus to strength, dexterity, and constitution checks that aren't proficient, and add five feet to your running long jumps.
Paladin 8: Use your last ASI to max out your Charisma for the strongest charms and best auras money can buy.
Paladin 9: Ninth level paladins get third level spells. Your subclass nets you Beacon of Hope and Dispel Magic, and your mark gets you Blink and Phantom Steed, but the reason we're here is for Crusader's Mantle and Aura of Vitality. Deal more damage, and make sure nobody gets left out of healing.
Paladin 10: Your capstone level is an Aura of Courage, nullifying effects that frighten allies in a 10' radius.
Pros and Cons
Pros:
With smites and an action surge you can pump out some obscene burst damage, and even without smites you've got a respectable damage output. With five attacks, a hexblades curse, and as many smites as you can spare, you can hit someone for 22d6+59 damage in a single turn, an average of 130.
It's also easy for you to get that damage where it needs to go, since you're pretty mobile. With a higher-than-average movement speed, serious hops, and teleportation, you can get where you need to on the battlefield.
Your auras make you extremely good at nullifying magic, completely shutting down the most common mental effects and bolstering the saves of your allies to a huge degree.
Cons:
You do take a little time to set up though, needing two turns to pull out both your swords, plus Sacred Weapon takes an action and Hexblade's curse takes a bonus action. So save the big bursts for a boss battle you know your team can handle on their own for a round.
That huge burst of damage eats through your spell slots like they're nothing, and being a warlock only helps so much with recharging them.
You're fast, but your teammates aren't. Having auras doesn't help anyone if your allies can't get into them.
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fateandphantasms · 3 days ago
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Fate and Phantasms #222
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Today on Fate and Phantasms we building the Earth's very own extradimensional protector, Mysterious Heroine XX! She's a Horizon Walker Ranger to specialize in tracking and destroying aberrations like BB and Hokusai, and an Armorer Artificer for the clanky metal monster she flies around in.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Gee Bill, how come your mom lets you have two swords?
Race and Background
MHXX is from the servant universe, and thus she isn't a human, for a change of pace. And we can make sure people know that since Custom Lineage exists now. This gives her +2 Strength, the Observant feat for an extra +1 to Intelligence, lip reading, and a +5 bonus to passive Perception and Investigation checks. You also get proficiency with Intimidation. Is this because of your scary armor? Or is it because you murdered someone day one of the vacation? Who can say.
While Galactic Police still isn't an official D&D background, the closest we can get is the City Watch. This gives you proficiency with Athletics and Insight.
Ability Scores
Your Wisdom should be as high as you can get it. You're one of the best and brightest in the GP, which is exactly why you're stuck at the bottom rung, barely making poverty wages. After that is Strength, we're still trying to figure out what your lance-drill should be but it's definitely not finesse. Your Intelligence and Dexterity need to come next. Honestly I'd make these lower if I could, but we need them for multiclassing and such. Your Constitution isn't amazing, but your armor should take most of the hits for you, so we're dumping Charisma. If you could adequately convey your ideas to people around you this event would be like, 3 times shorter.
Class Levels
Ranger 1: I know she starts off with the armor when we meet her, but in fantasy land police stations train their officers before giving them giant flying death machines. Starting off as a ranger gives you proficiency in Strength and Dexterity saves, plus Perception, Investigation, and Survival. Your job is finding criminals, and you managed to live in a time loop with only some cup ramen to use as food. It's a miracle you survived. You also gain a Favored Enemy, giving you advantage on survival and intelligence checks to track or recall info on Aberrations. Most foreigners and Moon Cancers would fall under that heading, I think. You also become a Deft Explorer, making you Canny when it comes to Investigations, so you can double your proficiency bonus on those rolls.
Ranger 2: Second level rangers get a Fighting Style, and your helmet comes packed with so many sensors you could fight with your eyes closed. It'll be a while til you get your helmet, but for now you can have Blind Fighting anyway, giving you blindsight in a 10' range around you. You can basically see any creature that isn't in total cover regardless of how much light you have, and you can see invisible creatures as long as they aren't hiding from you. You can also cast Spells at this level, using your Wisdom to cast them. Pick up Detect Magic to track down the fancier servant classes, and Hunter's Mark to keep tabs on specific ones and bring the pain. Basically every time you hit them with your weapon you'll deal an extra 1d6, have have advantage on perception and survival checks to find them again.
Ranger 3: At third level you can use your Primeval Awareness to detect unusual beasts within a mile of you by burning spell slots. On most rangers this is an intimate connection with nature, on you it's more like a scanner. One that isn't particularly helpful. What is helpful however is your conclave, as now you're a Horizon Walker. When you become a horizon walker you automatically learn Protection from Evil and Good for free to make it harder for BB to mess with your stuff. You can also Detect Portals as an action once per short rest to find where she came from. Once you track her down you can use your new Planar Warrior ability to really bring the heat, spending a bonus action to call your shot. The next time you hit that creature this turn, all your damage becomes force damage and you deal a little extra too. You also learn Zephyr Strike, using the jump jets on that armor you don't have yet to prevent opportunity attacks, and at the end of the spell you can give yourself advantage on one attack, deal extra force damage, and move an extra 30' that turn.
Ranger 4: Fourth level rangers can use their first Ability Score Improvement to round up their Wisdom for stronger spells and bump their Dexterity up to the multiclassing minimum. If you're rolling your stats and didn't do well, better luck next time.
Artificer 1: Bouncing over to artificer gives you another Spell list, this time using your Intelligence to cast and prepare them. Check the multiclassing table to figure out your spell slots, and remember Artificers and Rangers are both 1/2 casting classes. You can cast Booming Blade and Sword Burst to supplement your regular attacks, adding tons of thunder damage or attacking groups. You also can use Absorb Elements for some protection from your armor which still isn't here, Feather Fall and Jump for more jump jets, and Identify to scan items and detect magical traces on them- the surest sign of Foreigner activity. Also you get Magical Tinkering, it's basically a bunch of little flavor things.
Artificer 2: Second level artificers can Infuse Items over a long rest, turning a regular item into a magical one. You get four infusion blueprints now, but you can only have two infusions active at a time. The infusion lasts until Intelligence Modifier days after you die, or when you need to make a new one. For your infusions, pick up Enhanced Defense and Enhanced Weapon to make your armor and lance a little tougher with a +1 bonus each. You also get Goggles of Night for some darkvision, and Sending Stones to create a fantasy cell phone. More like a walky talky, you can only send one message per day.
Artificer 3: Third level artificer, it's the moment you've all been waiting for! That's right, you can finally use The Right Tool for the Job, creating a set of any sort of tool you might need over a short rest! Just kidding, we know you're here for the Armorer subclass and its Arcane Armor, which lets you turn a suit of armor into fancier armor. You can ignore strength requirements, use the armor as a spellcasting focus, it becomes impossible to remove against your will, and you can put it on/ take it off as an action. As a foreigner yourself, you've forgone the stealthy tactics of your younger days to become a Guardian, so your armor followed suit. That means your armor comes with Thunder Gauntlets, weapons that use your intelligence modifier and force disadvantage on attacks against people that aren't you for a round. You can also activate a Defensive Field, spending a bonus action to gain temporary HP equal to your artificer level proficiency times per long rest. You also get free armorer spells, like Magic Missile for some magic missiles, and Thunderwave for that giant X.
Ranger 5: Bouncing back into ranger nets you an Extra Attack per attack action, doubling the efficiency of your hunter's mark. You can also cast Locate Object to locate objects on this plane (try the big bad's fancy outfit, that'll help), and you get Misty Step for free. Boost around people so fast it's like you're teleporting!
Artificer 4: Use your next ASI to bump up Intelligence. Turns out artificers like that kind of thing.
Artificer 5: Extra attacks from different classes don't stack, but at least you get second level spells! Your freebies are Mirror Image and Shatter for some holograms and even bigger Xs. You can also use Aid to toughen yourself up, Pyrotechnics for more fire power, and See Invisibility to pierce evasion skills.
Artificer 6: Sixth level artificers get Tool Expertise, doubling your proficiency in tool-related checks. You also get two more infusion blueprints, and can keep one more infusion active at once. Grab Radiant Weapon for a flashier looking weapon at world's end, and Resistant Armor for when you know what element you're fighting that day. (Spoiler: BB uses fire, and can't cut through resistances. You're welcome.)
Ranger 6: Sixth level rangers get another Favored Enemy, and since BB's part god now we might as well get Celestials. Oh god, BB's part god. Sorry, it just... it's a lot to take in, and it only sank in now. Anyway, you're also Roving now for an extra 5' of movement, plus a climbing and swimming speed. You're as at home on the beaches as you are in the city.
Artificer 7: Seventh level rangers have Flashes of Genius, spending your reaction to add your intelligence modifier to any check or save within 30' of you Intelligence Modifier times per long rest. Your armor comes with wifi included, giving you access to all sorts of useful guides, like "how to dodge a fireball". Tip: avoid the fire! Awesome!
Artificer 8: Use this ASI to bump up your Wisdom for stronger ranger spells and better investigations.
Artificer 9: Ninth level armorers can apply Armor Modifications to their arcane armor. Basically, your armor counts as Armor, Boots, a Helmet, and a Weapon for your infusions. Also, you can infuse two extra items if they're in your armor. You also get third level spells! You get Hypnotic Pattern and Lightning Bolt for free. They're nice, but not super in character. I'd grab Dispel Magic to cut through BB's nonsense, Ashardalon's Stride and Fly to use that jetpack to its utmost, and Protection from Energy to block any surprise effects you come upon.
Ranger 7: At seventh level horizon walkers can take an Ethereal Step, spending a bonus action to hop into the Ethereal Plane for a turn. Why bother trying to fly through a wall when you can just teleport through it instead? You can do this once per short rest. You also learn the spell Barkskin, giving you a base AC of 16 no matter what armor you're wearing, so you can finally get back into that bikini if you really want to. Technically most of your abilities aren't a part of your armor, so... you do you, I guess.
Artificer 10: We finish off our artificer levels as a Magic Item Adept, letting you attune to an extra magic item and create common or uncommon magic items faster and cheaper than most people. If your fighter still doesn't have a magic sword, do them a solid and help out. Plus, you can cast Resistance. Your armor's pretty tough, it'll take a lot to get into it. Also, you get two more blueprints, and one more infusion at a time. Winged Boots means your armor can finally fly without concentration, and a Headband of Intellect makes your armor smarter literally, giving you an intelligence of 19.
Ranger 8: Okay, finally back in ranger for good. Use this ASI for a higher Strength score for more hitting. You also get Land's Stride to blast over difficult terrain and ignore nonmagical plant damage. Armor beats thorns, easy.
Ranger 9: Ninth level rangers learn third level spells. You get Haste for free to overclock your jetpack- added speed, an extra action, and a boost to your AC. You have to take a turn off when the spell ends to tune up your armor again, but that's a small price to pay. You also learn Conjure Barrage for some big missile massacres.
Ranger 10: Tenth level rangers are Tireless, spending an action to gain temporary HP proficiency times per long rest. Also, you reduce your exhaustion on short rests as well as long ones! Which is really useful since you don't really have much food in the time loop... You can also turn invisible for a round as a bonus action thanks to Nature's Veil. Your armor's fancy enough, I'm sure it works.
Pros and Cons
Pros:
As part ranger and part flying robot, you're great at ignoring the terrain when it tries to get in your way. Rubble? Land's Stride through it. A mountain? Fly over it. The BBEG collapses a tunnel so you can't follow him? Teleport into his fucking face. You are an unstoppable force of justice.
You're also really good at figuring out the plot. A passive perception of 25 and a passive investigation of 31 will let you scan a crime scene and figure out the perp faster than Sherlock Holmes.
You've got some rock solid armor, with 18-22 AC and a couple ways to protect yourself from any elemental attacks, you'll be able to outright block a ton of damage.
Cons:
Multiclassing required three abilities to be 13 or higher, two of which don't even matter for this build by the end of it. That hurts. Even ignoring that you still need strength to hit things, intelligence to be okay at artificing before level 10 hits, and wisdom to figure out bad guys' stuff and cast ranger spells. You're spread pretty thin, basically.
Despite your tough outer shell, you have a soft nougaty center, with only 114 HP at level 20 and around 60 temporary HP from your tech to keep you up and running. If someone can cut through your armor, you might have a bad time. Or a short time.
All your coolest spells are tied to concentration, so you'll have to pick whether you want to fly, deal tons of damage, or go super fast. Also, you can pretty easily drop concentration if something slips through your defenses since you've got a +0 to constitution saves.
But why worry about taking a hit when you're twenty feet in the air hurling missiles at people? Keep yourself and the world safe long enough to figure out the bad guys' plans, then launch yourself into their base and put a stop to it before they even have time to hit you. It's not like you're fighting someone who can just undo all your progress, right?
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fateandphantasms · 4 days ago
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Fate and Phantasms #221
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Today on Fate and Phantasms we're building the beach babe who is totally cuter than that last one, Queen Medb (Saber)! She's a Glamour Bard as usual to capture the attention of everyone at the beach, and a Hexblade Warlock to borrow Fergus' sword. While the original focused on building her own army from scratch, you captivate everyone around you and turn them into your own army! Or make your enemies so weak a bunch of commoners can take them out.
Check out Medb's build breakdown below the cut, or her character sheet over here!
Next up: ACAB, but we made Columbus so I guess we'll make her too.
Race and Background
Yes, Medb is still a Variant Human, and yes, she's still a Noble too. She gets +1 Charisma and Dexterity. This also gives her proficiency with Insight, Persuasion, and Performance, and makes her a Performer thanks to an Unearthed Arcana. This gives you another point in Charisma, doubles your proficiency with Performance for great shots in your photobooks, and the ability to distract a humanoid while performing by making a contested performance check against their insight. If they fail, you force disadvantage on their perception and investigation checks until you're done performing. You tend to draw a crowd.
Ability Scores
Charisma comes first, as you can probably guess. After that is Intelligence. Running a country requires lots of cunning. Dexterity is next so you can get into good poses and use a sword, followed by Wisdom to figure out the intentions of your rivals. That means your Constitution won't be super high, but we're dumping Strength. We don't need it, and you'll have plenty of braves to do the heavy lifting for you.
Class Levels
Bard 1: Kicking it off as a bard gives you plenty of proficiencies, including Dexterity and Charisma saves, as well as Deception and History for more country-running and Animal Handling. The penguins aren't really part of your build, but you do have them. Aside from all that, you can give your allies some Bardic Inspiration as a reaction Charisma Modifier times per long rest. It's a d6 they can use to improve their attack, save, or check, using up the inspiration after adding it. You also get Spells using your Charisma, like Friends to make your persuasion checks even easier, and Thunderclap for a little bit of rumbling. You don't use Caladbolg's abilities because you're not rude, but you can do it, which is why it's here. You also pick up Animal Friendship to chill with penguins, Charm Person to bring in the start of your army, and Heroism and Longstrider to make your allies a little bit stronger. A modest beginning, but we're just getting started.
Bard 2: Second level bards are Jacks of All Trades, adding half their proficiency to ability checks they aren't proficient in. This includes initiative rolls. You also learn a Song of Rest, adding an extra d6 to healing done over short rests for your whole party. Just look at her, she's plenty relaxing to be around. Also, your Magical Inspiration means your inspiration dice can now be added to the damage or healing of a spell, affecting a single target. Speaking of how relaxing Medb is, she learns Sleep this level, immobilizing, theoretically, every creature in a 20' circle. If affects the one with the lowest HP first, putting creatures to sleep if their total HP is lower than 5d8 you roll.
Bard 3: Third level Glamour Bards can put on an Enthralling Performance. If you perform for at least a minute you can Charm up to Charisma Modifier people who saw the whole performance. (Y'see how your feat also works when you perform? Kind of a theme here.) If they fail their Wisdom save, they idolize you, and might fight on your behalf if already inclined. They stay charmed for up to an hour or until they take damage or you fight it/it's friends. You can do this once per short rest. For a faster feature, we turn to the Mantle of Inspiration, burning a use of Bardic Inspiration to make yourself prettier and boost your allies, up to your Charisma Modifier in number. They gain temporary HP and can move up to half their speed without provoking attacks. If you want to improve your allies even more, check out second level spells like Enhance Ability, giving a target creature advantage on one kind of ability check. There's also small bonuses if you pick a physical stat, since those don't have nearly as many skills to work with. Oh! Speaking of skills, we almost forgot! You get Expertise this level, doubling your proficiency in Animal Handling and Persuasion.
Bard 4: Use your first Ability Score Improvement to bump up your Charisma. It's an important ability for bards, and it'll be an even more important ability for you in a little bit. Sorry, that's spoilers. You also learn True Strike; waste a turn now for advantage on an attack next turn. It's not good, but Medb is absolutely the kind of person to waste time on looking good before hitting someone. Also, pick up Lesser Restoration for that golden body. Poison is a poor person problem.
