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#5th edition
clericofsune · 3 months ago
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What I Want From DnD 6e
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Wizards of the Cost has now put out two surveys for both the Races and Classes/Subclasses in the Players Handbook, which suggests they’re either gearing up for a Remastered Edition with updated rules and features, or they’re preparing for 6th Edition. Or perhaps like with 3rd Edition we’re about to get a 5.5 Edition. So, whether we get a 6th Edition, a 5.5 Edition, or just a remastered edition of the PHB, I wanted to air my larger scope desires moving forward. These are in no particular order, just my personal opinions, and I don’t need all of these fulfilled to be happy. These are just ideas I’m spit-balling.
A larger Spells Known List for Sorcerers: Sorcerers only get 15 spells total, while Wizards get 44. If Sorcerer and Wizard are supposed to be the quintesential pair of arcane mastery, it doesn’t look good when the Sorcerer has literally 1/4 the spells of the Wizard. Clerics, Druids, and even Paladins get more spells than the Sorcerer, and if you count Mystic Arcanums, then even the Warlock gets more spells than the Sorcerer. Whether they get Origin Spells or just larger spells known in general, these masters of the arcane need more spells. 
More Spell Slots for Warlocks: This is more of a personal grievance. The warlock is so limited that you are pretty much backed into a corner to rely on Eldritch Blast and discouraged from taking any spells that don’t deal damage. The only out is to play a blade pact warlock where your weapon attacks are a valid second option to casting spells or relying on Eldritch Blast. I think giving the Warlock spell slots equal to half their level rounded down or otherwise limiting the maximum amount to about 8-10 would at least relax the crushing grip that restrains the class as casters.
More Domains for Clerics: Clerics have one of the biggest subclass lists in the game, but look at the domains of 3.5e, and you’ll actually start to feel jealous over how few options we have in 5e. So many great options aren’t available, or are “covered” by an inadequate substitute. There’s no Ocean domain, but those gods are lumped into Tempest. A domain that has nothing to do with controlling water. Because flying and farting lightning bolts sounds like a power I would get from worshipping Umberlee. Likewise, every Love deity is crammed into either Life or Light, instead of just giving us a Charm Domain for them to rule over.
Additions to Cleric Domains: So, one thing that 3.5e has that 5e doesn’t is Evil, Good, Lawful, and Chaotic Domains, as well as Racial Domains. I don’t know how this could be implemented exactly, but finding a way to implement alignment or race into a cleric build when building your character would help each god feel different, even if it was in small ways. It should be different worshipping a Chaotic Evil god of the Sea vs a Neutral Good God of the Sea, or perhaps to see the difference between worshipping the Dwarvish god of Crafting vs the Elvish god of crafting. Doing this can make worshipping Sune different from worshipping Aphrodite, Veranestra, Luthic, or Iallanis, while also making the process of choosing your deity a more laborious choice, rather than slapping any random god into the slot. It’s a way to make who you choose as important as the character you’re building itself.
A Comprehensive Guide of Deities and Patrons: Similar to the Paladin,  I think Clerics and Warlocks would benefit from having a guide to different deities or patron options on an individual level with things like Tenants, unique features for following them, other kinds of boons or bonuses, what they ask of you or how to worship them, and what kinds of things they might want their Cleric or Warlock to do. By having this sort of thing, each individual patron or deity becomes more unique, and there’s a difference between worshipping Asmodeus, being his Warlock, both, or whatever. Even if you like playing as a Life Domain Cleric, serving Demeter would be different than worshipping Apollo. Same Domain, but different figure. Likewise, you could play three different Archfey Warlocks and each time serve a different master with an entirely different objective, boon, or pre-written story hook. Thus, adding more variety while also improving the roleplaying aspect that comes with playing a Cleric, Paladin, or Warlock. Sune might ask her followers to pay craftsmen to create instruments or artwork, while Freya might ask her followers to protect mankind from evil creatures, and Veranestra might delight in her clerics toying with the emotions of mortals. By making each patron or deity unique, it adds a layer to the roleplaying, and even gives non-clerics or warlocks an excuse to actually care about their setting’s pantheon.
