What Class & Race would you be in DND?
I Am A: Neutral Good Human Druid/Wizard (2nd/2nd Level)
Ability Scores:
Strength- 9
Dexterity- 9
Constitution- 12
Intelligence- 14
Wisdom- 14
Charisma- 12
Alignment: Neutral Good
Race: Human
Class: Primary Druid
Secondary Wizard
Tagged by: @galefcrce + @fiendrites
Tagging: YOU! I think everyone I RP with have already been tag, but if not -points up-
Details:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXX (9)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXX (4)
Druid ----- XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- XXXXXXXXXXXXXX (14)
Sorcerer -- XXXXXXXXXXXX (12)
Warlock --- XXXXXXXX (8)
Wizard ---- XXXXXXXXXXXXXXXX (16)
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Disney Villains in DnD
With the Disney Princesses and Princes, I put them into parties, but for the villains, I’m going to start by listing the ones powerful enough to be a Warlock Patron in descending order of power (by their base form). The rest are ordered by the release date of their film. I’m not going to cover all of the Disney villains in this one post, as there’s just too many, and not all of them map easily onto DnD.
CHERNABOG
THE DARK MASTER
AS BIG BAD: Archfield Patron Warlock (Asmodeus)
As Playable Character:
Race: Asmodeus Tiefling
Background: Courtier
Class: Divine Soul Sorcerer (Evil)
Skills: Insight, Deception, Intimidation, Persuasion
The Devil on Bald Mountain, Chernabog stands as Satan and Lucifer incarnate, the Disney-Canon equivalent to the Prince of Darkness, and the ruler of Hell. Like with Maleficent and Hades, Chernabog lacks a stat block, being a Greater Deity, and King of the Archfiends, Ruler of the Nine Hells. As a playable character, Chernabog doesn’t lend out his hellish powers or get them from an outside source. Instead he is a Tiefling with the infernal bloodline of Asmodeus (Lawful Evil) running through his veins. When he was an angel, Lucifer would have been a courtier, standing in the shining Court of Heaven before he was banished to Hell. His skills make him adept at lying to and manipulating people, as Insight lets him learn a person’s desires, and then use lies and honeyed words to lead them astray in his service. Consider this a free “how to play as satan” build.
MALEFICENT
THE WICKED FAIRY
As Big Bad: The Raven Queen
As Playable Character:
Race: Hexblood
Background: Noble (History, Persuasion Intimidation)
Class: Wildfire Druid
Skills: Arcana, History, Intimidation, Perception
Lore-wise, Maleficent uses “All the Powers of Hell”, but in terms of Dungeons and Dragons, the Wildfire Druid gives Maleficent the best parallels to her powers, as she’s able to grow a wall of thorns, call a bolt of lightning, Polymorph into a fire-breathing dragon, and spread fire. It also works lore-wise as the Wildfire Druid destroys the very forest they swore to protect. As a Hexblood, Maleficent becomes a fey hag, able to curse princesses and disguise herself as a racial ability. As the Big Bad, Maleficent maps perfectly onto the Raven Queen, ruling over the shadowfell, summoning the Heartless to do her biding, and loaning Diablo to those who worship or swear fealty to the Raven Queen.
HADES
GOD OF THE UNDERWORLD
As Big Bad: Hades/Death God
As Playable Character:
Race: Mephistopheles Tiefling/Reborn
Background: Charlatan
Class: Death Cleric
Skills: Deception, Insight, Persuasion, Sleight of Hand
For Hades, the God of the Dead, making him into a Cleric was a no-brainer. But Clerics have very limited options for fire magic. Sacred flame and Flame Strike both deal radiant damage, and their only other fire spell is Searing Smite which they got in the spell list expansion. But as a Mephistopheles Tiefling, Hades can also gain temporary access to Burning Hands and Flame Blade, along with Mage Hand. Mephistopheles is also the demon best known for making a deal with Faust, a trait shared by the deal-making Hades. If you’re not feeling the fire theme, or your DM doesn’t like the tiefling subraces, Hades can also work as a Reborn.