Bard 5: Fifth level is great for bards. Your inspiration grows to a d8, and you become a Font of Inspiration, meaning you get your dice back on short rests and long ones. You can also Bestow Curses on your enemies to make them weaker. This is one of those spells where the only real limit is your imagination, and how cool your DM is. Fifth level bards get a lot of cool stuff.
Warlock 1: We've done enough Medbing for now, it's time to grab that sedber. As a Hexblade warlock, you can borrow Fergus' sword thanks to being a Hex Warrior, giving you proficiency with martial weapons. More importantly, at the end of a long rest you can alter one weapon so you use your Charisma instead of strength or dexterity for attacks and damage. Told you charisma would get better. You can also spend a bonus action to invoke a Hexblade's Curse on a creature, singling them out for a beatdown. While cursed, you get to add your proficiency to damage rolls against the target, and you crit on 19s and 20s. Plus, once the target dies, you heal yourself too. You can use this curse once per short rest. One last thing that uses your Charisma; Pact Magic. It's like regular magic, but spell slots come back on short rests. Also, since it has a different name this doesn't work like regular multiclassing. You still have 5 levels worth of bard slots and one level worth of warlock slots, but you can use one kind of slots for the other kind of spells. For spells, you get Eldritch Blast and Wrathful Smite for some straightforward damage, and Mind Sliver and Hex for more enemy weakening.
Warlock 2: Second level warlocks get Eldritch Invocations, mini-feats you get by virtue of being a warlock. Pick up Armor of Shadows for your literal bikini armor, giving you free casts of Mage Armor as long as they target yourself for an AC of 13 plus your dexterity modifier. You get a second one this level too, but we're saving that one. We also dip into another UA for the spell Id Insinuation, forcing a wisdom save on a nearby creature. If it succeeds, nothing happens. If it fails? That's the spicy stuff. It becomes incapacitated and takes a bit of psychic damage per turn, but it can remake the save at the end of each turn. For those of you who don't know status effects, that means it can't take actions or reactions. You tend to get stuck in people's heads. Not literally. Yet.
Warlock 3: Third level warlocks can get stuck in people's heads literally by making big swords with their Pact of the Blade, creating a magical weapon of your choice as an action, and because you're a hexblade all your weapons use your charisma, so you can totally use a greatsword with your noodle arms. To make your sword more improved, pick up Improved Pact Weapon to improve your pact weapon, adding +1 to its attacks and damage rolls. It also works as your focus for warlock spells, and you can summon bows and crossbows now. We just want a sword, but you can do what you want. Speaking of doing what you want, you probably want to Enthrall your foes, giving them disadvantage at perceiving not-you creatures if they fail a wisdom save. It's a lot easier to sell books when your audience isn't even aware other books exist.
Warlock 4: Hey, you know what we don't have enough of yet? Skills. Use this ASI to grab the Skill Expert feat to max out your Charisma, become proficient in Acrobatics for some fancier swordplay, and get expertise in Performance for a quadrupled proficiency bonus. There's a reason you're the final boss of Serva⭐Fes, you're really fucking good at this. Also, you get Sword Burst for some swordplay, and Ray of Enfeeblement for more enemy weakening. If they get hit, they deal half damage with strength-based attacks for up to a minute, or until they succeed on a constitution save.
Warlock 5: Fifth level warlocks get third level slots and a new invocation. Pick up a Hypnotic Pattern to spritz a little perfume in a 30' cube, forcing a wisdom save on every creature inside of it. If they fail, they're charmed for up to a minute, becoming incapacitated and they have a speed of 0. It also ends early if they take damage or someone shakes them out of it, but it's great for small groups. The fact that all these charms wear off when someone takes damage is kind of a bummer, huh? Good thing we're planning on taking them out in One Shot, My Love. We're be doing this with the UA invocation Curse Bringer, letting you summon a greatsword as your pact weapon. If you use this weapon to reduce your cursed creature to 0 HP, you can change the curse's target for free, though it doesn't change the duration of the spell. Also, when you hit any creature with the sword you can spend a spell slot to deal 2d8 slashing damage per level burned, and if they survive that you can reduce their speed to 0 for a round. Nearly killing people and leaving them too stunned to move? This would be a good replacement for Medb's chariot too...
Bard 6: Okay, we've been away from barding a bit too long. Bouncing back lets you use your action to enact a Countercharm, giving your allies advantage on charming and frighting saves for the round. You can also put on a Mantle of Majesty as a bonus action to transform into an unearthly beauty for up to a minute with concentration. As a bonus action each turn, including the one you use to transform, you can cast Command for free, and any charmed creatures automatically fail their saves on it. You can do this once per long rest. You also learn how to make a Motivational Speech, giving a minute long speech to give up to five creatures temporary HP and advantage on wisdom saves. When they get hit by an attack, they get advantage on the next attack they make. The spell lasts for up to an hour, or until they lose the temporary HP. Now your commoner army is... slightly more dangerous.
Bard 7: Seventh level bards get fourth level spells, like Charm Monster. Even demons know how cute you are. Even demons know.
Bard 8: Now that your Charisma's as good as it's getting use this ASI to improve your Dexterity for a better AC. Also, learn Confusion. It forces a bunch of creatures to make a wisdom save, and if they fail it messes their turn up for up to a minute, or until they make another wisdom save. They can't take reactions, and they have to roll a d10 each turn. On a one, they move in a random direction. On a 2-6, they can't move or take actions. On a 7-8, they make a melee attack on a nearby creature, and if they can't they waste their turn. On a 9-10 they can actually take their turn. It's not the brainwashed lackey you're used to, but sometimes making a berserker is worth the trouble.
Bard 9: Your song of rest is a d8 now, and you can cast 5th level spells like Skill Empowerment. Give a creature Expertise in any one skill it's proficient in for up to an hour. Also, you can't use this to make your Performance absolutely dumb, sorry.
Bard 10: The tenth level of bard is almost as good as fifth level was- your Inspiration grows to a d10, and you get Magical Secrets, two spells from any spell list. Pick up Erupting Earth for a proper swing from Fergus' sword, and grab Ego Whip from that UA we got Id Insinuation from to force an Intelligence save on a creature, or they get disadvantage on attacks, checks, and saves. At the end of each turn they can make another int save (at disadvantage) to end it, otherwise it lasts for a minute. If you need to dunk on something, this is how you do it. You also learn Prestidigitation as a hobby, and you get more Expertise, this time in Deception and Insight.
Bard 11: Sixth level spell time! Grab Mass Suggestion to turn up to 12 creatures into your loyal braves for up to 24 hours if they fail a wisdom save. You can't make this sound obviously harmful, so make sure they think they can take on anything you throw them at. Also, you can't hit them. You're nicer than that.
Warlock 6: You thought we were done here, weren't you? Turning a commoner into a ghost is probably stretching the whole "parameter changing" thing a bit too far, but it's probably fine. When you kill a humanoid you can turn it into an Accursed Specter, a specter that gets three extra temporary HP, and adds your charisma modifier to its attack rolls. They stick around until you finish a long rest, and coincidentally you can do this once per long rest. You can also leave people so smitten now it counts as a Hold Person spell.
Bard 12: Use your last ASI to bump up your Dexterity. Yup, that's it this level.
Bard 13: Your song of rest is a d10, and you get seventh level spells! Kinda. We don't like any of them, so grab Psychic Crush instead. If you don't like using Curse Bringer as your NP, this one should work too. If the target fails an Intelligence Save they take a ton of psychic damage and are stunned for up to a minute, or until they make another intelligence save. Sadly it doesn't send them flying, but as we learned with Ibaraki very few spells do that.
Bard 14: Our capstone level grants you an Unbreakable Majesty. As a bonus action you transform for up to 1 minute, forcing attacking creatures to make a Charisma save. If they fail, they have to attack someone else. On a success, they can hit you, but they have disadvantage on saves against your spells next turn. Heads you win, tails they lose. You can transform once per short rest. You also get another round of Magical Secrets, so grab Tenser's Transformation to alter your own parameters and turn yourself into a proper frontline fighter. You get 50 temporary HP, advantage on all weapon attacks, deal extra damage, get proficiency with strength and constitution saves, and can attack twice per turn. You have to make a constitution save afterwards to avoid a level of exhaustion, but I'm sure you'll. Oh right. You have 10 Constitution and nothing else. If you'd like a less dangerous spell, Fizban's Platinum Shield can turn any creature into a proper hero, surrounding them in a magical shield that offers protection from arrows (half cover), battle continuation (resistance to acid, cold, fire, lightning and poison), and Evasion for boosted dexterity saves. The spell lasts up to a minute, and you can swap who has the shield as needed.
Pros and Cons
Pros:
This Medb isn't just a pretty face. She can pump out some serious burst damage for a rude awakening against charmed enemies. It only lasts until they take damage, so you'll just have to make that damage count. With Tenser's Transformation and Curse Bringer, you can deal 4d6 + 24d8 + 4d12 + 12 damage in a single round. With advantage and probably a doubled chance for crits. Even without that, you're dealing an average of 160 damage. You can end a mirror match in two turns.
That being said, you're also a very pretty face, with expertise in most social skills, a maxed out charisma, and a minimum roll of 30 on performance, you're an excellent party face even before we factor in the literal mind control you can do. You can roll into a town and leave a week later with an army of 120 commoners. They'll all die in one round against a dragon, but that's more a Fergus issue to tackle.
You also come packing tons of buffs and debuffs to turn the tides of any battle, with charms against the unwise, enfeeblement for the weak of body, and psychic spells against the unintelligent; and attack bonuses, extra HP, and enhanced abilities for your braves.
Cons:
You have barely over 100 HP, so you would lose a mirror match against yourself in two turns. You're also a sneeze away from Power Word Kill range.
Most of your buffs, debuffs, and charms all use your Concentration, which limits how much you can do at once. It also makes it way more likely that you'll drop a spell you really need to keep active since, again, low constitution.
A lot of your spells focus on charming your foes, and that's an effect that's easily resisted or ignored entirely. Again, you're going to have issues with dragons. And elves. And a lot of the monster manual, to be honest.
But that's fine! Let Cu and Fergus deal with the dragons and aberrations. You'll have your hands full managing a literal army to contend with the faceless mooks of the big bad. Or the big good, depends on your mood.
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fateandphantasms · 5 days ago
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Fate and Phantasms #220
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Today on Fate and Phantasms we're building the Beach Babe, the Baddest Bitch, the one, the only; BB. We're not doing the whole alliteration thing this time, sorry. She's a Hexblade Warlock to pull any weapon she could possibly want out of hammerspace and a Chronurgy Wizard for some time loops. And fire. And turning people into pigs. And turning into a giant and crushing people. You do a lot of stuff, huh?
Check out her build breakdown below the cut, or her character sheet over here!
Next up: But first; lemme take a selfie!
Race and Background
The good news is this part barely changed at all since last time. She's still a Custom Lineage since WotC won't return my calls about the omnipotent AI race I keep asking them to put in 5.5e. She gets +2 Charisma, a medium size, Darkvision to dunk on the humans, and the Lucky feat. Three times a day you can react to roll another d20 when you make a check, save, or attack roll and use either result. It's a time loop, you literally just do the same thing twice for a different result. You can also use this on an enemy's attack if they're hitting you, they tend to get sloppy after making the same attack for three days straight.
If anything, making you a Rakdos Cultist makes even more sense now, what with the elder god powers and fireballs. You get Acrobatics and Performance proficiency, as well as a bunch of spells. We'll talk about them more when we get your wizard levels.
Ability Scores
Your Intelligence should be number one, you're an AI and you're from the future, and you already know how this stuff'll turn out since it's the third time you've seen it happen. After that is Charisma, you somehow manage to motivate your senpai to keep making manga well into the second century of his vacation; that's impressive. Your Dexterity comes next, we don't need it for weapons, but you do some impressive pirouettes at times, and we need you to not die while bringing a bathing suit to a battle. Your Constitution isn't that high, but you're not one for a fair fight anyways. This means your Wisdom is a bit low, haphazardly designed AI aren't the most rational, and we're dumping Strength. You don't need to do heavy lifting when you can just trap people in time loops until they do it for you.
Class Levels
Warlock 1: Starting as a wizard would probably be more in-character, but you need all the health you can get so we're starting with the bigger hit die and the free mage armor. You don't get the latter yet, but as a Hexblade you do get plenty other goodies. You can invoke a Hexblade's Curse as a bonus action once per short rest, cursing a creature for up to a minute. While it's cursed, you can add your proficiency bonus to damage you do to the creature, deal crits on 19s and 20s, and when the target dies, you regain HP. Your second skill is kind of a grab bag, so I'm glad we got a little healing in place. You're also a Hex Warrior, so you can use medium armor if you really want to. Also, after a long rest you can touch a non-two-handed weapon and use your charisma instead of strength/dexterity when you use it to attack. Finally, your Spells. You cast them using your Charisma, and the slots come back on short rests. Err, slot. Sorry. Pick up Eldritch Blast for some caster balls, Prestidigitation for smaller reality bending, Hellish Rebuke for a little fire power out the gate when someone hits you, and Illusory Script. Write one contract, then go back in time and replace it with another! The most devilish of time manipulations. That makes sense, right?
Warlock 2: Second level warlocks get Eldritch Invocations, mini-feats you get for being a warlock. Armor of Shadows lets you cast mage armor for free, forever, as long as you only help yourself. You also pick up the spell Protection from Evil and Good, so you can strike up a conversation with an elder god without going mad.
Warlock 3: Third level warlocks get their pact boon, and with the Pact of the Blade you can now summon almost any weapon in the game as an action. Since you're a hexblade, this weapon automatically uses your charisma instead of anything else. Also, you're supposed to get two invocations at level 2, but we always save the second for Improved Pact Weapon around here. Your attacks and damage rolls get +1, and the list of weapons you can make expands even further. I think the only ones you can't make now are bows, and maybe slings? Flails, scythes, and... whatever you'd call those tentacles are all on the table. You can also cast Mirror Image to create three copies of yourself to take hits for you. You'll get more tangible options later, but your AC is pretty bad now.
Wizard 1: Bouncing over to wizard starts you off with a wizard spell list, giving you an absolutely bonkers six 1st level spells now, and two more every time you level up. That's a lot, so we're not going over all of them in this article, check the character sheet for the full list. Most of them will fit under the categories of fire damage, eldritch madness, or time mischief, so take those as guiding tenets. We will still go over spells we feel need justification, fall outside of those categories, or are central to the build. You also gain an Arcane Recovery, so once per long rest you can regain some spell slots on a short rest. A wild concept, to be sure. Also while we're on the subject, your warlock and wizard spell slots don't mix, so just treat your slot numbers as if you weren't multiclassing and add them together. You can use warlock slots for wizard spells and vice versa, but don't use the multiclassing table. Pick up the Mending cantrip to bring small items back to when they were whole, and Comprehend Languages so you can understand your new penpal. Oh right, the background spells. I'm not entirely sure how this works with wizard spells, but your spell list is big enough you could probably get away with it if they aren't added wholesale. You get Fire Bolt and Vicious Mockery for cantrips, plus Burning Hands, Dissonant Whispers, and Hellish Rebuke for first level spells.
Wizard 2: Second level wizards learn their school of magic, and as a Chronurgist you specialize at fucking with the time stream. At second level your Temporal Awareness adds your intelligence to initiative rolls, and you can activate a Chronal Shift twice per long rest as a reaction. This lets you force a re-roll on any check, save, or attack roll within 30' of you, and the re-roller has to use the second option. One time loop is rookie numbers, but we have to start somewhere.
Wizard 3: Third level wizards get second level spells, Enlarge/Reduce makes you bigger. Or smaller, but we want to be bigger for crushing craters. You add 1d4 to your attack rolls while big and get advantage on strength checks and saves, vice versa if you're small. You also get Crown of Madness, Enthrall, and Flaming Sphere from your background. Insanity and fire, all nice things.
Wizard 4: Use your first Ability Score Improvement to round up your Dexterity and Intelligence for a +2 to your initiative! Also, better AC, and stronger spells. You also learn Sword Burst to swing your weapons all over, and Hold Person to do that tentacle lock-in thing from your extra attack.
Wizard 5: Fifth level wizards get third level spells! Our main spells are just fire, but you get Fear and Haste from your background.
Wizard 6: Sixth level chronurgists can put a large or smaller creature into Momentary Stasis as an action, forcing a constitution save against your spell save. If they fail, they're trapped in a time loop for a round or until they take damage. A round outside. Who knows how long inside. You can do this int mod times per long rest.
Wizard 7: Fourth level spells baybee! Evard's Black Tentacles is fun, as long as you aren't slumming it with a bunch of melee fighters. You also get Confusion and Wall of Fire from your background.
Wizard 8: ASI time! Bump up your Intelligence for better spells and more smarts! Also, you can now Banishment people into a time loop outside of this reality, for up to a minute. If they're from outside our world, it'll be permanent after that. Take that, Mysterious Heroine!
Wizard 9: Fifth level spells! You can Mislead people to sneak up on them while your illusory copy distracts them, or you can Dominate Person thanks to your background. Everyone comes around to your side eventually. You have all the time in the world to get them to change their mind.