Eliminating a Set Casting Stat: So this is likely to be an unpopular opinion, but set casting stats are a crutch when it comes to multiclassing. It’s very limiting, and you’re unlikely to see a Sorcerer/Monk because it requires too many stats and doesn’t leave enough room for other stats to matter. By eliminating a set casting stat, you open the door for a Bard/Cleric who worships the god of music, or a Druid/Paladin who swears an oath to the ancient guardians of the forest. It opens the door for more variety and customization.
Adding a Science Skill: There really should be a skill for knowing things like chemistry, physics, aliens, etc. and a broad-specs Science skill like Arcana for magical things seems about right. Obviously, it would be an Intelligence check.
Giving Player Characters a Trade: Another thing I found in 3.5e that we don’t have in 5e is an ability to invest time into improving on a skill or trade that can be monetized. Sewing, crafting, building, inventing, there’s a lot of room for player characters to have a trade from their backstory, but this seems to have been completely discarded for 5e, as there’s no real mechanics in place for owning your own business or crafting your own goods to sell, which leaves a lot of it to DMs having to make up rules if their players want to do this sort of stuff. Letting characters pick up a trade similar to a feat or gaining a trade from their background would benefit player customization, even on a smaller scale.
Making Players less reliant on the CON stat: This is a personal grievance. I hate that I can’t build a character without needing to invest in this stat. Any other stat can be a dump stat, but CON pretty much is not allowed to be. It wouldn’t matter if it mattered for skills, but it doesn’t. You just have to invest in it, or you’ll get very familiar with your settings’ version of the grim reaper very quickly. A high CON should just make you MORE tanky, but shouldn’t be mandatory to avoid dying. I’ve had many builds undermined by a need to focus on the HP stat that they couldn’t really do anything else.
More Elemental Spells: If you want to build a Fire or Cold damage character, you’ll be fine. Radiant and Necrotic have some variety. And Psychic has gotten more spells lately. But try to build a character with just Lightning spells or just Thunder or Force, and you’ll quickly realize that some elements get way more love than others. The WoTC team needs to really expand on elemental damaging spells to give players more variety with their options. Particularly with Lightning, Thunder, Force, Acid, and Poison damage spells, but even Psychic, Radiant, and Necrotic could still use more variety.
More Thematic Spells: Have you ever wanted to play as Poison Ivy only to realize there’s like 3 spells that actually attack people with plants? Or maybe you wanted to build a character that uses shadow powers, but the number of spells that use darkness or shadows are few and far between? I think DnD would benefit from adding more spells that fit into thematic groups, such as plant-based spells, shadow spells, telekinetic abilities, using fey, celestial, or fiend magic, elemental magic of water, earth, and air, etc. We recently got a lot of new spells for summoners, and that was great. So while it sucks they can only be summoned once at a time, it’s still an improvement over not having any summoning spells at all.
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dmdepression · 2 months ago
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Cleric Domain of Madness
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For all you casters who want to drive the world insane. For more be sure to check out my Patreon, link in the reblog.
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zigzagpunch · a year ago
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Ideas to break the mold with your next D&D character.
Barbarian - Rather than be a screaming wall of beef, try a DEX based character. I’d love to see a Barbarian dual wielding light weapons instead of another half-orc with a greataxe/sword/hammer
Bard - Go to horny jail. Stop that. Just play a storyteller, or a con-artist, or a painter, or a wise and older teacher type.
Cleric - You’re automatically the mom of the group so why not embrace it? Cast your healing spells by licking your thumb and wiping your party members cheeks. Or give them forehead kisses and wish them luck on their first day of adventuring. Embarrass your party because they honestly can’t go on without you anyways
Druid - You don’t have to just be Radaghast the Brown.exe. Maybe your druid looks after a toxic swamp. Maybe they’re from a snow-covered mountain. Maybe they’re a street wise orphan who found out at a young age that the rats in the alley could speak to him, and he to them.