THE HORNED KING
MASTER OF THE CAULDRON BORN
As Big Bad: Undead/Undying Warlock Patron (Lich)
As Playable Character:
Race: Reborn
Background: Noble (History, Persuasion Intimidation)
Class: Necromancy Wizard
Skills: Arcana, History, Intimidation, Investigation
Ironically, there is a new magic item that maps perfectly onto the Black Cauldron, the Cauldron of Rebirth. But oddly, it can only be attuned by a Druid or Warlock, and the Necromancy Wizard creates the strongest undead thralls, as he adds his Proficiency Bonus to their attack and damage rolls. But if you’d rather have the Horned King be able to use the Cauldron of Rebirth, then make him a Spores Druid. If you absolutely must go warlock, make him an Undead Warlock. As a Warlock Patron, he would be a Lich. In the Chronicles of Prydain books, he served Arawn, God of Death. But the Horned King serves no such master in the Disney film.
JAFAR
THE GRAND VIZIER
As Big Bad: Genie Warlock Patron (Efreeti)
Race: Human/Fire Genasi
Background: Courtier (Insight, Persuasion)
Class: Genie Warlock (Djinni)/Wild Magic Sorcerer
Skills: Arcana, Deception, Insight, Persuasion
Jafar is the only one of the patron villains who themselves is a warlock to another patron. In his human form, Jafar has little to no powers. Everything Jafar is able to do is through either his magic snake staff or Genie’s magic. It’s only once he becomes a genie himself that Jafar has his own powers. So, Jafar here is split between two builds. As a human, he’s a warlock relying on a djinni. As a genie himself, he’s a wild magic sorcerer. Technically, he could be both. Play Jafar however you want. As a big bad, Jafar is stuck as one of the most subserviant types of warlock patron, which isn’t so surprising why he’s this low on the patron scale. Only Ursula is technically weaker than him, but that’s only true when she’s in her base form. Once she wields the trident, Ursula is even more powerful than The Horned King.
URSULA
THE SEA WITCH
As Big Bad: Fathomless Warlock Patron (Sea Hag/Kraken)
As Playable Character:
Race: Triton
Background: Courtier (Insight, Persuasion)
Class: Glamour Bard
Skills: Arcana, Deception, Insight, Performance, Persuasion
Items: Circlet of Human Perfection (reskin as seashell necklace)
I built Ariel as a Fathomless Warlock because in order for her to be on land, she had to make a deal with Ursula. So, with Ursula on land, she can masquerade as Vanessa, using Ariel’s voice to charm and manipulate people. We even see Ursula do this when she charms Eric, so we know that as Vanessa, Ursula could easily run a successful criminal empire using Ariel’s voice to hypnotize and manipulate people into obeying her orders. The Circlet of Human Perfection allows Ursula to maintain a perfect beautiful human disguise without having to eat up spell slots. As a Fathomless Patron, Ursula in her base form is a simple Sea Hag, being much weaker. But once she gets a hold of Dekella, the Bident of Thassa from King Triton, she can grow in both size and power to rival the might of a Kraken. And with Thassa’s divine bident, Ursula can command the tides and all the beasts and monstrosities within it, puting her nearly on par with the powers of a goddess of the sea. But unlike Hades, Maleficent, and Chernabog, even at her near godlike power, Ursula still has a stat block, her bident can still be taken from her, and she can still be slain and defeated.
QUEEN GRIMHILDE
THE EVIL QUEEN
Race: Human
Background: Noble (History, Persuasion Intimidation)
Class: Alchemist Artificer
Skills: Arcana, History, Intimidation, Investigation
I really did consider the Transmutation Wizard for Grimhilde, as it has the power to cast polymorph for all of your Frog Prince needs, and a master transmuter can even Restore Youth. But then, the alchemist can brew a potion of transformation, and the chemistry set is clearly how we see Grimhilde using magic. The only magic she performs without the chemistry set is when she creates a gust of wind in front of her magic mirror. She doesn’t even create the lightning bolt for her transformation spell, it just happens to be storming outside, so she’s not controlling the weather either. Plus, the most powerful spell she has is the poisoned apple and she has to summon a bolt of lightning to cast Alter Self, a 2nd level spell. By DnD standards, Grimhilde’s not really that powerful. She doesn’t even fight the player herself in Kingdom Hearts: Birth by Sleep. If you want Grimhilde to be more magical, then go with Transmutation Wizard, but if you want to be more accurate, the Alchemist is how Grimhilde does her magic. Yzma from The Emperor’s New Groove shares a nearly identical build.