Wizard 10: You can now use Arcane Abeyance to slow down your own spells. If you really want to, I guess. When you cast a spell that's level 4 or lower, you can turn the spell into a bead that lasts up to an hour. The bead has 1 HP, and if it gets crushed or the hour is up the spell goes poof. Otherwise, give the bead to a friend, let them pop the bead to cast the spell, and boom! It uses your DC and attack bonus, but the popper's the caster for any effects of the spell. Try this out once per short rest!
Wizard 11: Now that you have sixth level spells, you can use Tenser's Transformation to fight people without, y'know, dying. You get 50 temporary HP, advantage on weapon attacks, deal extra force damage, proficiency in strength and constitution saves, and attack twice per action. It lasts up to ten minutes with concentration, and afterwards you have to make a constitution save or you get one level of exhaustion. Also, you can't cast spells while using this one. But that's why you have the beads.
Wizard 12: Since we can hit people without dying now, use this ASI to bump up your Charisma for better warlock spells and better scythings. Also, grab Mental Prison and Soul Cage to keep senpai locked away forever.
Wizard 13: Seventh level spells! Reverse Gravity pulls people up and slaps them back down, kind of like your Cursed Crushing Crater.
Wizard 14: We save the best time nonsense for last! As a reaction, you can force a Convergent Future when a creature makes an attack, check, or save. You ignore their roll, and decide for yourself if they succeed or not. That's right, you're the DM now! There's technically no limit, but every time you use it you get one level of Exhaustion, and this one can only be removed by a long rest. So, six times. But that's to be expected, going through a thousand time loops to find the one way to seduce the dragon is going to be taxing. You also get Mirage Arcane so you can restructure some hawaiian islands. It's technically an illusion, but it has tactile sensations? So? I really don't know how it's an illusion?
Wizard 15: Eighth level spells are where we really get the cool stuff. Turns out elder gods use high level stuff. Wild. You can create some Clones to hold your costumes, and use a Reality Break to properly slap people into the dirt.
Wizard 16: Use your last ASI to bump up your Constitution. It's pretty useful for you.
Wizard 17: Your last level, and your last spell level! Ninth level spells are fun. Foresight lets you travel back in time with all the information you need to succeed, making you immune to surprise. You also have advantage on attacks, checks, and saves, and other creatures have disadvantage on attacks against you. Also, get True Polymorph to turn Robin into a pig. Did you think we forgot that? :P
Pros and Cons
Pros:
Being able to force dice rolls is great, there's a reason it's usually reserved for the DM. Even before you can make a Convergent Future you've still got Chronal Shift and plenty of Lucky points to help make sure everything runs smoothly.
Being able to mess with saves also means your Illusions are way more likely to work in your favor. Your other spells too, but you can mislead an entire army with a well placed Mirage Arcane. Or stick your BBEG away for safekeeping with Banishment. Really, do whatever the hell you wanna, you're BB.
Going further into that last bit, having tons of spells and weapon proficiencies gives you plenty of variety when it comes to tackling problems. Use illusions to avoid them entirely, blast fireballs from the back, or pop a Tenser's Transformation and Foresight to wade into the thick of combat.
Cons:
Wading into the thick of combat without Tenser's is a bad idea. You have barely over 100 HP, and your AC is 15 unless you break character for some medium armor.
On a related note, both TT and your Convergent Future feature plays with Exhaustion, the single deadliest status effect in the game. Forcing the future or getting unlucky with the transformation will quickly mess your day up, ending with your own death after six levels.
While you have variety with your spells, almost all your damage comes from Fire. It's not a great damage type to focus on.
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fateandphantasms · 6 days ago
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Fate and Phantasms #219
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We finished up on miss goody-two-shoes earlier, so now it's time to build the true protagonist, the dark saint Jeanne Alter (Berserker)! This edition of Jeanne is an Eldritch Knight to bring down dragonfire on your enemies and a Warlock, selling your soul to the awesome power of... you know, I don't think she ever says where her chuuni stuff comes from. I'm going with Silverquill though, if only for the writing themes.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: I feel like we've done this one before...
Race and Background: Jantally was a Custom Lineage, but she was a bit weirder than you, so we're heading back to Variant Human for Balter. This gives her +1 Dexterity and Intelligence, Athletics proficiency since we won't be going that hard into strength this time, and the Tough feat so we don't have to invest too hard in constitution either. It gives you an extra 2 HP per level.
If we want Jalter to be an artist then the Guild Artisan background is a good match, giving her proficiency with Insight and Persuasion, but more importantly with Calligraphy Tools so she can doodle as well as the original.
Ability Scores:
Your Dexterity should be as high as you can get it- when you're only wearing a bikini and have disadvantage against all classes, not getting hit is much easier than tanking damage. Also, we're making your katanas shortswords so they're easier to dual wield. After that is Charisma, then Intelligence. You need a little of both if you want to craft good stories. Your Constitution should be above average if you want to survive those all-nighters. That means we have to leave Strength a little lower than I'd like, but we're dumping Wisdom. You're a berserker, and all those all-nighters you pull are going to have an effect on you.
Class Levels
Fighter 1: Okay, onto the fun stuff! Being a fighter lets you add your proficiency to Strength and Constitution saves, plus you're good at Acrobatics and Intimidation. You're still Jalter, after all. You also get the Dueling fighting style for an extra 2 damage when attacking with a one-handed weapon and nothing else, and you can use your bonus action to chug one of those fruity resort drinks for a Second Wind that heals you for a bit once per short rest.
Fighter 2: Second level fighters get an Action Surge for an extra action once per short rest! It's almost as good as a second sword! Almost.
Warlock 1: Bouncing over to warlock real quick gets you some Pact Magic, spells you can cast with your Charisma and slots that come back on short rests. As a Silverquill warlock you also become an Eloquent Apprentice, giving you Vicious Mockery as a free cantrip and proficiency in Performance and Deception. Good stories need both. You can also turn your words into Silvery Barbs, spending your reaction when a creature succeeds on a save, check, or attack to force a reroll if they aren't immune to being charmed. They must use the lower roll, and if they fail another creature can reroll an attack/save/check they make in the next minute, taking the higher number. You can do this successfully once per long rest, or by burning spell slots. Speaking of spells, you learn Friends so your readers feel a bigger impact from your manga. For all of five minutes. You also pick up True Strike, which lets you spend an action to get advantage on an attack. Next turn. If you maintain concentration. It's not good, but Jalter would absolutely monologue for six seconds before hitting someone, so it balances out. You also get Hex for your cursed dragon arm, or whatever, and Illusory Script. You can write one thing and it'll look like another to other people! Now you can write two manga at the same time! You'll save so much time this way!
Warlock 2: Second level warlocks get two Eldritch Invocations to customize their summer vacation. One of them doesn't really matter since we'll replace it later, but pick up Misty Visions now so you can cast Silent Image at will. Now you can have black fire on your hand without hurting yourself, sick! Speaking of fire, you also get Hellish Rebuke. If a creature hits you, use your reaction to set them on fire.
Fighter 3: Going back to fighter makes you an Eldritch Knight, giving you another set of Spells you can cast with your Intelligence. Most of them have to be abjuration or evocation, but that works out fine for us. Since we're multiclassing with warlock you don't have to use the multiclassing table, just remember the slots from fighter only come back on long rests. Also, over an hour you can create a Weapon Bond with two weapons at a time. Once done, you can't be disarmed of that weapon unless you're unconscious, and you can summon one bonded weapon as a bonus action. Oh right, spells. Grab Control Flames to turn fire black, Minor Illusion if you don't want to concentrate on your illusions, Burning Hands and Absorb Elements for more fire, and Catapult. We might not be able to invest in strength, but you can still weaponize your old books by chucking them at people's heads.
Fighter 4: At fourth level you get your first Ability Score Improvement, and we'll be using it to switch things up a bit. Pick up the War Caster feat so you can cast spells with full hands. You also get advantage on constitution saves, and you can use cantrips for opportunity attacks. To take advantage of that first part, we're also using Martial Versatility to swap out Dueling with the Two-Weapon Fighting style. This lets you add your dexterity to your offhand short sword attacks. Because short swords are light weapons, we don't need the dual wielder feat to use two at once, and hey, weapon bond lets you summon two swords at any time, what a coincidence! You also get Mage Armor. It helps with not dying, so your AC is 13 plus your dexterity now.
Fighter 5: Fifth level fighters get an Extra Attack, so you can make two attacks with one sword, or three with two. If you toss your action surge in, that's four attacks with one sword and one attack with the other. Yeah, it's kinda silly.
Warlock 3: "But whoever you are!" I hear you cry, "Jerker has three swords!" First off, that's a very rude thing to call someone, very naughty. Secondly, we've got you covered. Bouncing back to warlock real quick gives you the Pact of the Blade, letting you summon a third sword to your hand as an action. You can also spend an hour turning any magical weapon you come across into your pact weapon for the same benefit. Summoning this one might take longer, but it's all worth it, since it's an Improved Pact Weapon, giving the weapon a +1 to attack and damage rolls as long as it doesn't already have a bonus. You can also Enthrall a person for up to a minute. As long as they can hear you and can be charmed, they have disadvantage on perception checks to notice anyone but you until the spell ends. You know those parts of battle anime where the enemies practically have soliloquies at each other? This is that.
Fighter 6: Use this ASI for higher dex, for stronger swords and a higher AC. At the end of the day, this build's really all about stabbing people.
Fighter 7: HAHA YOU THOUGHT! Seventh level eldritch knights learn War Magic, so if you spend an action to cast a cantrip you can still make one weapon attack with your bonus action! You also learn Aganazzar's Scorcher for more fire damage.
Fighter 8: Eighth level fighters get another ASI, so bump up that Intelligence for more storytelling inspiration and stronger spells. Also, while we won't be able to make dragon heads appear out of our arm, we can use Dragon's Breath to breath a little bit of fire. Or anything else you want, just in case your DM's getting wise to your theme and throws you into the fire plane.
Fighter 9: Ninth level fighters are Indomitable, giving you one saving throw re-roll per long rest. Everybody makes mistakes sometimes, just stop rolling ones.
Fighter 10: Eldritch Knights can make Eldritch Strikes. When you hit a creature they get disadvantage on the next save you force on them before the end of next turn. You also get the Sword Burst cantrip- it's like swords, but magic- and the spell Warding Wind. Dramatic background wind is a necessity for any chuunibiyou, and this one actually helps out in other ways too! It deafens nearby creatures, extinguishes small fires (great in case you just accidentally set something on fire you didn't mean to), turns the area into difficult terrain, forces disadvantage on ranged weapon attacks that go through the area, and disperses gases, vapors, and fog. It's definitely niche, but it makes you look cool.
Fighter 11: Eleventh level fighters get another Extra Attack, so that's three attacks with one sword, four with two, and up to seven with your action surge. You can also cast Darkness now. If anyone asks, it's totally shaped like a dragon. They're all just too close to get a good look at the shape of it.
Fighter 12: Use this ASI to bump up your Charisma for more compelling reads and stronger spells. Stronger warlock spells, at least.
Fighter 13: At thirteenth level fighters get a second use of Indomitable. It's not reusing a feature, it's stock footage, they're totally different things. You also learn Fireball, because it's fireball.
Fighter 14: Use this ASI to bump up your Charisma again. Intelligence would be the smarter move, but that requires a high intelligence in the first place. You see the dilemma, right? You also pick up Blink, so half the time you pop into another dimension at the end of your turn. The upside is it doesn't go away the first time you'd get hit.
Fighter 15: Fifteenth level eldritch knights can put on an Arcane Charge, teleporting up to 30' away when you use an action surge. Nothing personnel, kid.
Fighter 16: Use your last ASI for higher Dexterity. Better ACs and attacks are both good. Also, for your last spell... sending? I guess? Luluhawa's in modern day, you could get a cell phone if you want one.
Fighter 17: Your capstone level gives you an extra use of both Action Surge and Indomitable. Villains don't really die, so neither should you.
Pros and Cons
Pros:
Your silvery barbs don't care about disadvantage or advantage, which is a huge boost for their usability. Basically, kick an opponent when they're down and now they have to roll 3 dice and take the lowest. Which then translates into an ally rolling three dice and taking the highest.
You're also really hard to hit, with a respectable 18 AC, teleportations, forcing disadvantage, and being in the wrong dimension half the time, you can stick around a lot longer than a frontline fighter in a bikini has any right to.
You have a maxed out attack stat plus five attacks a round, which means you're dealing consistent damage, which means you're consistently weakening their saves against your spells, which feeds right back into pro #1.
Cons:
Focusing on Charisma over intelligence is the more in-character option, but you have far more intelligence-based spells than charisma. I'd highly recommend taking intelligence to 18 instead in an actual game.
Almost all your spells are illusion/charm based or fire based. Both of those are easily resisted, meaning you'll be stuck relying on just a couple short swords in high-level fights.
Your spell list really isn't conducive to gishing, especially not how you'd like to do it. Sword burst is okay if you're surrounded, but most of your other spells are just straight up attacks instead of something that meshes with your swordplay like Spirit Shroud would. Or they're out of combat spells like Illusory script. Except for Hex, I guess. Also, your best defensive option is Blink, which shuts off your ability to use Silvery Barbs.
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fateandphantasms · 10 days ago
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Fate and Phantasms #218
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Today on Fate and Phantasms we're making the first and so far only swimsuit servant to end up wearing more than the original, Ushiwakamaru (Assassin)! This one's more like the Ushiwakamaru from her days training in the mountains, but she's still like the original in the ways that matter: she has way too much shit going on in her NP. (Seriously, that fan can control winds, control fire, create clones, make you fly, perform exorcisms... We won't grab all of those, but we'll squeeze in what we can.) She's a Four Elements Monk to flow with the wind, and a Swarm Keeper Ranger to push people around and talk to animals.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: No, we will not be using Jeanne Alter (Berserker)'s crude nickname. Instead we'll call her Balter. That's much more dignified.
Race and Background
Ushiwakamaru's still a Human, she was just trained by tengu-sorry, kenku. As a variant human she gets +1 Wisdom and Constitution, plus proficiency in Animal Handling to train with her animal friends, and the Athlete feat for some acrobatic feats right off the bat. This increases her Dexterity by 1, and she can stand from prone with only 5' of movement, climb at full speed, and make running jumps with only 5' of lead up.
Also, for the first time we're changing a servant's background between versions! Since this version of Ushiwakamaru is more of a wild child, we're making her an Outlander, which gives her proficiency with Athletics and Survival checks.
Ability Scores
Make your Dexterity as high as you can get, she's still the one who can leap from boat to boat without breaking a sweat and run around a forest at a breakneck pace. They call it that because if you're not careful you will break your neck at those speeds. After that is Wisdom, you're so good at communication you can practically talk to animals. Constitution is next, even if you're a monk learning how to fly has got to hurt. Your Charisma is also pretty solid, you've got that infectious kind of energy that gets everyone around you roped into whatever game you're playing. Your Strength isn't amazing, but we only really care about it for athletics checks, and your proficiency should take care of that. That means we're dumping Intelligence. For some reason I doubt the tengu gave you a lot of book learning.
Class Levels
Monk 1: Starting off as a monk makes things really simple for you, at least in terms of inventory management. Your Unarmored Defense means you don't have to wear armor, since your AC is 10 plus your dexterity modifier plus your wisdom modifier. So if you used the standard array, that's an AC of 15 right off the bat, not bad for level 1. You can also throw your weapons away, because your Martial Arts means your bare hands deal 1d4 damage instead of one. Also, you can use your dexterity to attack instead of strength, and if you attack with your action you can attack with your bonus action too. Also that damage die you use gets bigger as you level up. As for your proficiencies, you get Strength and Dexterity saves, as well as two monk skills. Acrobatics will help you zip around forests, and Insight will help you seek out your playmates.
Monk 2: At second level you can use Ki points to Dash, Disengage, Dodge, or attack twice with your bonus action. You get your monk level in ki points per short rest, but you get an unlimited amount of Unarmored Movement as long as you don't wear armor. Right now it increases your move speed by 10', but that will also grow as you level up. You're still in training, after all.
Monk 3: Speaking of training, at third level yours finally pays off and you steal your master's fan, making you a Four Elements monk. It's worth noting despite the name we're only here for one element. We're forced to take Elemental Attunement, which is basically elemental prestidigitation, but we also learn the Fist of Unbroken Air. As an action you can spend 2 ki points to blast a nearby creature with air. If they fail a Strength save, (DC 8 plus your proficiency plus your wisdom modifier) they take bludgeoning damage, get launched back 20', and get knocked prone. That's great, since prone creatures have melee attacks done to them at advantage, so you can set up for your other frontliners to deliver some serious pain. If they make the save they'll still take half the damage, but nothing else happens. Aside from the subclass specific thing, you and all other monks can Deflect Missiles as a bonus action, reducing incoming damage from arrows and the like. If you reduce it all the way to 0, you can even throw it back if you spend a ki point. Arrows are notoriously wind-reliant, so it fits. Also, you can make Ki-Fueled Attacks now. Basically, all your ki uses are attacks in their own right, so if your action spends ki you can still make an attack on your bonus action.