Fighter - This class isn’t as boring as you think. Have you ever seen a fighter use a bow? Try it, you won’t regret the power of an Arcane Archer. Or maybe dual Rapiers? Fighter is your chance to get the weird weapon combos out of your system. Also, Battle Master is severely underrated.
Monk - Ok. This one is personally going to be a character I play soon. Fat monk. Take advantage of the fact that your class features don’t care who you are or what you look like. Imagine your enemies surprise when the skinny little gnome punches like a truck. Or the hapless looking Tortle just runs straight up a sheer wall. Or the rotund and lumbering guy without any armour just dashes around like lightning. (Yes I DO main Bob in Tekken, shut up)
Paladin - I can’t believe how many people STILL think Paladins are the anti-fun police. The way you worship and play as a religious class is entirely up to you and your DM. Why not apply the stereotypes of another class to your Paladin? Maybe he’s the horny bard stand in. Or maybe he rages out pretty often.
Ranger - Everyone who plays 5e avoids this class because it's "underpowered" well, to that I say, underpowered chatacters are the most interesting. Try not worrying about a great build and focus on making the person inside the class the actual focus.
Rogue - Don’t be a criminal. Don’t even be just a guy who’s reeeeeealllly good at killing things. Sneak Attack is just a title, it’s not a combat style. Maybe you’re a great tactician, or maybe you’re an armourer’s apprentice so you know how to examine weak points. Maybe you’re a circus performer who’s fallen on hard times and turns to adventuring for money and survival. Don’t forget that Sneak works with ranged weapons
Sorcerer - This class is always described as “sexy spellcaster” but Charisma doesn’t always mean your character is physically attractive. You can have a forceful and charismatic personality in any body. Side note: fire isn’t the only type of damage in D&D
Warlock - Ah yes, the class with strings attached. This one takes some working with your DM but all I can say is don’t forget about your patron. Your relationship with them isn’t always a master/servant dynamic. Maybe you’re madly in love with them? Maybe they are always annoying you and nagging but you can’t exactly drop your agreement with them now. Or, perhaps, to paraphrase Travis Willingham; they need you more than you need them.
Wizard - Consider why you chose to become a wizard. Being one doesn’t happen by chance. You’re more than just a big brain. Are you sleazy and seeking to use spells to make life easier? Do you have ambitions on inventing a crazy new spell? I’d also love to see a Wizard with a high STR or CON score and just be a big beefy boi as well as being smart.
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5theditionhomebrewing · a month ago
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Song Names => DnD Spells
I was thinking of the song Raining Blood and thought, that would be a dope spell. What are some other songs that could be spells?
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christowitch · 20 days ago
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My friend Callie made my online dnd character Doctor Plague into a doll for me. I play an alchemist. I am sobbing. The small details are so amazing and I just AHHH
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cy-lindric · a year ago
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Our grad film is finished which means now all I’m waiting for is to be able to play DnD again;; Here’s Mahault the sad oathbreaker paladin, whom I’ll be playing in a couple of months
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raeynbowboi · 5 months ago
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How to Play as Gwen Tennyson in DnD 5e
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Today, I’m building Gwen Tennyson from the Ben 10 franchise. Specifically, I’m building Gwen from the Ben 10: Alien Force and Ben 10: Ultimate Alien era, as it altered the capacity of Gwen’s magic from the Original Series. These were also the last Ben 10 series I ever watched, so I don’t know much about her later counterparts due largely to hating the later art styles.