CAPTAIN HOOK
THE GENTLEMAN THIEF
Race: Human
Background: Pirate (Athletics, Perception)
Class: Swashbuckler Rogue
Skills: Athletics, Deception, Insight, Intimidation, Perception, Persuasion
While Hook’s still a putrid coward, he holds himself quite well, and is the epitome of Lawful Evil, maintaining a strict personal moral code to clash with Peter’s frankly Chaotic Neutral “heroism”. Hook’s not really good at the normal rogue skills like hiding or thieving, but he shines as a manipulative double-talking liar. Long John Silver from Treasure Planet has a similar build.
GASTON LEGUME
THE HANSOME HUNTER
Race: Human
Background: Folk Hero (Animal Handling Persuasion, Survival)
Class: Monster Slayer Ranger
Skills: Athletics, Perception, Persuasion Stealth, Survival
As the strapping hero of Belle’s Village, Gaston has the favor of his entire community, keeping them safe from any and all beasties that lurk beyond the city. Too bad he’s as rotten as they come. Likely one of the weakest villains in terms of pure power scale as little more than a local hero, he’s still an iconic enough villain I couldn’t resist adding him. Clayton from Tarzan shares a similar build.
SCAR
THE USURPER OF PRIDE ROCK
Race: Leonin
Background: Noble (History, Persuasion)
Class: Oath of Treachery Paladin
Fighting Style: Unarmed
Skills: History, Insight, Intimidation, Persuasion
Simba was a druid because he was a wise king who could call upon his people to stand beside him. Scar is a paladin because he has devoted himself to a single goal: his own personal power. Scar shows little wisdom, but has a strong character and savvy charms about him that make him better suited as a CHA caster.
JUDGE CLAUDE FROLLO
THE JUDGE OF PARIS
Race: Human
Background: Investigator
Class: Light Cleric
Skills: Insight, Investigation, Persuasion, Religion
This was an easy villain to build. As a religious man worshipping God (who would def fall under Life, Light, and maybe Knowledge) Frollo would go for the one that lets him keep witches warm. His background was chosen as an investigator because he’s responsible for keeping the peace in Paris, and there wasn’t a background option for lawmaker. Noble or Courtier might have worked, but didn’t seem quite like the right fit as they deal more with aristocratic authority and royal court politics.
RIKU
THE HEARTLESS KEYBLADE MASTER
Race: Human
Background: Soldier (Athletics, Intimidation)
Class: Raven Queen Warlock/Hexblade Warlock, Shadow Sorcerer
Pact Boon: Blade
Skills: Arcana, Athletics, Deception, Intimidation
In the first Kingdom Hearts game, Riku spends most of the game being manipulated by Maleficent. His DnD counterpart would surely be a warlock to her. But Maleficent oddly has not one but three possible warlock patron options. As the Raven Queen, she obviously has the Raven Queen Warlock, but the Raven Queen also created the Hexblade, which come from the Shadowfell, which she rules over. The third is unique to Maleficent, as she is a fairy, and a powerful one at that. Making her a valid choice for an Archfey Warlock. Archfey doesn’t quite fit Riku, but the other two do, and as a Sorcerer, Riku draws power from the Shadowfell which his patron rules over.
DR. FACILIER
THE SHADOW MAN
Race: Human
Background: Charlatan (Deception, Sleight of Hand)
Class: Fiend Warlock
Skills: Arcana, Deception, Persuasion, Sleight of Hand
It’s kind of hard to deny that Dr. Facilier is obviously a warlock, though his patron options don’t really come close to a neat fit. Among his choices though, fiend comes the closest to selling his soul to the Other Siders or Shadow Folk. It’s possible he could have sold his soul to the Raven Queen and his shadowy friends are the emissaries of the shadowfell, but as he has no raven or crow familiar, that’s a somewhat weak comparison.