Monk 4: That air fist thing is cool, isn't it? But spending a whole action on it takes so long? It would be nice if you could do that in, say, a reaction. Thankfully, Fizban has your back with the Gift of the Gem Dragon! Use your first Ability Score Improvement to pick up this feat for +1 Wisdom and the ability to throw people around when they hit you! When a nearby moron with a death wish deals damage to you, you can react to force another Strength save with the same DC as that air fist. If they fail, they take 2d8 force damage and get pushed 10' away. They take half damage and get pushed 0 feet on a success. Either way, you can use this reaction proficiency times per long rest. I know it's not quite as powerful, but that's what you get for rushing things. We're going to have to learn flight eventually, so it's a good thing you know how to Slow Fall now. Spend your reaction to make the ground hurt less. If that's not enough you can also use Quickened Healing as an action to regain some HP. Hit points aren't meat points, and you bounce back quick.
Monk 5: Fifth level monks get the reason we haven't multiclassed yet, an Extra Attack. It's like it says on the tin, two attacks per action. You can also turn any of your melee attacks into a Stunning Strike, forcing a constitution save on your opponent or they're stunned for a round. On top of all of that, your martial arts means you always do at least 1d6 damage. Fifth level's good for monks.
Monk 6: Okay, one more level before multiclassing, sorry. You know Ki-empowered Strikes will be super useful, it makes your fists and feet magical attacks for overcoming resistances. Lots of high-level foes resist or outright ignore nonmagical attacks, so this is nice to pick up early. You also get another elemental discipline. Grab Rush of the Gale Spirits so you can cast Gust of Wind by spending ki points. Push creatures away, make it harder to move down a hallway, just make life miserable for people walking in a straight line.
Ranger 1: Bouncing over to Ranger gets you one more skill proficiency, and it's time we pick up that other half of hide and seek. Stealth. I meant stealth. To make up for lost time you're also Canny at stealth, so you double your proficiency bonus on stealth checks. You can also point out a Favored Foe proficiency times per long rest. You do this by punching them, and it lasts for up to a minute with concentration. It adds 1d4 damage to the first attack you hit them with each turn (including the one you mark them with). I admit hunter's mark is blatantly better, but we don't get that yet, and it's good to have backups anyway.
Ranger 2: Second level rangers get a Fighting Style, and as a Druidic Warrior you get two druid cantrips. Grab Control Flames and Gust for more utility from your master's fan. They, and all other Spells you get, are cast from your wisdom. Speaking of spells, grab Jump for just.. the silliest jump distances, and Hunter's Mark. This is kinda like Favored Foe, but it uses your bonus action, spell slots, and it adds a d6 to every attack, not just one a turn. Monks have a lot of attacks, so go wild. With 5' of startup, Jump, and Step of the Wind active you can fling yourself 60' away, or 18' straight in the air. Though actually it's only 40' right now since you can only move as far as your actual speed lets you. Still, plenty of space.
Ranger 3: You're a Swarm Keeper, you can flavor it as wind, keep it as animal friends, either way it works great for you. Once per turn, your Gathered Swarm lets you add an extra effect to an attack. Either dealing some piercing damage, forcing a strength save to push them 15 feet, or moving you 5 feet. The fun thing about opportunity attacks is only moving yourself triggers them. Since your swarm is moving you, you're fine. You also get Swarmkeeper Magic, giving you extra spells as you level up. I'll be honest, they're not super in character, but we're not here for the magic. Right now you get Faerie Fire and Mage Hand. Mage hand can be a gust of wind or an animal, and Faerie Fire is... kinda fire, I guess? It sorta works. Speaking of freebie spells, you also get Primal Awareness, giving you even more free stuff with the added benefit that you can cast every spell from this list once per long rest for free. You get Speak with Animals this level. Finally, you get your actual spell for this level. Zephyr Strike is right up your alley. It's wind themed, it prevents opportunity attacks against you, and you can end the spell early for advantage on an attack, extra damage for that attack, and you get an extra 30 feet of movement. It's everything you could want from a spell.
Ranger 4: Another ASI! Spend this one on Dexterity for more AC and stronger attacks. Monks like dexterity? Stop the presses.
Monk 7: Bouncing back to monk real quick, you get Evasion, so your dex saves are a lot better. If you're trying to save to halve damage, successes reduce all damage and failures only take half damage. Now you can bat away fireballs as easily as you can arrows. You can also use your Stillness of Mind as an action to end effects frightening or charming you. Again, you bounce back fast.
Monk 8: Use this ASI to max out your Dexterity. Punch gooder. Get punch less. Yay.
Ranger 5: Fifth level rangers get... nothing. I mean, there's second level spells, but extra attacks don't stack, so nothing. Speaking of spells, Primal Awareness gives you Beast Sense, your subclass gives you Web, and we're grabbing Gust of Wind so you can stop spending ki points on it.
Ranger 6: Your Favored Foe grows to a d6, so it's only... still noticeably worse than Hunter's Mark. Oh well. You also get another Deft Explorer skill, and now you're Roving. You get an extra 5 feet of movement, and can climb and swim at the same speed you walk. Which is fast. Not Tamamo Cat fast, but it's hard to beat tabaxi.
Ranger 7: Seventh level swarmkeepers gain control of a Writhing Tide, spending their bonus action to cover themselves in bugs, or hopefully in your case, wind. You get a flying speed of 10' and can hover. This lasts 1 minute or until you get knocked out. Again, Fly is better, but it's good to have redundancies so you don't get knocked into terminal velocity. You can fly proficiency times per long rest. On the spell front, you can Pass Without Trace, adding +10 to the stealth checks of you and any other creature within 30' of you when you cast the spell. They don't have to stay within 30' of you afterwards, that's just the range of the casting. Also, you can't be tracked by nonmagical means. So with a +25 to stealth checks, I'm pretty sure you're not going to be found.
Ranger 8: Now that your dexterity is nice and big, let's focus on the one other stat you care about: Wisdom! Use this ASI to bump up your wisdom for a better AC and stronger spells. This is your last ASI, so now you're breaking wind as strongly as you ever will. Why are you giggling? You also learn the Land's Stride, so you can move through nonmagical difficult terrain like it's just normal terrain. Also, you don't take damage from nonmagical plants, and gain advantage over magical ones. If you're gonna go tramping around a mountain before modern medicine was invented, you better not get any scrapes.
Ranger 9: Ninth level rangers get another level of spells, and with that level comes the traditional avalanche of free stuff. Primal Awareness gives you Speak with Plants, and your subclass gives you Gaseous Form. But the real reason we're here is for Wind Wall. It makes a wall. Of wind. You can make it in just about any shape, and it lasts for up to a minute. Creatures in the wall have to make a strength save when the wall appears or they take damage. But it doesn't cause damage other than that? For some reason? The main advantages are that is keeps smoke and gasses away, along with small or smaller flying creatures. Regular projectiles like arrows just bounce off, and creatures in gaseous form can't move through it. It's honestly not that useful for a third level spell, but the flavor though. The flavor though!
Monk 9: Bouncing back to monk, your unarmored movement gets a bit better. You can now run up walls and over water! Which, um... you already have a climbing and swimming speed, so.... there's probably reasons you wouldn't want to get wet, right? Yeah.
Monk 10: Tenth level monks get a little faster, and they gain a Purity of Body which makes them immune to poison and disease.
Monk 11: Your capstone level gives you one last elemental discipline, and it's the one we've been building up to. You can spend 4 ki points to Ride the Wind, casting Fly on yourself. You get a flying speed of 60' for up to ten minutes. Just be careful, fall damage is a thing in this game. With unarmored defense, you actually get 85' of flight per turn. Yeah, you're faster than Atalante or Achilles. And you fly.
Pros and Cons
Pros:
Monks are generally pretty Mobile, and you take that to the next level by being able to fly. And climb without losing any speed. And get through difficult terrain without an issue. Did I mention the flight yet? Cuz flight's real good.
Your command of winds also gives you amazing battlefield control options. Push people around by attacking them, push them around with ongoing spells, push them as a reaction, you have so many goddamn ways to move people around your DM is going to have to ban cliffs to make anything pose a threat to you. You can also just completely shut down an incoming group of enemies by standing in a doorway and blowing wind at them.
You're also great at getting in touch with nature, using the animals around you to your benefit. I don't exactly know what a deer could do to help a 20th level party, but you'll figure something out.
(I'm not counting this last one since your DM probably won't let you get away with it, but RAW you're also great at burst damage. Four Elements monks have a limit to the amount of ki they can spend on spells from Elemental Disciplines, but Fist of Unbroken Air is not a spell. That means you can pump all 11 ki points into one blow for 12d10 Bludgeoning damage. Not a smart idea, but if you know the bad guy's already almost dead, why not.)
Cons:
You don't have a whole lot of Ki to go around, and four elements monks chew through that stuff a lot faster than other subclasses. One cast of flight and you're already down a third of your limit. If your DM is the type to have more than one fight per short rest you might have a problem.
Flight is Concentration. Hunter's Mark is concentration. Gust of Wind, Wind Wall, Speak with Animals? All concentration. You have to pick and choose what you're doing, and you're not even that good at constitution saves, so be prepared to lose your spells.
You're more reliant on spells than most monks and rangers, so your low intelligence mixed with a feeblemind spell can seriously hamper your abilities.
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fateandphantasms · 13 days ago
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Fate and Phantasms #217
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Today on Fate and Phantasms we're bringing the party back with the help of Ibaraki Douji (Lancer)! In her new swimsuit Ibaraki brings all the heat of her previous form with the added benefit of launching her enemies into the sky for a spectacular fireworks display. There's really only two spells in the game that push enemies upwards, so that makes this build a little more complicated than her original form. She's still a Storm Herald Barbarian to throw fireworks around, but she's also a Storm Sorcerer for even bigger bangs (and to grab one of the two spells I just talked about). Finally, she's also a Scout Rogue so she can slip out the back before she gets caught. Check out her build breakdown below the cut, or her character sheet over here!
Next up: I guess you could say I'm a... big fan of her work.
Race and Background
Ibaraki's still a Tiefling, but we don't need a mage hand so we can get up close and personal as a Zariel Tiefling instead. She gets +2 Strength and +1 Charisma, Darkvision to help stake out those evening beach parties, Hellish Resistance against fire damage so you don't get sunburned, and a Legacy of Avernus, which means right now you can cast Thaumaturgy, and while it doesn't use any saves or attacks I'm going to bring up right now that your legacy spells use Charisma for all of those things. Slam open a door on the other side of the room, then use that distraction to run off with all the weenies. A perfect crime.
Speaking of crime, you're still a Criminal. Most of your crimes are more pranks and stealing food than killing and looting, but Deception and Stealth proficiencies are still pretty good to have regardless.
Ability Scores
Oni are strong. Make your Strength big. Easy stuff. After that is Constitution, you spend the entirety of an endless summer surviving off cotton candy and hot dogs. I know servants don't need to eat at all but that still probably should've killed you. Third is Charisma, yours has to be pretty good if you were popular enough to get a swimsuit. I hear Okita's been trying for years now. Your Dexterity should also be okay at least, swimsuits aren't exactly platemail, and you're good at wriggling out of sticky situations. This means your Wisdom and Intelligence aren't the best; you can take the oni out of the berserker, but you can't take the berserker out of the oni.
Class Levels
Barbarian 1: Speaking being a berserker, starting off as a barbarian lets you fly into a Rage as a bonus action. You can't cast or concentrate on spells, but you deal extra damage with strength-based attacks, have advantage on strength checks and saves, and you resist physical damage types. (That's bludgeoning, piercing, and slashing.) Being a barbarian also makes wearing a swimsuit into battle a better idea thanks to your Unarmored Defense, giving you an AC of 10 plus your constitution modifier plus your dexterity modifier. One last thing you get are your proficiencies. You're good with Strength and Constitution saves, as well as Athletics and Perception.
Barbarian 2: At second level you can let loose a little with Reckless Attacks. You get advantage on all your attacks for the turn, and enemies get advantage on you for the round. Everybody wins! You also hone your Danger Sense giving you advantage on dexterity saves as long as you see the effect coming. As you know, fireballs aren't subtle.
Barbarian 3: Speaking of fire and not being subtle, let's do that. As a Storm Herald barbarian you get a Storm Aura. Technically there's three options you can swap out as you level, but we're only here for the Desert aura. That one lets you strap on a bunch of fireworks and set them off as a bonus action while raging, including the one you use to rage. You deal fire damage to everyone within 10' of you. No save, all damage. That. That's it, storm auras aren't complicated. Oh right, your Legacy of Avernus kicks back in, and you can cast Searing Smite at 2nd level once per long rest. Strapping a firecracker to your spear is an unorthodox way to deliver burns, but an effective one. Not that effective though, because for some reason the lingering effect is still based on concentration which is weird.
Barbarian 4: Congrats on reaching your first Ability Score Improvement. Your first boost goes to your Charisma for better smites now and stronger spells later.
Barbarian 5: We wanted to get to fifth level as fast as possible so you get your Extra Attack early. That lets you attack twice in a single action. You also get Fast Movement so you can move 40' per round to keep ahead of any party poopers. Finally, your Legacy of Avernus kicks in one last time so you can cast Branding Smite once per long rest. It's radiant damage rather than fire, but it turns out getting a fountain jammed into you makes it harder to hide, and they can't turn invisible until the spell ends. Well, I guess that's enough spells, right? Not like we're getting any more.
Sorcerer 1: Oh goddammit. Bouncing over to Storm sorcerer makes you a Wind Speaker, so you can speak primordial and its elemental dialects. There's no reason this can't be japanese, I guess. More on brand is Tempestuous Magic. If you're going to spend your action casting a leveled spell, you can spend a bonus action to move up to 10 feet without provoking opportunity attacks. This is kind of a nonbo with the smites since they don't include an attack when you cast them, but you do get a bunch of Spells anyway this level, so it'll work itself out. For cantrips, grab Booming Blade for another bunch of firecrackers for your spear, Thunderclap to chuck those babies into the crowd, and Create Bonfire to light up an area. You also get Shape Water for extra fun at the beach. For first level spells, Thunderwave is yet another explosive to set off, and Catapult just lets you use your oni strength to chuck things at your opponents. (Also, from this point on I'm not going to bring up why we're grabbing thunder damage spells. It's all fireworks.)
Sorcerer 2: Second level sorcerers are a Font of Magic, so you can turn sorcery points into spell slots or spell slots into sorcery points. You start off at your maximum number of points equal to your sorcerer level, and they refresh every long rest. Also pick up Burning Hands for more fire damage.
Sorcerer 3: At third level sorcerers can use their sorcery points to create Metamagic for extra effects on their spells. Heightened spells force disadvantage on one creature for their first save against said spell for 3 points. Or you can Quicken spells, spending 2 points to turn a casting time of one action into a bonus action. With the caveat that you can't cast two leveled spells this way in a single turn. You also get second level spells like Pyrotechnics. It requires a fire within 60' of you, but I don't think that'll be an issue. This spell comes with three different options. You can extinguish the fire if you're boring. If you want to make a big entrance you can turn the flames into fireworks, forcing a constitution save on everyone within 10' of the fire and blinding them if they fail. If you need to make an escape you can instead make a big cloud of smoke pop out in a 20' radius around the fire, heavily obscuring the area for up to a minute.
Sorcerer 4: It's a bit annoying that our strength is odd, but we can fix that later by making more numbers odd now! As a tiefling you have access to the feat Infernal Constitution, so use this ASI to grab that for an extra point in Constitution. You also get resistance to cold and poison damage, as well as advantage on saves against being poisoned. You clearly don't have an issue with water, and your diet would kill a lesser person. For spells, grab Gust so you can clear out that smoke if you really need it and/or start pushing around enemies. Also, grab Shatter for reasons that should be self-evident.
Sorcerer 5: Fifth level sorcerers get Magical Guidance, so if you fail a check involving, say, calligraphy tools, you can spend 1 sorcery point to reroll the check. You might not be here to doodle, but you can help if they really need it. Oh yeah you also get Fireball for the biggest explosion.
Barbarian 6: I'm sick of d6s for hit dice, so let's go back into barbarian for a bit. At sixth level you unlock your Storm Soul, giving you resistance to fire damage (Finally, am I right?), and you can ignore extreme heat and set objects on fire with a touch. These are all permanent buffs, not things that rely on your rage.
Barbarian 7: Your Feral Instincts give you advantage on initiative rolls, and you can ignore surprise by raging immediately. You also get an Instinctive Pounce, letting you move up to half your movement speed when you use your bonus action to rage.
Barbarian 8: Finally at another ASI, use this one to round up your Strength and Constitution for more damage, more health, and more AC. You really like strength and constitution. (Also, HP increases retroactively, so you get 13 extra hit points this level, not one.)