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Although Gwen looks human, she’s technically an alien energy being wrapped in a layer of skin. More specifically, she’s an Anodite, inheriting her powers from her grandmother, Verdona Tennyson. Gwen’s full Anodite form is capable of flight, which her base form cannot do, and she cannot stay in her Anodite form for long without risking never turning back to human. That sounds awfully similar to a Protector Aasimar, which causes her to glow with radiant energy, fly, and unleash more power when casting her spells. Thanks to Tasha’s Cauldron of Everything, we can alter her stats to +2 INT, +1 WIS. She gains 60 feet of Darkvision, the Light cantrip, learns Celestial, resists Radiant and Necrotic damage, can heal with her touch, as well as the Radiant Soul feature.
For her background, Gwen is a member of the Plumbers, a secret organization that deals with alien threats to the Earth. That’d make her a Faction Agent for Insight to find aliens in disguise, and Arcana to know lore about aliens.
Gwen is neither rule-oriented or a rule-breaker, making her Neutral Good.
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WIZARD SCHOOL OF ABJURATION
Gwen’s primary thing a fight is to throw up a barrier or shield. While her magic is wide and varied, making her a good candidate for a Wizard, her shields and barriers are her go-to in combat. I did consider Sorcerer, as her ability to do magic originates from her Anodite ancestry, which would make her a Divine Soul Sorcerer, but Sorcerers have miniscule spell lists, and Gwen didn’t just get her magic. In the original series, Gwen had to study magic to learn it, and this is upheld in the Alien Force series. She has the capacity for magic as an Anodite, but has to study magic to hone her skills. Without study, she’d just be an alien in human skin. Her Arcane Ward can also act like her barriers, providing temporary cover but breaking when the Temporary HP runs out.
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BASIC INFORMATION
BUILD School of Abjuration Wizard (20)
STATS STR 8 DEX 18 CON 14 INT 20 WIS 12 CHA 12
SAVING THROWS STR -1 DEX +4 CON +2 INT +11 WIS +7 CHA +1
COMBAT INFO HP: 122 AC: 17 Speed: 30 feet Initiative: +4 Darkvision: 60 feet Passive Perception: 11
SKILLS Arcana (+11) History (+11) Insight (+7) Investigation (+11)
RESISTANCES Radiant Necrotic Spell Damage
FEATS Eldritch Adept
ELDRITCH INVOCATIONS Armor of Shadows
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GWEN’S SPELL BOOK
C Blade Ward, Fire Bolt, Light, Mage Hand, Message 1 Detect Magic, False Life, Feather Fall, Jump, Magic Missile, Shield, Tenser’s Floating Disk, Thunderwave 2 Augury, Earthbind, Flaming Sphere, Hold Person, Levitate, Shatter 3 Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Glyph of Warding, Lightning Bolt, Magic Circle, Protection from Energy, Sending 4 Dimension Door, Divination, Locate Creature, Otiluke’s Resilient Sphere 5 Bigby’s Hand, Hold Monster, Passwall, Scrying, Telekinesis, Wall of Force 6 Arcane Gate, Chain Lightning, Fizban’s Platinum Shield, Globe of Invulnerability, Investiture of Flame, Tasha’s Otherworldly Guise 7 Crown of Stars, Forecage 8 Telepathy 9 Invulnerability
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FEATURES
Abjuration Savant: Halve time and cost to copy Abjuration spells into your spell book. Arcane Recovery: Recover up to 10 spell slots of 5th level or lower on a short rest. Arcane Ward: When you cast an Abjuration spell, gain 45 temporary hit points. This ward lasts until it is depleted or you take a long rest. Healing Hands: Restore 20 HP with a touch once per long rest. Improved Abjuration: Add your proficiency bonus to Abjuration spells that require an ability check as part of casting the spell. Projected Ward: Your Arcane Ward can protect another creature within 30 feet of you. Radiant Soul: Gain a flying speed of 30 feet, and add radiant damage equal to your level to one instance of attack or spell damage per turn for a minute once per long rest. Signature Spells: Cast Counterspell and Protection from Energy once per long rest without using a spell slot. Spell Mastery: Cast Shield and Hold Person without using spell slots. Spell Resistance: Gwen has advantage on all spell saving throws, and resists all spell damage.