Sorcerer 6: Now that we're good at beating people up, let's go back to sorcerer for that giant hand. At sixth level you become the Heart of the Storm, giving you resistance to lightning and thunder damage. When you cast a leveled spell that deals those types of damage, you explode, dealing half your sorcerer level in lightning or thunder damage. Obviously thunder damage is more in character here. Plus, this explosion only hits creatures you want it to, unlike every other explosion you're throwing around. You're also a Storm Guide, so you can spend an action to stop the rain from falling around you, or use your bonus action to change the direction the wind is blowing. Ibaraki probably can't do this in canon, but you wouldn't show up if it wasn't beach weather anyway, so this is just keeping the DM from breaking continuity. Finally, you can cast Thunder Step, dropping a firework where you're standing and reappearing somewhere else.
Sorcerer 7: Seventh level sorcerers can cast fourth level spells, be we don't want those, so grab Water Breathing instead. You're a water oni, you should be able to swim.
Sorcerer 8: Use this last ASI to bump up your Dexterity for a better AC. Also, pick up Enhance Ability so you can improve one of your checks. I don't know what ability calligraphy uses, but you'll be good at it now.
Sorcerer 9: Ninth level sorcerers finally get fifth level spells, so grab Bigby's Hand and use Bigby's Hand to grab whoever you want. It makes a giant hand that can do all sorts of things, using your bonus action to control it. You can punch people, shove them, grapple them, or use it to block incoming attacks. Grab somebody, lift them 60' into the air, cast fireball. Boom, NP achieved.
Rogue 1: Okay, you've had your fun, but now we need to get out of dodge before somebody puts a stop to it. Bouncing over to rogue gives you proficiency in Acrobatics to slip out of grapples, as well as Expertise in Stealth and Acrobatics for a doubled proficiency bonus. You also get a Sneak Attack, but spears aren't finesse weapons so I'm not worrying about it too much.
Rogue 2: Second level rogues can make Cunning Actions on their bonus actions, letting you dash, disengage, or hide. You're already pretty speedy, but this just makes it worse. For other people, I mean.
Rogue 3: Our capstone level turns you into a Scout, which makes you the hardest thing to pin down we've ever made. You're a Skirmisher, which means you can bolt as soon as someone ends their turn next to you- just react and you can move half your speed without provoking opportunity attacks. You're also a Survivalist, giving you doubled proficiency with Nature and Survival skills. You're also proficient with those skills, just making that clear. You've finally unlocked the most powerful ability of all- you can cook for yourself!
Pros and Cons
Pros:
Your ability to get into and out of combat is unparalleled. With pounces and cunning actions to throw you into the fray, plus skirmishing and tempestuous magic to pull you out, you're an absolute nightmare for anyone trying to pin you down.
If you throw yourself into the thick of things you also come packing ways to deal damage to everything around you, with explosive spells, explosions from casting spells, and your rage explosions, you can tack on unavoidable damage to anyone dumb enough to get too close.
It's almost as easy for you to move your enemies as it is for you to move yourself. Use those explosives to shove people off cliffs, or launch them into the air. Either way, let fall damage do all the hard work for you.
Cons:
With all that mobility and explosives, getting close to you can be a problem for your allies as much as it is for your enemies. This can be a real problem if your cleric only prepared touch spells.
You focus on two types of damage, and one of those is fire. Fire is the most resisted damage type in the game, possibly bar poison. Just, be ready for disappointment when you go up against a dragon.
A lot of your abilities don't play nice with each other. Your flight and cunning actions both use up your bonus action, which you need for smites and rages. Speaking of, rages and spells don't play nice together either, so while you can do either, you can't really do both.
But that aside, you're a super fast powerhouse that resists fire, cold, lightning, thunder, piercing, slashing, and bludgeoning damage, so get in there, blow up, and act like you don't know nobody like you were born to. Just try to avoid getting surrounded. Your AC isn't that good, and we didn't get guts this time around.
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fateandphantasms · 17 days ago
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Fate and Phantasms #216
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Now that we're finally out of the cold, let's celebrate with some Summer! Like Summer 2, Summer 3 also comes with it's own theme, but thankfully making everyone good at drawing manga is way easier than making racecars.
Starting off the event is the saint of Orleans, Jeanne d'Arc (Archer). Jeanne is a Beast Master Ranger to summon up Reece and a Strength Cleric to cheer on the other servants as they turn your enemies into paste.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: One of these days... BANG! ZOOM! Straight to the moon!
Race and Background
Jeanne is a human to be sure, but we have to face facts. In a post-lostbelt world regular humans might not be enough to keep up with DW's power creep. That's why this Jeanne is a Mark of Handling Human, giving her a dragon mark that'll bestow wondrous powers. Those powers include +2 Wisdom and +1 Dexterity, Wild Intuition for an extra d4 on all your Animal Handling and Nature checks. a Primal Connection to animals for one free casting of Animal Friendship and Speak with Animals per long rest. You also get Spells of the Mark added to your spell lists, but we'll go over them when we talk about your regular spells.
She's Jeanne, she's still an Acolyte. That's Insight and Religion proficiency.
Ability Scores
You're still Jeanne, so crank that Wisdom up as high as it'll go. After that is Charisma. You're really convincing normally, and you can literally hypnotize people into being your little sibling now. Somehow. Your Dexterity is also pretty good, you fight in nothing but a swimsuit. Or that dress... thing, but it's still not armor. After that is Constitution, all-nighters can take a lot out of a person. Your Strength isn't great cuz we just don't need it, so we're dumping Intelligence. You don't know how to read, and it's summer. Nobody thinks in the summer.
Class Levels
Cleric 1: At first level, clerics get proficiency with Wisdom and Charisma saves as well as Persuasion and History skills. You also get Animal Handling from being a Strength Domain cleric. Worshipping a giant snake isn't really in character, but turn it into a big whale and... that's still not in character but at least it's closer to the theme. Anyway, starting off you're an Acolyte of Strength, giving you a free druid cantrip. Grab Druidcraft for the most powerful divination in the game, the ability to tell what the weather is. Unlike other divination spells, your DM can't weasel their way out of this prediction with "changing circumstances". If they say it's gonna be a nice day at the beach then by god it's gonna be a nice day at the beach. You also get proficiency with Heavy Armor, but you're not really strong enough to use that. First level clerics also get Spells, which they can cast and prepare using their Wisdom. You can swap them out on long rests so we won't go into too much detail, but basically: stuff that buffs the party? Good. Stuff that heals the party? Good. Giant laser beams like Sunburst? Good. For cantrips, pick up Guidance to cheer on your party members as they perform their next skill check, adding 1d4 to the roll. Also grab Mending to fix up your book if it gets wrecked in a freak space cop accident, and Thaumaturgy to project your voice. Sound doesn't travel far in the water, and if you want to talk to fish you'll have to get bassy. As a strength cleric you get Divine Favor and Shield of Faith on your Always Ready toolbox, giving your allies an extra bit of radiant damage when they attack with the former and +2 AC to one creature with the latter. I highly suggest using Shield of Faith on yourself, your AC is only 12 if you're playing to character. Last thing in level one, I swear. Your dragon mark gives you a couple extra spells for your list, Animal Friendship and Speak with Animals. You talk to Reece, it counts. These aren't always prepared and do count against your prepared #, but it's always good to have friends, even if they spend most of their time below the waves.
Cleric 2: Second level clerics can Channel Divinity once per short rest in one of two ways. Turn Undead forces a wisdom save (DC 8 + your proficiency + your wisdom modifier) on all undead near you as an action, and if they fail they have to run away for a minute or until they take damage. Alternatively, you can perform a Feat of Strength when you make an attack, check, or save using your strength. This adds 10 to the roll. We aren't investing in strength, but you can act like you are. Once per short rest, at least.
Cleric 3: Third level humans get a boost to their mark abilities, and for you The Bigger They Are the bigger they hug. When you use Animal Friendship or Speak with Animals you can target Monstrosities if they have an intelligence of 3 or lower. You also get second level spells. From your subclass, Enhance Ability and Protection from Poison. From your mark, Beast Sense and Calm Emotions.
Ranger 1: So we got ways to help our party, but our party isn't full yet. Not until we get Reece. Bouncing over to ranger will help, but first you start off at level 1. Multiclassing into Ranger gets you proficiency with Athletics so you can keep your balance on the whale when you ride it. You can also point out your Favored Foe to add 1d4 to your first attack on it each turn when you hit it. You can mark a creature this way Proficiency times per long rest, and it lasts up to a minute with concentration. You're also a Natural Explorer of the Coast, giving you doubled proficiency on intelligence or wisdom checks on the beach. You also get a bunch of traveling perks, but there's a lot of them so read up on them yourself. At least you'll never get lost on your way to the artist's alley.
Ranger 2: At second level you get a fighting style, and as a Druidic Warrior you learn more druid cantrips, specifically Shillelagh and Resistance. We're not investing in strength, but we're not investing in dexterity either, so if you want to hit anyone Shillelagh's the way to go. It'll make a stick magical, bump up the damage to a d8, and you can use your wisdom instead of any other ability to attack. On a related note, second level rangers can cast spells. Your ranger spell list is also grown by your mark, but you can prepare those spells? So why bother grabbing them here? Grab Absorb Elements to protect your allies and Beast Bond to share a special connection with Reece. He should be able to understand you anyway, but some times you need to make sure he knows he's a good boy. Since we're multiclassing spellcasters, check the PHB for the relevant table.
Ranger 3: Third level rangers get a Primal Awareness of the natural world around them. You already have Speak with Animals, but now you can cast it once per long rest for free. Well, twice, your mark also does this. Regardless. You're a Beast Master now, so you get a Primal Companion. A Beast of the Sea is the closest thing we have to a Reece, so grab that. (There are actual dolphins too if your DM doesn't like the Tasha's Ranger, but BotS has a walking speed.) Stat blocks are big and boring to write out, so check those out on your own time. You can also make the beast attack instead of you on your attack action, and you can use your bonus action to take its own turn. If your beast is dead and it's been less than an hour you can spend a spell slot to resurrect it a minute later, or just grab a new one for free at the end of a long rest. Also grab Goodberry. It's a great support spell and it singlehandedly destroys all survival games.
Cleric 4: Okay, we got Reece, we got the servant cheer, there's just one last thing we need to pick up and this build is 100% online. Use your first Ability Score Improvement to become a Prodigy, bumping your Wisdom up by one to round it out and giving you proficiency in both Performance and Calligraphy. You're now an official mangaka, congrats.
Cleric 5: Fifth level clerics can Destroy Undead when they turn them, instantly killing any zombie of CR 1/2 or lower when they fail the save. Also, you get third level spells. Haste and Protection from Energy from your subclass, Beacon of Hope and Conjure Animals from your mark. Sadly a whale is still a bit too tough for this spell, but you can get a Hunter Shark for a Reece 2.0.
Cleric 6: At sixth level you can Channel Divinity twice per short rest, and you get another CD option with Rhonas' Blessing. Use your reaction to give that +10 bonus from Feat of Strength to another creature, preferably one with a positive strength modifier.
Cleric 7: Fourth level spells! Dominate Beast and Stoneskin from your subclass, and Aura of Life and... Dominate Beast... from your mark. Woops.
Cleric 8: Use this ASI to max out your Wisdom. Also, your Destroy Undead hits creatures of CR 1, and you gain Blessed Strikes that add 1d8 radiant damage to the damage of one of your cantrips or weapon attacks each turn. I don't know if Shillelagh counts as a cantrip or weapon attack when you use it, but now it doesn't matter.
Cleric 9: Ninth level clerics get fifth level spells. Destructive Wave gives you the big wave without the whale (or with the whale if you wanna flavor it that way), Insect Plague isn't in character at all, but Awaken will let you raise Reece out of regular dolphinhood and make him smart enough to give people unwanted advice. When you awaken something it's charmed by you for 30 days, at which point it'll choose whether it wants to keep hanging out with you. But I mean Reece is a bro, I'm sure he'll be cool with it. (Actually as a beast of the sea Reece already has an intelligence of 8, but you can still awaken other fish if you want to. Even if you go with a regular dolphin they're still to smart to awaken.)
Cleric 10: Tenth level clerics get Divine Intervention... sometimes. When you try to use it, roll a percentile die. If you roll lower than your cleric level you're in luck. It's basically a hotline to your god, who'll help you out with your problem if you spend an action begging them. If you fail you can try again after a long rest. If you succeed, you have to wait a whole week. You can also Spare the Dying, I guess? You have tons of cantrips already.
Cleric 11: Destroy Undead hits CR 2, and you get sixth level spells. Sadly your freebies all ran out, but you still get some cool stuff! Sunbeam's great for turning yourself into a holy weapons platform!
Cleric 12: Use this ASI to bump up your Constitution. A lot of your spells rely on concentration, and also your AC is still 12. At level 12.
Cleric 13: Seventh level spell time! I know Conjure Celestial is supposed to be for celestials, but honestly? Your DM knows your theme by now, and a whale is a big downgrade from a celestial. If your DM is that dead set against you getting a whale I don't know what to tell you.
Cleric 14: Destroy Undead hits CR 3 creatures. Yep. That's a level.
Cleric 15: Eighth level spells, that's more like it. Sunburst time baby!
Cleric 16: Use your last ASI to get Tough for 38 extra HP now and 2 more when you hit level 20. Again, you have an AC of 12. If you survived this long, congrats. It's about to be all worth it.
Cleric 17: At seventeenth level Destroy Undead hits CR 4 creatures. Also, you're an Avatar of Battle now, giving you resistance to physical damage types from nonmagical attacks. Oh yeah, you also get ninth level spells. I don't think any of them are super in character except for the healing spells, but you can pick them out as you please.
Pros and Cons
Pros:
So the good news is you're a healer with a ton of HP, nearly 200 by the end of the build. Also, you have resistances to physical attacks and spells for resistances to other kinds of attacks, so that'll last you even longer than you'd think.
You also come packing tons of ways to support the party beyond healing, with spells like Enhance Ability and your channel divinity options to help out with skill checks and combat.
The action economy is key in D&D, and having an extra party member like Reece around is super helpful. Especially since most of his features grow with your proficiency bonus, so multiclassing isn't quite as painful as it used to be.
Cons:
The one thing Reece has that doesn't scale with your proficiency? His HP. He's only got 20 HP, that's a single turn for most fighters to cut through.
On the opposite side of the spectrum, you have a ton of HP, but almost no AC. It's still 12 if you're playing to character. You can just slap on medium armor, but nobody said being a saint was easy.
Missing out on the cleric capstone is so painful it's worth mentioning. Guaranteed Divine Intervention is just way better than a dolphin that dies in one hit, I'm sorry.
But Summer isn't about powergaming, it's about friendship. Make friends in the ocean, make friends at the con, make friends damn near everywhere you go because so little of what you picked up is ocean-dependent. Just try not to pick too many fights early on, I got a feeling this is going to be a long summer.
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fateandphantasms · 20 days ago
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Fate and Phantasms #215
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Today on Fate and Phantasms we're getting frostys with the help of the second lostbelt king, Scathach-Skadi! So really we're just building Skadi. There's very little Scathach here, outside of the face. We need to make snow, see through snow, and slap masks onto monsters to make an army. That's a lot of nonsense, so thankfully Divination Wizards are just broken enough to make that work for us. She's also a Peace cleric for some heals and peace. You're all about peace. Definitely not justice, but peace.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Flip 'er? I hardly even know 'er!
Race and Background
Skadi's part Scathach part God, so that's a Fallen Aasimar. I don't think she really flies around or explodes, but I could be wrong. Anyways, your first level is easy. Darkvision, Celestial Resistance to necrotic and radiant damage, Healing Hands for some slaps of healing, and the Light cantrip, using your Charisma. You also get +1 Wisdom and +2 Intelligence.
Since everything you've done is in service to the gods' final wishes, you're still kind of an Acolyte. That gives you proficiency with Religion, and you would get insight, but if you were good at figuring out people's intentions LB2 would be a lot shorter, so grab Animal Handling instead.
Ability Scores
Your Wisdom should be as high as you can get it, you get a skill that is literally about being wise. After that is Intelligence. You've been around a while, you're gonna be a lil smart. After that is Dexterity to make that evade from your NP a little more effective. Your Constitution is also pretty solid, gods are pretty tough to kill. This mean your Strength isn't that amazing, you are a caster after all, but we're dumping Charisma. This is the underage childbirth dimension, that's a big deficit to work with, socially.
Class Levels
Wizard 1: First level wizards get an Arcane Recovery once per long rest, giving back spell slots with a total level equal to half your wizard level, rounded up. Speaking of, you learn Spells! A whole bunch of them! You cast and prepare them with your Intelligence. In fact, you get so many spells we're not going over them here, but we have a sample list on the character sheet. Pick up the old standards, Mage Armor and Magic Missile, and for the other spells you can generally put them in three categories: Ice spells, divination spells to see through the ice, and enchantment spells for taking control of other creatures. If a spell doesn't fit into that category, we'll bring it up here.
Wizard 2: Second level divination wizards are divination savants, giving you half price divination spell copying, and twice as fast, too. You also get two Portents per long rest. When you wake up, roll two d20s and keep track of them. As a reaction you can replace any d20 roll that happens near you with one of those rolls, spending it in the process. You also learn Feather Fall and Fog Cloud. Make snow to cushion your fall, or kick up a storm to hide yourself.
Wizard 3: Third level wizards get second level spells. Pick up Invisibility for a better evade skill, and Detect Thoughts to track down mortals and figure out if you should love them or not. As an aasimar you also get a Necrotic Shroud, so once per turn for a minute you can add your level in Necrotic damage to one attack (frostbite's a bitch) and when you transform as an action, nearby creatures need to make a wisdom save or they'll be frightened. You're more for the soft approach, but some people don't learn.
Wizard 4: Use your first Ability Score Improvement to bump up your Intelligence for stronger spells and more prep per long rest.
Cleric 1: Bouncing over to a Peace cleric gives you another Spell list, which you prepare and cast using your Wisdom this time. You also become an Implement of Peace, giving you proficiency in Persuasion. Turns out, "I own the world you're living in" is a pretty good argument! Very convincing. That aside, you can give your allies an Emboldening Bond, spending an action to bond Proficiency number creatures together. As long as they're within 30' of another bonded creature they can add 1d4 to an attack, check, or save once per turn. You can create these bonds Proficiency times per long rest, and it lasts for 10 minutes, with at most one bond existing at any time. Boom, allfather's wisdom for everybody. For more wisdom, pick up Guidance to help a target's ability check with another d4, Spare the Dying for kind of a guts, and Thaumaturgy. You're a god, you should sound like one. You're also grabbing some first level spells, including your freebies Heroism and Sanctuary. Also, pick up Bless for a longer lasting Guidance, and Command to slap a short-lived mask onto a creature who can understand you.
Cleric 2: Second level peace clerics can Channel Divinity once per short rest, in two different flavors. You can Turn Undead to shove undead away without hurting them, the precious darlings, or create a Balm of Peace. Both are an action, and the latter lets you move up to your speed, healing creatures you pass along the way. Now you can help out all the creatures you love, ally or enemy alike!
Cleric 3: Third level clerics get second level spells. Your freebies are Aid to protect squishies and Warding Bond to get yourself killed because you're a squishy. You can also Calm Emotions, which would go a long way to explain why your subjects aren't more freaked out by the "Get preggers by 15" commandment you put in place. You can also freeze people with Hold Person.
Cleric 4: Use this ASI to bump up your Wisdom for, you guessed it, stronger spells. Also, pick up Mending. Y'know, just in case you step on a twig or something.
Cleric 5: At fifth level your Turn Undead becomes Destroy Undead, instantly killing any CR 1/2 undead that fails their save. So be careful with that thing, you could really hurt someone. You also get third level spells like your freebies, Beacon of Hope and Sending. We stuck around this long to pick up Revivify though. Now you've got a proper guts, just be quick about using it.
Wizard 5: bouncing back to wizard gives us third level spells.... again. Deja vu much?
Wizard 6: Sixth level divination wizards get Expert Divination, so you can cast even more spying spells! When you cast a divination spell above level 2, you can get back another spell slot of a lower level, as long as it's at or below 5th level. Now you won't have to wonder if you should cast Clairvoyance or Rime's Binding Ice, you can just do both!
Wizard 7: Seventh level wizards get fourth level spells. Nope, still not gonna talk about them here.
Wizard 8: Eighth level wizards get another ASI, and while our spells are equally strong let's grab a feat or two. Metamagic Adept gives you two sorcery points per long rest to spend on two Metamagic options. Transmuted Spells can turn their damage from one type to another, so if you picked up a spell of fireball now you won't have to worry about copying it and breaking character. Just cast it as an iceball, it's fine. You also get Twinned spells, so you can enslave the minds of two creatures at once.
Wizard 9: Fifth level spells. Keep it moving, people.
Wizard 10: Tenth level diviners can see through The Third Eye, spending an action to give themselves extra kinds of sight. You can do this once per short rest, and it lasts until the end of your next rest. You can get Darkvision (Which you already have), Ethereal Sight to see into the ethereal plane, Greater Comprehension to read anything, and See Invisibility, which does what it says on the tin.
Wizard 11: Sixth level spells! And we're actually going to talk about one for a change, since Fizban's Platinum Shield is a pretty new one. As a bonus action you create a shield that follows a creature around for up to a minute. This gives the target half cover, resistance to acid, cold, fire, lightning, and poison damage, and they get Evasion, which makes their failed dex saves as good as most peoples' successes, and their successes way better. You can switch the shield around as a bonus action. So yeah, a pretty good stand in for your NP, even if it's single target.
Wizard 12: Speaking of Dexterity, let's make yours better. This is your last ASI, so let's just round up your score and make you Resilient with dexterity saves. That gives you +1 Dexterity and proficiency with dex saves.
Wizard 13: Sixth level spells! Yeah.
Wizard 14: Your last goody as a diviner is a Greater Portent, letting you portent three rolls instead of two.
Wizard 15: Your final level grants you eighth level spells, so you can finally Dominate Monster like you always wanted. Yeah it's only one masked giant, but everyone's gotta start somewhere.
Pros and Cons
Pros:
With access to extra kinds of visions plus every divination spell under the sun, you've got great vision. And by that I mean you can sneak a peak at just about everything you might need to. Spy on people, keep your allies secure, and stymie any DM who dares throw an invisible monster at you.
You're also no slouch on the battlefield thanks to your freezing ice. Lock down enemies to keep your allies and those enemies safe, or tear it up with snowstorms to block the way entirely.
Portents are really good, and you get three of them.
Cons:
You have very little HP. You have a middling AC. You are so goddamn Squishy, which sucks because so many of your skills are based around being near your allies.
You also have a low charisma, so even if you know where the baddies are hiding out you might not be able to convince your party.
Metamagic Adept is nice to widen your range of spells, but there's so few sorcery points there it's practically a waste of an ASI. Also, most of your big ticket single-target spells are above level 2, so twinned spell isn't that useful unless you need to heal people.
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fateandphantasms · 23 days ago
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Fate and Phantasms #214
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Today on Fate and Phantasms we've got a special deal for you! Play one servant build, get two free! That's right, today we're building the Valkyries, Ortlinde, Hildr, and Thrud! They help bring warriors to their proper afterlife, so of course they're Grave Clerics. Also, they're Echo Knight Fighters. They know their way around a spear, and there's more than one of them.
Check out their build breakdown below the cut, or their character sheet over here!
Next up: *Insert Mr. Freeze-tier puns here*
Race and Background
The Valkyries are kinda robotic, but it's more a roleplay thing than mechanical. I'm pretty sure they still need to sleep and all that. They also come from the gods, so Protector Aasimar fits a bit better. You get +1 Wisdom and +2 Charisma, as well as Darkvision to spot warriors at night, Celestial Resistance against radiant and necrotic damage, the Light cantrip to guide all those humans around and make your spear glowy, and Healing Hands to help pick someone up when it isn't their time yet.
You work with the gods, that's an Acolyte. This gives you proficiency with Religion. The gods are your coworkers, it's just polite to know their birthdays. You would get insight, but we can get that later, so pick up Investigation now to help pick out bodies on the battlefield.
Ability Scores
Your Wisdom should be super high, you figure people's character out so fast it's almost supernatural. After that is Strength, then Constitution, then Dexterity. You're synonymous with badass warriors, your physical stats have to be solid. Your Intelligence is a bit lower than it should be, but you keep mistaking Scathach for Skadi, so I guess that makes sense. Finally, dump Charisma. You're kinda robotic, y'know? Flat deliveries.
Class Levels
Cleric 1: First level clerics get proficiencies, like Wisdom and Charisma saves, plus History since you're kind of immortal, and Insight to tell when a warrior is Valhalla material. You also learn Spells which you cast and prepare using your Wisdom. Seeing as you're chiefly occupied with the deaths of mortals, being Grave clerics shouldn't be too far out of left field. You enter the Circle of Mortality, helping you keep warriors out of Valhalla if it's not their time by healing as much HP as possible to creatures with 0 HP. You also learn Spare the Dying, to stabilize creatures at 0 HP. You also get that spell with an extra 30' of range, and you can cast it as a bonus action. On top of that, your Eyes of the Grave let you sense undead within 60' of you for the round as an action. You can do this Wisdom modifier times per long rest. Ugh, hate those guys. Why are they bothering with eternal combat here when there's plenty of eternal combat in the afterlife to get to? Ok, but spells. Let's focus on those a bit. You can use Guidance to guide your allies, giving one creature an extra 1d4 on their next ability check. Alternatively, you can Toll the Dead or create a Sacred Flame for combat. The former is effectively your regular attack until we get levels in fighter, and the latter is more Valkyrie-y. Those are just cantrips, though. For first level spells, you get Bane, the anti-Guidance, and False Life for free. Though let's be honest, if a cleric wanted to heal someone they probably could just heal them properly. Since Clerics can pick spells every long rest your exact list isn't important, but check out Bless for better guidance, Inflict Wounds for a solid thwapping on an enemy, and Protection from Evil and Good and Sanctuary to offer the god's protections.
Cleric 2: Second level clerics can Channel Divinity once per short rest, in one of two flavors. Turn Undead forces a wisdom save on nearby undead as an action. If they fail, they have to run away until they take damage or a minute passes. You can also carve a Path to the Grave onto a target as an action, giving them vulnerability to the next attack they get hit by. That doubles the incoming damage, which is huge. I know upstanding warriors are more your speed, but it wouldn't hurt to hang out with rogues either.
Cleric 3: For your second level spells, you get Gentle Repose and Ray of Enfeeblement for free. You should also pick up Locate Object to help track down legendary swords (and the people wielding them), and Spiritual Weapon for your first summon. I mean, Valkyries are kind of constructs, so you could probably swing one as your summoned weapon here. Either way, it lets you use your bonus action to create a floating weapon and then attack with it. Then, each turn for up to a minute after casting you can use your bonus action to move the weapon 20' and make another attack. It's gonna be a while til we get Extra Attack, so this'll make up for it.
Fighter 1: Bouncing over to fighter gives you proficiency with martial weapons and shields, plus the Protection fighting style, so now you can spend your reaction to enforce disadvantage on a creature attacking one of your allies next to you, as long as you're wielding a shield. You can also spend your bonus action on a Second Wind once per short rest to heal yourself.
Fighter 2: Second level fighters get an Action Surge once per short rest for an extra action in a single turn. Simple, but effective.
Fighter 3: Spiritual weapons are nice, but only having two Valkyries? That's rookie numbers. Let's bump that up with Echo Knight. You can spend your bonus action to Manifest Echo, creating a doppelganger within 15' of you. It's basically the same as you, but it only has 1 HP, and has to stay within 30' of you or it goes poof. You can swap places as a bonus action, and all attacks you make can be made from the echo's space. You can also Unleash Incarnation Constitution Modifier times per long rest, with your echo adding an extra attack to your attack action.
Fighter 4: For our first Ability Score Improvement, we're going to make you a bit more Resilient in Constitution. This gives you proficiency with Constitution saves, as well as rounds out your score for more unleashing that incarnation & health. Remember, HP gets added retroactively, so that's an extra 7 health now.
Fighter 5: Fifth level fighters get an Extra Attack, so now you can attack twice in a turn without any nonsense from spells or echoes. But with nonsense from spells and echoes, you can attack three times with your first action, three times with your second, and then one more with your bonus action for good measure. Monks, eat your heart out.
Fighter 6: One last fighter level to pick up another ASI. Use this one to make your Strength score good, so more of those attacks hit.
Cleric 4: The ASI train doesn't stop just yet! Use this one to make your Strength even better. You also learn the unearthed cantrip Virtue, which gives a creature 1d4+your wisdom modifier in temporary HP for a round. I mostly picked it up for the name, I won't lie.
Cleric 5: At fifth level, your Turn Undead becomes Destroy Undead, instantly killing any undead creature of CR 1/2 or lower if they fail the save. You also learn third level spells, like Revivify and Vampiric Touch which you get for free. You can also use Sending to sync up with other valkyries, or Spirit Guardians and/or Spirit Shroud for more Valkyries. They both follow you around, but the former deals damage to creatures as they get close, and the latter adds damage and a slowing effect to your attacks.
Cleric 6: At sixth level you can channel divinity twice per rest, and you become a Sentinel at Death's Door. Wisdom Modifier times per long rest you can spend a reaction to negate a critical hit. The target still gets hit, but damage isn't doubled, and any other effects won't happen either.
Cleric 7: Seventh level clerics get fourth level spells. Blight is just a big smack, and Death Ward is your guts skill. Try not to die in the first place, but this'll keep you up for one more hit. You can also pick up Guardian of Faith to plop a valkyrie down somewhere you need guarded, or you can Locate Creature to locate... a creature. Use it to find good warriors. One more thing, pick up Banishment for your NP. Force a charisma save on a creature, if they fail they get shunted to another dimension. If they're from another dimension, this'll be permanent after a minute.
Cleric 8: Use this ASI to become a War Caster so you can cast spells while wielding a spear and shield. You also get advantage on concentration checks and can use cantrips for attacks of opportunity. (This also meshes with your Echo pretty well, so you can shoot cantrips around a corner if you need to.) Destroy Undead hits CR 1 creatures now, and instead of good cantrips we're instead gonna pick up Blessed Strikes. Thanks to Tasha's once per round you can deal an extra 1d8 radiant damage when you hit a creature with a weapon or cantrip.
Cleric 9: Ninth level clerics, fifth level spells. You get Antilife Shell and Raise Dead for free. Bring back your allies, and protect them while they get their bearings. You can also Hallow an area to make it more like home, turn your spear into a Holy Weapon for more radiant damage and to make it explode on command, Summon Celestial to bring down a proper valkyrie, and Legend Lore to figure out more about the warriors you're dragging around. There's a lot of fifth level spells Valkyrie likes.
Cleric 10: Let's get a little godly. First you learn Thaumaturgy for your cantrip. Be loud, slam doors, light candles, get dramatic with it. You also get Divine Intervention. Once per day you can ask god to help you with your problems. There's a 1/10 chance they'll listen, but if they do you have to wait a full week before doing it again.
Cleric 11: Destroy Undead hits CR 2 now, and you get sixth level spells. Unfortunately, clerics don't get Tasha's Otherworldly Guise. Fortunately, they do get Otherworldly Form, the UA equivalent. +2 AC, damage and status resistances, flight, all that good stuff's still there. Also, check out Planar Ally for a long-term valkyrie helping out.
Cleric 12: Use your last ASI to bump up your Constitution for more Incarnations and more HP.
Cleric 13: Seventh level spells! Grab Conjure Celestial to get a valkyrie for cheap, and Plane Shift so you can finally lead your warriors to Valhalla personally. Or launch an enemy into the nine hells. Either or.
Your last level makes Destroy Undead hit CR 3 creatures. Not flashy, but it's nice.
Pros and Cons
Pros:
With yourself, your spiritual you, your echo you, and another summoned valkyrie on the field, you can cover a ton of ground at once. Most of those extras still use your actions so it's not a huge increase to the action economy, but it does give you way more coverage than any other build we've done so far.
Path to the Grave was scary on Sanson and King Hassan, but you take it to a whole new level. Sanson's setup was fiddly, and Hassan only had regular attacks to use it with. You have seventh level spell slots. First action to curse, action surge to slap on a seventh level Inflict Wounds for an average of 100 damage, and be on your merry way.
When you summon a valkyrie, they aren't going anywhere until the spell ends. With a good constitution score, advantage on your concentration saves, and proficiency with said saves, you're all set to cast whatever spells you want.
Cons:
Your wisdom is only a 16, so your spells aren't really that strong. Meaning it'll be pretty easy to wiff that big Inflict Wounds and waste the slot completely. It's safer to stick to buffs, healing, and summons.
Despite wanting to be on the front lines to protect your allies and get in damage, your AC isn't that great. Even calling your outfits medium armor is a stretch, and you do not have the dexterity to go around in light armor. It's a good thing you can take hits well, because you will.
Being everywhere at once means you'll have way too many options for your Reactions. If you don't use them for opportunity attacks, it's like you aren't covering those areas, but then you won't be using them to protect your allies with your shield... there's a lot going on.
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fateandphantasms · 27 days ago
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Fate and Phantasms #213
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Today on Fate and Phantasms we're making the big bad of Lostbelt 2...'s fleshy meat vehicle, Sigurd! This dragon slayer is a Psi Warrior Fighter to launch his blades around as well as a Bladesinger Wizard to mix his runes in with his swordplay. He's also a Knowledge Domain Cleric for all that wisdom he's got. Is it a little complicated? Yes. But is it any good? Let's find out.
Check out Sigurd's build breakdown below the cut, or his character sheet over here!
Next up: Buy one, get two free
Race and Background
Sigurd is Human (mostly), and we need ability scores more than feats, so we're just getting +1 to Everything.
Siegfried and Sigurd may or may not be the same person, so we're giving him the same background. As a Folk Hero, he gets Animal Handling and Survival proficiencies. Humble beginnings.