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While we can’t do everything Gwen can do, such as her platform staircases, we’ve done a pretty good job translating her abilities to DnD. Aliens are always a little sketchy in DnD since sci-fi and fantasy don’t tend to blend well, but then, Ben 10 as a series never was one to shy away from aliens and wizards existing in the same universe.
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dmdepression · a month ago
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Warlock Otherworldly Patron: The Night
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A warlock subclass to bring your enemies worst fears to life.
For my homebrew check out my Patreon, link the reblog and comments.
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5theditionhomebrewing · 5 months ago
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Magic trident that lets you jump and swing around like a lunatic.
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paperanddice · a month ago
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Talk of the strange "dark drakes" of the Moon Hills have led to an urban legend of the singular progenitor of these deadly creatures. Mysterious roars and superstitious travellers found terrified near to death at dawn are attributed to it and used as proof of its existence. Stories of it spread in taverns and traveller's rest stops, impossible rumors that contradict one another each time. There's no singular, confirmed list of abilities the supposed drake has, as it simply fills whatever roll the storyteller wishes it to.
If the Dark Drake of the Moon Hills exists, it has avoided being found by any explorers, hunters, and diviners across decades of time. Con artists sell amulets that protect from the drake, murders and other deaths are covered up by being blamed on the drake, and many others invent stories to impress or terrify drinking partners, and yet no one has ever genuinely admitted to seeing the creature and surviving. Nevertheless, the confirmed lesser dark drakes exist, and other common drakes are drawn to the Moon Hills in large numbers, as if answering the call of some distant leader. And after the new moon, or other completely moonless nights, bodies are sometimes found with completely bloodless faces twisted into grimaces of incomparable terror.
Originally from the 4e Monster Vault: Threats to the Nentir Vale. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a copy of my premade adventure Experiment X63L, consider backing me there!
5th Edition
Dark Drake of the Moon Hills Large dragon, unaligned Armor Class 18 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft. Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 4 (-3) Wis 17 (+3) Cha 12 (-1) Skills Perception +6 Senses darkvision 90 ft., passive Perception 16 Languages - Challenge 6 (2300 XP) Unseen Killer. The drake deals an extra 22 (4d10) psychic damage when it hits with a bite attack while invisible. Creatures immune to being frightened don't take this damage. Actions Multiattack. The drake can use its Terrible Aspect and make two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Ghost Drake. The drake magically turns itself insubstantial until the end of its turn, and invisible until it attacks or loses concentration (as if concentrating on a spell). While insubstantial, the drake can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside of an object, it is forced to the nearest unoccupied space, taking 5 (1d10) force damage for every 5 feet moved. In addition, while insubstantial it gains resistance to acid, cold, fire, lightning, poison, thunder, and bludgeoning, piercing and slashing damage from nonmagical attacks. Terrible Aspect. The drake targets one creature it can see within 5 feet of it. If the target can see the drake, it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened until the end of the drake's next turn. If the target fails the saving throw by 5 or more, it must use its reaction (if available) to move half its speed directly away from the drake, and then its speed becomes 0 and can't be increased as long as it is frightened. A target that succeeds on the saving throw is immune to the drake's Terrible Aspect for the next 24 hours.
13th Age
Dark Drake of the Moon Hills Large 5th level wrecker [beast] Initiative: +8 Bite +10 vs. AC - 20 damage Natural Even Hit: The drake can make one additional bite attack on this turn (no more). Miss: 10 damage. Unseen Killer +10 vs. MD (one or two engaged enemies) - 30 psychic damage Limited Use: The drake must be invisible to use this attack. Terrible Aspect +10 vs. MD - The target pops free of the drake and is stuck until the end of its next turn Limited Use: 1/battle, as a quick action, and the ability recharges when the drake hits with bite or unseen killer. Ghost Drake: As an action, the drake can turn insubstantial until the end of its turn, gaining resist damage 16+ to all damage except force damage and the ability to move through solid objects. The drake then turns invisible until the end of the encounter or until it hits or misses with an attack. AC 21 PD 18 MD 17 HP 144
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cy-lindric · a year ago
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Last session we met a manticore ! Allumette is @matthieudaures ‘s living armor druid.