Ability Scores
Your highest score should be Intelligence. You have infinite wisdom in your glasses, that makes you a smrt boy. After that is Strength. You throw swords around and you literally carve your magic into people. Third is Wisdom. Again, infinite wisdom. That's worth at least a 13. Your Dexterity also has to be above average. Your diving suit does have some armory bits, but your vital organs aren't in your wrists so I'm not counting it. We're not dumping Constitution because you're not dumb. That means we're dumping Charisma. You're a pretty cold guy, and that's not just because of the weather.
Class Levels
Fighter 1: Starting as a fighter gets you proficiency with Strength and Constitution saves, as well as Athletics and Insight. We'll get the brainier proficiencies later. You also get more health to start than your other classes, and the Thrown Weapons Fighting Style. This lets you draw weapons as you throw them, and you deal an extra 2 damage with each hit. Thrown weapons are ranged attacks, but they can still use your strength, so keep that in mind. You also get a Second Wind once per short rest, letting you heal yourself as a bonus action.
Fighter 2: Second level fighters can use an Action Surge once per short rest for an extra action in your turn. Hit a little harder, or use this to swordfight and calculate differential algebra at the same time.
Fighter 3: At third level Psi Warriors awaken their Psionic Power, giving you 2x your proficiency bonus in psionic energy dice. Some of your powers roll psionic dice, some expend them, but as long as you have at least one die you can probably use your powers. You regain all your dice on a long rest, but you get get one back per short rest with a bonus action. They also get bigger as you level up. Currently you can create a protective field to reduce incoming damage for a nearby creature as a reaction, a psionic strike to launch a weapon at a creature you've hit this turn, dealing extra damage to them (not like a smite, so no crit fishing), or use telekinetic movement to move a willing creature/object that is larger or smaller up to 30' as an action. If it's tiny you can bring it straight into your hand. You can do that last one once per short rest for free- doing it again spends your dice. My god, that looks like the amount of text you'd see in a caster level.
Fighter 4: Use your first Ability Score Improvement to round out your Strength and Dexterity for stronger swords and a tougher AC. Maybe. Playing to character would be light armor at most, but I highly recommend heavy armor up to level 5, if only for living's sake.
Wizard 1: Bouncing over to wizard gets you Spells that you cast and prepare using your Intelligence. You also gain an Arcane Recovery, so once per long rest you can get a little magic back on a short rest as a treat. Speaking of spells, you can stuff a ton of them in your book. Grab Frostbite, Fire Bolt, and Shocking Grasp for your runes, Catapult and Magic Missile to throw weapons around without having to pick them up later, and Detect Magic, Identify, and Comprehend Languages for a bit of that infinite wisdom. Finally, you pick up one of the most important spells in this build: Mage Armor. It makes your AC 13 plus your dexterity modifier. Now you can dress in a turtleneck all you want without risking your own neck in the process.
Wizard 2: At second level of wizardry, you become a Bladesinger, giving you proficiency in Performance as well as access to the Bladesong proficiency times per long rest. You can activate it as a bonus action and it lasts a minute. During this time, as long as you are wearing light/no armor and don't use two handed attacks, you get: your intelligence modifier added to your AC and concentration saves, advantage on acrobatics checks, and an extra 10' of speed. Once again this is a big level for you, since three minutes of combat is often the most you'll have in a single day, that means you'll usually have an AC of 17, extra speed, and your buff spells (which are coming soon) are very good at staying up. Speaking of spells though, grab Ice Knife and Burning Hands for some more powerful runes.
Wizard 3: Third level wizards get second level spells, and Magic Weapon makes your sword even deadlier with a +1 to attacking and damage, plus it also cuts through nonmagical damage resistances. You also learn Cloud of Daggers so you can stop throwing the real ones around as much.
Wizard 4: Use this next ASI to bump up your Intelligence for stronger spells, better songs, and better psionic powers. You can also use Sword Burst to fling your bigger weapons around, Enhance Ability to look up relevant tips and tricks for any situation, giving a creature advantage on one kind of ability checks, and steal a bit of Icingdeath's Frost from a UA/Skadi to deal cold damage and freeze creatures in a cone. This isn't quite hold person, but it does waste a bunch of actions.
Cleric 1: We're smart, but we're not really wise yet. Let's fix that. As a first level Knowledge cleric, you get Blessings of Knowledge. This gives you doubled proficiency in Arcana and History. Boom, infinite wisdom, done and dusted. You also get another set of Spells that you cast and prepare with your Wisdom, but since they're prepared we don't have to go into too much detail. You get cantrips like Guidance for more wisdom, Mending to fix those glasses when you trip with your bad dexterity, and Toll the Dead for a bit more violence. You also get free first level spells like Identify and Command.
Cleric 2: Second level clerics can Channel Divinity once per short rest. Turn Undead is the standard, but you also gain Knowledge of the Ages. As an action, you gain proficiency with any skill or tool for 10 minutes. Kinda niche, but at least you'll never be stranded on a boat. Alternatively, you can Harness Divine Power. Once per long rest you can burn a Channel Divinity use to regain a spell slot whose level is equal to or less than half your proficiency bonus. We only ever get third level spells anyway, so it's fine.
Fighter 5: At eleventh level, fighters get an extra attack. You're still at fifth level, but you get an Extra Attack too, why not. Now you can finally attack twice per action. Also, your energy dice are d8s instead of d6s.
Fighter 6: Another ASI! Use this one to bump up your Strength for stronger attacks.
Fighter 7: Seventh level psi warriors become Telekinetic Adepts. You get two more psi energy dice uses in Psi-Powered Leaps and Telekinetic Thrusts. The former gives you a flying speed as a bonus action once per short rest for free, or by spending a die. It only lasts the turn, so it's more like jumping. If jumping could turn corners. Perfect for anime hops. The latter means your psionic strikes force a strength save (DC 8 + proficiency + intelligence save), and if the creature fails you can push them 10' in any direction or knock them prone. Attacking a prone creature gives you advantage, so it's basically a one-round hold person as far as the frontline's concerned.
Wizard 5: Remember that thing about 3rd level spells? Let's get those. Bestow Curse is really quite flexible, and as long as your DM signs off on it and the target fails a wisdom save you can pretty much screw them over however you want for up to a minute. Some suggestions include disadvantage on one kind of checks and saves, disadvantage on attack rolls against you, wasting turns if it fails a wisdom save, and taking extra damage from attacks. If you like your spells straightforward, Melf's Minute Meteors gives you a bunch of tiny fiery knives that explode on impact, and you can throw one or two per turn.
Wizard 6: Normally we wouldn't got this far into a multiclass for an Extra Attack since they don't stack, but the bladesinger's is special. You can replace one attack with a cantrip as part of your attack action. You're literally carving spells into enemies, so it only makes sense. You also learn Spirit Shroud for more cursed demon energy, and Fireball to chuck your sword and unleash the power of the sun.
Fighter 8: Use this ASI to max out your Intelligence to be the smartest boy possible for the best AC, best telekinesis, and best spells.
Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. We haven't really focused on any of the defensive ability scores this build, so you'll be needing this one a lot.
Fighter 10: Tenth level psi warriors have a Guarded Mind, giving you resistance to psychic damage. Also, if you're charmed or frightened you can spend a psi die to end every effect doing those to you.
Fighter 11: Eleventh level fighters get another Extra Attack, and to be honest I have no idea how this pairs up with bladesinger now. The hope is you get three attacks, one of which can be a cantrip, but it could also be a tradeoff? IDK. The good news is your psi dice definitely grow to d10s.
Your last level is another ASI, so round out your Constitution and Charisma for more health and to warm up to the party at long last.
Pros and Cons
Pros:
You come packing a lot of ways to mix things up in combat. Casting cantrips without wasting an entire action is huge, especially since you've got some utility cantrips that you can pull out without breaking the flow of combat.
You also have a great AC, so even with a low constitution score you're unlikely to have your concentration broken any time soon. 20 AC is pretty good for someone who isn't a monk, and it can be even more if you pick up shield of faith from being a cleric.
You've got a lot of smarts, so you'll be just as useful outside of combat as you are in it. With proficiency in pretty much anything when you need it and telekinesis, you'll have plenty of ways to solve puzzles.
Cons:
We spent so much focusing on intelligence and strength we neglected constitution, which means your health is waaay lower than we'd like on a melee fighter. But you're not totally melee, so...
Yeah no, you are. Thrown Weapons kind of suck. Being a psi warrior makes it a little better since you more than double the damage of your daggers, but still. Just hit them normally.
Mixing spellcasters with a martial class that also has stuff to keep track of just makes this entire build really complicated, especially when the casters have different casting abilities.
Good thing you're smart then. Find the optimal solution to every problem, then blast your way through with swords and magic. Just try not to get hit, I hear things go downhill fast when you're out of the picture.
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fateandphantasms · a month ago
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Fate and Phantasms #212
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Today on Fate and Phantasms we're annexing most of Europe with the help of Napoleon Bonaparte! He's a Banneret Fighter to become the most inspiring leader you've met, and a Clockwork Soul Sorcerer to power up his big-ass cannon. (tbf, most of the spells are literally the cannon, so it's more like it is the sorcerer here...)
Anyways, check out his build breakdown below the cut, or his character sheet over here!
Next up: Sieg! No wait, Siegfried. No, wait...
Race and Background
Napoleon may be a manifestation of all of humanity's hopes and dreams *undertale intensifies*, but he's still pretty close to being Human, so lets go with that because it's easier. We do want one of those sweet sweet feats though, so we're making him a variant human, which gives him +1 Dexterity and Strength, as well as proficiency in Athletics since we won't be able to focus on strength as hard as I'd like. He also gets the Lucky Feat to make the impossible possible. This lets him re-roll an attack, check, or save he makes; or an attack against him up to three times per long rest. If the other creature also uses a luck point, neither work.
Once again, we're stuck understating a servant's backstory. Noble is really underselling being the emperor of Europe, but we take what we can get. This gives Napoleon proficiency in History and Persuasion.
Ability Scores
Dexterity should be as high as possible. I know it's a huge cannon, but most of that damage comes from a ranged weapon, and that's dexterity. Also you don't like wearing shirts, so you better get good at dodging. Second is his Charisma, the guy's got a winning smile and a giant cannon, and when that thing isn't dexterity fueled it's charisma fueled. After that is Strength. We don't really need it for the build, but I can't give pecs like that a low score. Similarly, your Constitution should be above average. This means your Wisdom will be middling. Napoleon can read a room, but being the spirit of possibility does terrible things to your inhibitions. Finally, dump Intelligence. The man's a himbo.
Class Levels
Fighter 1: Napoleon fights with a cannon, but sadly the closest we can get off the cuff is a heavy crossbow. We'll modify it later on for explosions, but for now grab the Archery Fighting Style to get +2 on its attack rolls. When your ammo explodes you don't have to aim quite as much. You also get a Second Wind, healing yourself with your bonus action. Finally, let's talk proficiencies. You're good with Strength and Constitution saves, as well as Animal Handling checks to hold onto Marengo and Insight checks to figure out people's secret desires.
Fighter 2: Second level fighters can get more done in one turn than thought possible thanks to their Action Surge, which lets them take an extra action in a single turn once per short rest.
Fighter 3: Third level fighters gain their martial archetype, and the Banneret is so persuasive you could walk up to the enemy and simply ask them to switch sides. At third level you gain a Rallying Cry, so when you use your Second Wind to heal yourself you can also give up to three nearby allies a bit of healing.
Fighter 4: At fourth level you get your first Ability Score Improvement. A heavy crossbow is pretty awkward to fight with, so we need to pick up the Crossbow Expert feat. You can fire ranged attacks with enemies in melee, and you can attack multiple times in a single turn with a crossbow.
Fighter 5: Fifth level fighters can attack twice per action, so up to four times with your action surge. I feel like that's a good base, lets make this cannon really boom.
Sorcerer 1: I hope you're sick of short level descriptions, because we're about to get casty. We're gonna add some Clockwork to that cannon for some big blasts. First up, you get some extra spells. Very handy, especially since we can mix them up, but we'll go over those at the end of the level. You can also Restore Balance, spending a reaction to negate advantage or disadvantage within 60' of you proficiency times per long rest. You make impossible shots a little bit easier for allies, and sure hits just happen to glance off them. Okay, but Spells are the biggest part of the build. You can cast them using your Charisma, so pick up Friends to be the life of the party, Thunderclap and Fire Bolt for cannon blasts, and Gust for when you want to use a cannon gently. You also get Mage Armor to show off the pecs without dying, and Catapult to stuff something other than a cannonball into your cannon. Your cannon is at least an 8 pounder, so you'll have to upcast this for maximum authenticity. You also get two bonus spells from being a clockwork sorcerer! Swap out Alarm for Expeditious Retreat, using your cannon to blast yourself around, and also pick up Protection from Evil and Good. You're starting to get used to fighting gods and monsters.
Sorcerer 2: Second level sorcerers become a Font of Magic, giving you sorcery points equal to your sorcerer level per long rest. Right now you can spend them to make a spell slot or vice versa, but they get more useful later. Also, pick up Magic Missile for another rapid-fire cannon shot.
Sorcerer 3: Third level sorcerers can make their spells go even further beyond thanks to their Metamagic. You can spend two points to Quicken the spell, turning an action casting into a bonus action, or three points to Heighten a spell, forcing disadvantage on one creature trying to save against your spells. Speaking of spells, you can use Enhance Ability to give you anime protagonist level skills, giving you or an ally advantage on one kind of ability check. You also get Aid and Magic Weapon as freebies. Blast that cannon through even the toughest of enemies!
Sorcerer 4: Use this ASI to bump up your Charisma for stronger spells. You also learn the Light cantrip to light up an object to help your pathetic human eyes. It doesn't specify the color, so feel free to make your arrows rainbow colored if you really want to. You can also cast Shatter, because wildly enough cannonballs are not good for the environment. They tend to break things.
Sorcerer 5: Our last level of sorcerer gives you Magical Guidance, letting you spend a sorcery point to get another way to re-roll a failed skill check. We are of course picking up Fireball this level for some big cannon blasts. You can also create Flame Arrows if you trust your dexterity more, and you can Dispel Magic to tear through enemy wards.
Fighter 6: We have our weapon, we have our magic, we need to mix the two. Use this ASI to pick up the War Caster feat. It gives you advantage on concentration saves, you can cast spells with both hands full, and you can cast spells with your opportunity attacks, as long as it could only target one creature. Now you can cast fireball with your cannon in your hand. Boom. Literally.
Fighter 7: Seventh level bannerets become an Imperial Envoy (in the book it's "royal" envoy, but, y'know, emperor.) You get proficiency in Intimidation bc it's the only one left, and you get expertise in persuasion, doubling your proficiency bonus. Dude's got a winning smile, what can I say.
Fighter 8: Another ASI already? Bump up your Dexterity for better cannon fire. Not that cannon fire, the other one. It also boosts your AC, so going shirtless is an even better idea.
Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. On top of the three you already could from level 1 thanks to Lucky. Yeah, lucky's busted.
Fighter 10: Anyways, at tenth level bannerets get an Inspiring Surge. When you use your Action Surge, one ally nearby can react to make an attack of their own. Great when you're working with rogues.
Fighter 11: Your next Extra Attack stacks with the first, so you can attack three times per action, up to six with Action Surge. (Technically seven if someone hops in to help.) It would be really weird if Billy the Kid could outdamage you, right?
Fighter 12: Another ASI! It's like my pa always said, if you're gonna be dumb, you gotta be tough. You're so tough you get an extra 34 HP now, plus two more every time you level up from now on.
Fighter 13: Thirteenth level fighters are even more Indomitable, letting you use that thing twice per long rest to take the burden off of Lucky.
Fighter 14: Use your last ASI to even up your Charisma with your dexterity so all your cannon fire is equal.
Fighter 15: Your capstone level makes you a Bulwark. When you use Indomitable to re-roll an Intelligence, Wisdom, or Charisma save, an ally can also re-roll their failed save. For once being a himbo actively benefits a build mechanically.
Pros and Cons
Pros:
You are super helpful to have on a team. You can heal people, improve their checks, give them extra attacks, etc. Really this build is just great at giving every a chance to get in on the fun, which is the most important part of D&D.
You have a big ass cannon that can pump out damage like it's nothing. Quickened spell doesn't let you cast two leveled spells at once, but Action Surge totally does. You can fire off two fireballs in a single turn, and still have plenty of weapon skills to keep damage up in later rounds. You can also turn your lower spell slots into points then back into spell slots to keep the fireballs coming between fights, but that's probably putting the horse before the cart.
Dear god, your DM is going to hate you. You can fuck with So Many Rolls. Three of your choice from Lucky, god knows how many checks from Magical Guidance, and up to four saves a day with Indomitable. Also, rogues just don't work against your party now thanks to Restore Balance. Fuck 'em.
Cons:
You have a really limited number of sorcery points, so if you use pretty much any of them on Magical Guidance, you won't have a lot for metamagic, and vice versa. You can always burn slots for more, but then you're adding spells into the tug of war.
Honestly if you just focused on being a fighter you'd probably do a bit more damage from sharpshooter and an extra attack per turn.
The state of your soft stats make your bulwark ability kinda awkward. On one hand your charisma is great, but that means you won't be able to use Bulwark that often on charisma saves. On the other, your intelligence and wisdom are terrible, so you can use bulwark on those a lot, but that probably won't help you make the save that much since you're still bad at those. Basically while you can help your party on saves, odds are it'll still leave one of the pair failing.
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fateandphantasms · a month ago
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Fate and Phantasms #211
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Happy Halloween! Today on Fate and Phantasms we're learning that nothing is scarier than a politician, thanks to Sakamoto Ryouma! (en jan Olijo) And Oryou too, of course. As you'd expect from a team servant, Ryouma and Oryou are an Echo Knight. They're also a Monk to help deal with the fact that Oryou is very strong and Ryouma is very Not. What he is, however, is a Mastermind Rogue, helping him finagle and deal his way to a brighter future.
Check out their build breakdown below the cut, or their character sheet over here!
Next up: It's le fine now. Because I am le here!
Race and Background
Oryou is a dragon, which is very much not a playable race in D&D. Thankfully we're mostly building Ryouma, and he's a Human. But since he's dating a dragon I guess we can make him a variant version, so he gets +1 Wisdom and Charisma, Stealth proficiency to let is wife take care of the fighting, and the Historian feat from an old Unearthed Arcana. This boosts his intelligence score by 1, and gives him expertise in History. (We're getting proficiency in the background, don't worry about it.) Also, when you help a creature with a check, you can make a DC 15 History check. If you pass, you add your proficiency to your ally's check if they can understand your speech. You aren't really a historian, but this is one of the best ways to boost ability checks in the game without having to dip into magic. Plus you're dating a dragon who is probably older than recorded history, so I'm sure she could help if you ask nicely.
We're giving you the Soldier background, but we're altering the proficiencies to make them more Oryou-friendly. Pick up History and Intimidation proficiencies.
Ability Scores
First, get as much Charisma as you can. It doesn't help this build mechanically, but we're siding with flavor on this one. After that is Dexterity. You use pistols (a.k.a. crossbows) and small swords. Plus, a sailor suit is not armor. Yes, Sailor Moon has lied to you, I'm sorry. Your Wisdom is also good, because it's easier to get everyone to agree on a deal when you can figure out what they want. This means your Intelligence can't be quite as high as I'd like. You're a clever man, we just needed other skills more. This also means your Constitution is rather low, but we'll get ways to help with that as the build progresses. Finally, we're dumping Strength. Oryou can hurl cars like paper balls, but we'll get ways for her to get her licks in later.
Class Levels
Rogue 1: Starting as a monk would probably be the smarter move, but starting as a rogue gives you more skills. Ryouma's all about the skills, so pick up proficiency in Persuasion, Insight, Investigation, and Deception to win a grail war with just your charm and wit. You also get proficiency with Dexterity and Intelligence saving throws. For even better skill nonsense, use your Expertise to double your proficiency bonuses in Persuasion and Deception. You also get Thieves' Cant, it's a language, and a Sneak Attack. This means once per turn you can deal an extra 1d6 damage to a creature with a finesse or ranged weapon, as long as an ally is within 5' of it or you have advantage. If that sounds complicated, don't worry about it. It won't come up much.
Monk 2: Popping over to monk gets you Unarmored Defense, making that sailor suit actually do work. As long as you aren't wearing armor or a shield, you get to add your wisdom modifier to your AC. You also get Martial Arts, so you can make an extra unarmed attack with your bonus action if you attack with a monk weapon, and those monk weapons can use your dexterity instead of strength. Also, they always do at least 1d4 damage, so your (read: Oryou's) fists are a bit deadlier.
Rogue 2: Now that you're less likely to implode when the enemy sneezes on you, let's continue. Second level rogues can make Cunning Actions using their bonus action, hiding, disengaging, and dashing. You don't really have Oryou yet, so I guess there isn't too much overlap...
Rogue 3: At third level, you can take Steady Aim as a bonus action, gaining advantage on your next attack at the cost of reducing your speed to 0 for the turn. Save this one for when Oryou's around to keep you out of trouble. You're also a Mastermind, using your sweet words to manipulate the populace. For their own good, of course. You're a Master of Intrigue, giving you proficiency with the disguise and forgery kits. You can also mimic accents after hearing them for at least 1 minute. We don't know how exactly you talked all those people out of their rice in the Warring States, but sounding like a local probably wouldn't hurt. You're also a Master of Tactics, so you can use your suped up Help action as a bonus action. When you help a creature attack, your range is increased to 30' instead of 5.
Rogue 4: Use your first Ability Score Improvement to bump up your Charisma. Again, charisma doesn't help you mechanically, but it will make your dealings easier to get through.
Fighter 1: I think we've done enough work on Ryouma. Let's get draconic. When you take the fighter class you learn the Unarmed fighting style, so you deal 1d6 damage with unarmed attacks, or 1d8 with empty hands. You also deal damage to creatures you've grappled, but... I wouldn't worry too much about that. Your Second Wind also lets you heal yourself as a bonus action. You are using that thing for a lot, aren't you.
Fighter 2: At second level you gain an Action Surge once per short rest. You're two people, so an extra action just makes sense.
Fighter 3: As an Echo Knight you can finally summon Oryou as a bonus action by Manifesting Echo. The echo has to stay within 30' of you or she'll be destroyed. While she's out, you can attack from her space, and she can move 30' per turn without using an action. You can use your bonus action to swap places with her, and you can make opportunity attacks from her space. You can also Unleash Incarnation once per attack action to let Oryou make an extra attack. You can do this Constitution Modifier times (at least once) per long rest.
Fighter 4: Use this ASI to bump up your Wisdom for better insight checks and a higher AC.
Fighter 5: Fifth level fighters get an Extra Attack. So that's two attacks with your action, or three with Unleash Incarnation. And there's another one with your bonus action from Martial Arts. With Action Surge tossed in, you're throwing out six attacks in a single turn.
Rogue 5: Fifth level rogues can make an Uncanny Dodge as a reaction, halving the damage from a single attack. Don't stand there and get hit: a novel concept.
Rogue 6: Use this round of Expertise to empower your keen senses by doubling down on Insight and Investigation.
Rogue 7: Seventh level rogues get Evasion, reducing the damage from dexterity saves: half damage instead of full, and no damage instead of half.
Rogue 8: Okay, fine. I guess you can use this ASI to bump up your Dexterity for better attacks, if you really want.
Rogue 9: As a ninth level mastermind you're an Insightful Manipulator. If you spend at least 1 minute with a creature out of combat, you can learn how you compare to it in two of the following stats: Intelligence, Wisdom, or Charisma Scores, and Class Levels. You might also learn part of its backstory or a personality trait, depending on your DM.
Fighter 6: We're completely done with Ryouma now, so let's ring in the age of the Oryou in style. Use this ASI to grab the Gift of the Gem Dragon, buffing your Wisdom by 1. When Ryouma takes damage from a nearby creature, Oryou can hop in as a reaction, forcing a Strength Save (DC 8 + proficiency + wisdom modifier), and if they fail they get pushed back 10' and take 2d8 force damage. Oryou can beat on people this way proficiency times per long rest.
Fighter 7: Seventh level Echo Knights can turn their echo into an Echo Avatar, seeing and hearing through its eyes and ears. While this is happening, you can't see and hear through your body, and for up to ten minutes your echo can wander around up to 1,000' away from your body.
Fighter 8: Use your last ASI to round up your Intelligence and Wisdom. Round numbers are bad, m'kay?
Fighter 9: Ninth level fighters are Indomitable, so you can re-roll one failed save per long rest. I don't know if you can actually muck up a social interaction so badly it causes a saving throw on its own, but Gudaguda will find a way.
Fighter 10: Tenth level echo knights can turn their echo into a Shadow Martyr. Basically, if you or another creature is about to take damage, Oryou can react to teleport next to them and redirect the attack to herself. Oryou only has one HP, but she can always come back, so it's kind of like she's invincible. She can do this once per short rest.
Pros and Cons
Pros:
This is probably one of the most powerful help-based builds I've made. Mainly because Ryouma can attack twice per turn. And while advantage doesn't stack, addition does. You can add a +12 to an ability check you know is coming. And advantage. Basically, if something needs doing, you're going to be the best goddamn wingman in the world. (I know there's a DC 15 check, but you have a +12 to that check from expertise, and a +2 from your stats. So that means you need to roll at least a 1 to pass. I think you've got that in the bag.)
Echo knights make for great defensive units, in no small part thanks to their unending reserves of wife fodder. Lock down areas with angry dragons, reduce incoming damage with dodges, or punish the attack with some pushback.
You are an amazing party face, with very high charisma checks and several ways to pry into your target's secrets to make sure you know exactly what carrot to dangle in front of their nose.
Cons:
You're not great at actually... attacking. With a minimal dexterity stat you probably won't hit as often as other party members. And without magical damage, those hits won't do much.
With so much of your build dedicated to helping others, it's a shame you can't help yourself. Your skills are good, but a +12 and advantage on your next check would always make things better.
You have way too much stuff stuck in your bonus action. Making your wife, an extra attack, helping, cunning actions, aiming, healing, and teleportation. It means your abilities are getting in the way of each other, which isn't great.
But if you're using your abilities you've made a grave mistake. You're the mediator, the man on the sidelines who leads others to a greatness he cannot reach. Help your party reach their dreams, and let them take care of things when it gets physical.
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fateandphantasms · a month ago
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Fate and Phantasms #210
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Today on Fate and Phantasms, we're building the manslayer himself, Okada Izo! Have you ever wanted to use every single swordplay style ever? Now you can. Izo is a Battle Master Fighter to pick up all those fighting styles, as well as an Inquisitive Rogue to use that keen eye for detail to pick apart their weaknesses.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Haven't you heard? I'm Sakamoto!
Race and Background
Izo is a Human, but he likes feats so make him a variant. This gives him +1 Dexterity and Constitution, Stealth proficiency, and the Savage Attacker feat. This lets him re-roll the damage of an attack once per turn. Rogues really only have one attack per turn they care about, so this works out well.
He's also a Mercenary Veteran, giving him proficiency with Athletics and you would get Persuasion, but we're switching that to Perception.
Ability Scores
Your Dexterity should be as high as possible. Okada doesn't really "armor" well, and he also uses shortswords. (well, scimitars in 5e. Same difference.) After that is Wisdom. You learn sword styles while they're being used. On you. That's one hell of a perception check. Or insight. Either way you'll be good at it. Third is Constitution, because you might be an assassin but you're basically a saber. Wait, why haven't you been in saber wars yet? Seems like a missed opportunity. Your Strength is also pretty solid. We don't need it, but plenty of swordfighting styles also use strength so you can't be totally bad at it. Your Charisma isn't too high. You try to intimidate people a lot, but if your friends are anything to go by you're not that good at it. Finally, dump Intelligence. You've left every school you've attended, that can't be great for your GPA.
Class Levels
Fighter 1: Starting off as a rogue would get you more skills, but the whole point of Izo is that he only knows fighting, so we'll just have to make due with the extra HP, plus the proficiencies in Strength and Constitution saves, and Insight and Intimidation. Boo hoo. You also get a Fighting Style, and a Superior Technique will give you one superiority die right off the bat. Once per short rest, you can use a superiority die (right now you just have one d6) to boost an attack or skill check, depending on the maneuvers you have available. Technically you should be copying the people you fight, but really you can just pick the ones you want. Also, you get a Second Wind. Heal yourself as a bonus action once per short rest. Easy Peasy. Or should I say Izo Peazo? (You should not.)
Fighter 2: Moving right along. Second level fighters get an Action Surge once per short rest, so you can add an extra action to your turn. Hit people while you hit people, real simple.
Rogue 1: Complicating things a bit, bouncing over to rogue gives you proficiency with Acrobatics, and Expertise in Acrobatics and Insight to double your proficiency bonus with those two. Thanks to Sneak Attack, once per turn you can add 1d6 damage to an attack you make with a finesse or ranged weapon, if you have advantage on the attack or a friend next to the target. Finally, you learn Thieves' Cant. It's a language.
Rogue 2: Second level rogues can make Cunning Actions on their bonus action, so now you can hide, disengage, or dash with your bonus action.
Rogue 3: At third level you become an Inquisitive rogue, giving you an Ear for Deceit and Eye for Detail. The former gives you a boost to insight checks against lies, making the lowest you can roll on the check an eight. Combine that with your expertise for a minimum total of 16. Not bad to start out. The latter boosts your cunning action, so you can now make perception and investigation checks as bonus actions, as long as they're to uncover hidden things. Some of these sabers can make their swords invisible, so you have to keep your head on a swivel. Finally, you get Insightful Fighting. If you spend a bonus action, you can make an Insight check vs the target's Deception. If they fail, you can use sneak attacks against them without needing an ally or advantage for up to a minute. You can only focus on one creature this way at a time. Learning every style of swordplay you come across also means you learn their weaknesses. Abuse that. Abuse it even harder with 2d6 on your sneak attack damage.
Rogue 4: Use your first Ability Score Improvement to bump up your Dexterity. Your sword uses it, you use it, that's all you need.
Fighter 3: Finally back in fighter, we can get that Battle Master subclass for real. This means you get four d8 Combat Superiority dice, plus three more Maneuvers. You also become a Student of War, for calligraphy proficiency. It's a art.
Fighter 4: You know what we need more of? Maneuvers. Use this ASI for the Martial Adept feat for another d6 die and two more maneuvers.
Fighter 5: Fifth level fighters get an Extra Attack each action, for two per turn, three with dual-wielding, and five with action surge.
Rogue 5: Fifth level rogues can make an Uncanny Dodge as a reaction, halving the damage from one attack. Generally you go around shirtless, so just... try to avoid the swords. It's easier than catching them in your bare hands. Also, you make other uncanny dodges less useful because your sneak attack bumps up to 3d6 this level.
Rogue 6: For this round of Expertise, power up your Athletics and Perception. Yeah that's it, this level's pretty quiet.
Rogue 7: Seventh level rogues get Evasion, so now your dexterity saves are almost as good as your swords. If you fail a dexterity save that's supposed to halve damage from an attack, you still take half damage. If you succeed, you take 0 damage instead. Speaking of damage, you deal more now, with 4d6 sneak attack damage.
Fighter 6: Use this ASI for -you guessed it- another feat. The Slasher feat gives you +1 Strength, and it also makes your swords deadlier. Once per turn, a creature you hit with slashing damage will have its speed reduced by 10'. If you score a critical hit, they have disadvantage on all their attack rolls for a round.
Fighter 7: Seventh level battle masters get two more maneuvers, and you also Know Your Enemy now. If you spend a minute out of combat checking out the competition, you'll learn how you compare to that creature in two of the following stats: Strength, Dexterity, Constitution, AC, HP, Total levels, and Fighter levels.
Fighter 8: Okay, we got all the feats out of the way. Use this ASI to max out your Dexterity. Yass queen, slay.
Fighter 9: Ninth level fighters are Indomitable, so you can re-roll a failed saving throw once per long rest. I'd save it for something you should be good at, like dexterity saves. Or dexterity saves.
Fighter 10: At tenth level, battle masters get Improved Combat Superiority, bumping all their superiority dice to d10s. Yes, all of them. You also get two more Maneuvers. That's a total of 10 now, and that's all you're getting, so get them how you like 'em now.
Fighter 11: Our last level of fighter nets you another Extra Attack for three attacks each action.
Rogue 8: Use your last ASI to bump up your Wisdom for stronger insightful fighting.
Rogue 9: Your capstone level gives you a Steady Eye, granting advantage on all perception and investigation checks you make, as long as you only move half your speed that turn. Also, your sneak attack is now 5d6.
Pros and Cons
Pros:
One of Okada's biggest strengths is his consistent damage. Sneak attacks are always nice, and with three maxed out attacks per round you're very likely to get at least one hit. Add on your savage attacker letting you re-roll your sneak attack damage, and... it's actually not that much better over time, but at least you can reliably avoid rolling a bunch of ones.
On top of that, Izo is a very clever boy, with plenty of ways to read his opponents and discover their weaknesses, plus tons of tactics to take advantage of those weaknesses.
Barbarian/Rogues are nice for damage, but Fighter/Rogues have longevity. With 150 HP and several ways to reduce incoming damage you'll be able to stay in the fight for quite a while. Just try not to overstay your welcome, you're fighting against literal gods here.
Cons:
If you're playing to character, Range is going to be a huge issue for you. The obvious solution is to just pick up a bow and shoot people, but that's not something the greatest swordsman ever would do, is it?
You also have zero magical damage, so those gods and demons you're fighting will take a while to wear down.
Your Intelligence and Charisma are... not great. There are fewer spells that use those saves, but the ones that do are rough to get caught in. Being banished to another dimension or having your brain sucked out by Illithid are not problems swords can solve. Yet. But an assassin that's weak to casters is nothing new.
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