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hazelneko · 3 months ago
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Honestly no idea why I'm sharing this here but I homebrewed a spell so my necromancer could have a pet skeleton cat.
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clericofsune · 4 months ago
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How to Build A Dimir Agent in DnD 5e
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For those not in the know, House Dimir is one of ten Guilds of Ravnica from Magic: the Gathering, which is owned by the same company as Dungeons and Dragons: Wizards of the Coast. The Guildmaster’s Guide to Ravnica sourcebook helped to set up a campaign in the City of Ravnica from MtG. It also lists which classes that are appropriate for playing an agent, favoring Monks, Rogues, and Wizards. Because there’s multiple roles a Dimir Agent can perform, I want to explore multiple build options for a proper Dimir Agent.
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House Dimir rules Ravnica from the shadows. Their headquarters is hidden below the city, in the sewer systems that run below the feet of the citizens. All Dimir cards are Black and/or Blue cards. In Magic the Gathering, every color has associated values and philosophies. Black is the color of ambition and amoral pragmatism. Black doesn’t care what moral lines it crosses in pursuit of its desires, and will step over its own allies to get what it wants. Black’s playstyle is ruthless, with more cards that kill, weaken, and damage enemies. Black’s ranks are mostly filled with assassins, vampires, zombies, ghosts, and demons. Blue is the color of intellect and insight. Blue believes in progress and the acquisition of information, believing that innovation and new ideas are better than tradition. Blue favors control, favoring planning and clever gambits over rushed, emotional outbursts. Blue plays slow and strategically. Blue cards let you scry the cards on top of your deck, see your opponent’s hand, counter your opponent’s card effects, and freeze enemy cards to make them unusable. Together, Black and Blue focus on controlling the field. House Dimir cards let you see your opponent’s hand, see the top of your own deck, weaken opposing monsters, force your enemy to discard cards, and killing enemy creatures.
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House Dimir is led by Lazav the Multifarious, a shapeshifting illusionist and mind mage. Unlike other guilds, House Dimir doesn’t broadcast itself among the other guilds, although they’re aware that House Dimir exists. House Dimir is a secretive shadow society whose members are unknown and whose numbers are unaccounted for. House Dimir maintains its control through subterfuge, sabotage, and extortion. They rig elections, silence their opponents, and maintain control over those with power and influence to exert their will over the City of Ravnica. Agents sometimes go undercover as spies and infiltrate the other guilds and report back to their masters. Most Dimir Agents only know a small handful of other agents, mainly their contacts and those they report to, though not always them either. Thus ensuring that only Lazav has complete knowledge of all of House Dimir’s undertakings and no captured agent can divulge all of House Dimir’s secrets even if they talk. House Dimir’s life blood is information. They’re sustained through learning every secret they can get their hands on. By controlling the flow of information and spreading lies, rumors, and misinformation, they maintain their power over the people.
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Dimir Agents are spies, assassins, saboteurs, secret agents, and corrupt politicians. House Dimir’s cards are full of Rogues and Wizards. The majority of their creature types in MTG are Humans and Vampires, while the Guildmaster’s Guide suggests Half-Elf and Human as the preferable race. According to the Guildmaster’s Guide to Ravnica, the following subclasses are the most appropriate for House Dimir: Barbarian - N/A Bard - Whispers Cleric - Trickery Druid - N/A Fighter - N/A Monk - Shadow Paladin - N/A Ranger - N/A Rogue - Arcane Trickster, Assassin, Inquisitive, Mastermind, Thief Sorcerer - Shadow Warlock - Great Old One* Wizard - Divination, Enchantment, Illusion
The Guildmaster’s Guide to Ravnica gave House Dimir its own unique background: Dimir Operative. Those with this background gain proficiency with Stealth and Deception, Disguise Kit proficiency, and one language of their choice. If your Dimir Operative has access to magic, they gain spells as they level up: C Encode Thoughts, Mage Hand 1 Disguise Self, Sleep 2 Detect Thoughts, Pass Without Trace 3 Gaseous Form, Meld Into Stone, Nondetection 4 Arcane Eye, Freedom of Movement 5 Modify Memory
Appropriate Feats:
Dimir Agent is not a particular character. It’s more like an archetype. Each of the following feats is beneficial to playing an operative of House Dimir.
Actor. Helps you convince others that you are who you say you are. Advantage on Deception checks while pretending to be a false identity.
Alert. Increases your Initiative and you can’t be surprised while conscious.
Eldritch Adept. You can choose any Eldritch Invocation available at your level. Mask of Many Faces is an especially useful choice.
Observant. The ability to read lips from across the room can be invaluable when trying to spy and collect information.
Shadow-Touched. You gain Invisibility and a 1st level Illusion or Necromancy spell of your choosing.
Skilled. To acquire more skills, especially if not playing as a Bard or Rogue.
Telepathic. Good for silent communication and non-physical distribution of information with no paper trail for law enforcement to track.
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THE SECRET AGENT
The Secret Agent infiltrates other guilds to gather information for House Dimir. More than any other agent, this type needs to excel at playing the social game to pass themselves off as someone else and maintain the long con. Bards from the College of Whispers already do this on their own, posing as bards from other colleges to infiltrate places they would otherwise be unwelcomed. By signing a pact with an Archfey, your Secret Agent can see through walls, allowing you to cast range of sight spells through walls. You’ll be able to knock out guards in another room before you’ve entered or teleport past security. The mask of many faces can let you easily disappear into a crowd, while Devil’s Sight ensures that you can see through any sort of darkness. With Voice of the Chain Master, you can send small creatures such as ravens, spiders, and dogs to lurk right under someone’s nose while they divulge their plans and secrets, none the wiser that you’re spying on them. The focus on Charisma also ensures that even if someone suspects you, you’ll have an easy time throwing them off your trail with +17 Deception checks.
Race: Variant Human (+1 CHA/+1 DEX) Feat: Actor (+1 CHA) or Observant (+1 WIS) Starting Class: College of Whispers Bard (12) Multiclass: Archfey Warlock (8) Boon: Pact of the Chain
SKILLS: Deception Sleight of Hand Perception Performance Stealth
ELDRITCH INVOCATIONS: Mask of Many Faces Voice of the Chain Master Devil’s Sight Ghostly Gaze
BARDIC MAGICAL SECRETS Contingency, Mental Prison
SPELL LIST C Encode Thoughts, Eldritch Blast, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion 1 Charm Person, Command, Comprehend Languages, Disguise Self, Hex, Sleep 2 Blindness/Deafness, Detect Thoughts, Gift of Gab, Hold Person, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Silence, Spider Climb, Zone of Truth 3 Counterspell, Dispel Magic, Enemies Abound, Gaseous Form, Meld Into Stone, Nondetection, Sending 4 Arcane Eye, Dimension Door, Greater Invisibility, Freedom of Movement, Psychic Lance 5 Dominate Person, Dream, Mislead, Modify Memory, Seeming 6 Contingency, Mental Prison, True Seeing
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THE ILLUSIONIST
Guildmaster Lazav is a mindmage, and alters reality around him, something high level illusionists can do. Illusions can also be effective tools in spreading false information, creating distractions, or being used as traps to keep prying eyes away from your guild’s actions. Similar to the Warlock, you can use Find Familiar to gather information, sitting on a park bench while your familiar stealthily lets you eavesdrop on the plots of your enemies. Through spells like Dream, you can relay information to your Dimir Contact secretly without it being tracible. Most of your spells serve to relay information, sneak in or out of places, or stop enemies that are chasing you. Etherealness is the true MVP spell, since you can eavesdrop on any conversation from the safety of the Ethereal Plane. As long as you’re keeping track of time, you could literally just cast this spell twice per day, spend your whole day spying, then long rest for 8 hours to recover your 7th level spell slots. You’d be an invaluable asset to the plans of House Dimir that way.
Race: Changeling Class: School of Illusions Wizard (20) SKILLS Arcana Deception Investigation Stealth
C Encode Thoughts, Fire Bolt, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion, Prestidigitation 1 Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Find Familiar, Fog Cloud, Grease, Identify, Magic Missile, Shield, Silent Image, Sleep 2 Blindness/Deafness, Blur, Crown of Madness, Detect Thoughts, Enlarge/Reduce, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Spider Climb 3 Counterspell, Dispel Magic, Enemies Abound, Haste, Gaseous Form, Glyph of Warding, Meld Into Stone, Major Image, Nondetection, Slow, Tiny Servant, Water Breathing 4 Arcane Eye, Confusion, Greater Invisibility, Freedom of Movement, Leomund’s Secret Chest, Locate Creature, Phantasmal Killer, Psychic Lance, Polymorph 5 Dominate Person, Dream, Mislead, Modify Memory, Passwall, Rary’s Telepathic Bond, Seeming, Wall of Force 6 Arcane Gate, Contingency, Mental Prison, Programmed Illusion, True Seeing 7 Etherealness, Mirage Arcane, Mord’s Magnificent Mansion, Symbol 8 Demiplane, Feeblemind, Illusory Dragon, Maze, Mind Blank, Telepathy 9 Foresight, Time Stop
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THE MASTERMIND
The mastermind operates similar to the Secret Agent, but without the magical aid of being a bard or warlock. Like the Secret Agent, they excel at passing themselves off as someone else, able to play a part. However, the Mastermind serves the guild a different way. They’re chess masters, helping the guild to plot their schemes rather than being henchmen. Their deceitfulness is so potent that at higher levels, they can’t even be forced to tell the truth by the influence of magic, and their minds can’t be read either. Perfect people to be entrusted with the secrets of the guild, since it can’t be pried out of them unwillingly. They do well to serve the guild in positions of authority, acting as corrupt beaurocrats and politicians firmly under the guild’s thumb, swaying the laws and regulations of the city to favor House Dimir subtly from a seat of power. Even as lower ranking agents, their ability to read enemies and misdirect attacks so that foes hit their own allies makes the Mastermind a very useful agent for House Dimir
Race: Variant Human (+1 CHA/+1 DEX) Feat: Actor (+1 CHA) SKILLS Deception Insight Investigation Perception Persuasion Stealth
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THE ASSASSIN
Sometimes, the enemies of House Dimir need to be silenced. Permanently. But ordinary methods of killing are messy, bloody, and leave a lot of evidence. The Soulknife, on the other hand, destroys a target’s mind. Leaving no blood, no traces, and no clues when people fish the corpse out of the river. Between your changeling race allowing you to disguise yourself, your psychic teleportation for quick getaways if used properly, and your psychic veil to turn invisible, you have a myriad of options for getting in and out without being spotted, leaving only a mysterious death in your wake.
Race: Changeling Class: Soulknife Rogue (20) SKILLS Acrobatics Athletics Deception Perception Sleight of Hand Stealth
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Ultimately, what this boils down to is a simple case of espionage. Each build has its strengths and weaknesses, and no one build is the best way to serve House Dimir. More importantly, each one has its own playstyle, allowing you to serve House Dimir the way that appeals best to you. If you’re thirsty for an intrigue heavy campaign, then House Dimir welcomes you to the spider’s web. Just be careful who you trust. The penalty for treason is death.
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