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That silly DND class/alignment quiz thing
Chaotic Good Human Monk/Wizard (3rd/2nd Level)
Ability Scores:
Strength- 17
Dexterity- 17
Constitution- 19
Intelligence- 14
Wisdom- 16
Charisma- 15
More stuff under the cut!
Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)
Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Warlock --- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXXXX (14)
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What Kind of D&D Character Would You Be?
Link to the quiz!
You Are A:
Chaotic Good Human Druid/Ranger (2nd/2nd Level)
Ability Scores:
Strength- 12
Dexterity- 10
Constitution- 11
Intelligence- 13
Wisdom- 15
Charisma- 13
Alignment:
Chaotic Good-
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race:
Humans
are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Druids-
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
Rangers-
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXXXX (12)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXX (11)
Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XX (2)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXXXXXXXX (12)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXXXX (12)
Cleric ---- XX (2)
Druid ----- XXXXXXXXXXXXXXXXXXXX (20)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXXXXXXXXXX (20)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXX (10)
Warlock --- XXXXXXXX (8)
Wizard ---- XXXXXXXXXXXXXX (14)
Neppyman said, 'Like this survey? Copy, paste, and edit the code to make your own! Please give me credit if you do so, of course,' so I'm giving him his due. ^_^
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What D&D Character Would You Be
Took the quiz from: http://www.easydamus.com/character.html
You Are A:
Chaotic Good Human Monk/Wizard (3rd/2nd Level)
Ability Scores:
Strength- 10
Dexterity- 8
Constitution- 11
Intelligence- 10
Wisdom- 12
Charisma- 10
Alignment:
Chaotic Good-
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race:
Humans
are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks-
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Wizards-
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXX (10)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXXXXXXXXXX (16)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXXXX (10)
Warlock --- XXXX (4)
Wizard ---- XXXXXXXXXXXXXXXX (16)
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What DnD character am I?
You Are A:
Neutral Good Human Fighter (2nd Level)
Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 14
Intelligence- 10
Wisdom- 11
Charisma- 13
Alignment:
Neutral Good-
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans
are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Fighters-
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXX (10)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXXX (8)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ (0)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - XXXXXXXXXXXXXX (14)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XX (2)
Druid ----- XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXXXXXXXXXX (18)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXX (8)
Warlock --- XXXXXX (6)
Wizard ---- XXXX (4)
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I took a D&D quiz and was surprised by my result.
Chaotic Good Human Paladin/Wizard (3rd/2nd Level)
Ability Scores:
Strength- 12
Dexterity- 9
Constitution- 11
Intelligence- 14
Wisdom- 14
Charisma- 12
Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
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D&D class
I Am A: Lawful Good Dwarf Paladin (2nd/2nd Level)
Ability Scores:
Strength-17
Dexterity-17
Constitution-18
Intelligence-15
Wisdom-14
Charisma-12
Alignment: Lawful Good
A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race: Dwarves
are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.
Primary Class: Paladins
take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class: Monks
are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Find out
What Kind of Dungeons and Dragons Character Would You Be?
, courtesy of Easydamus
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXX (7)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXXXXXX (16)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXX (6)
Bard ------ (0)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXX (8)
Fighter --- XXXXXXXXXXXXXX (14)
Monk ------ XXXXXXXXXXXXXXXXXX (18)
Paladin --- XXXXXXXXXXXXXXXXXX (18)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXX (6)
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wait my results are actually kinda noice?
i got so close to elf/half-elf [cries in human] but i’m actually happy with what i got!!
You Are A:
Chaotic Neutral Human Ranger (2nd Level)
Ability Scores:
Strength- 10
Dexterity- 14
Constitution- 10
Intelligence- 13
Wisdom- 13
Charisma- 10
Alignment:
Chaotic Neutral-
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans
are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Rangers-
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXX (9)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XX (2)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXX (8)
Paladin --- XX (2)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXX (10)
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The Character Forge: Building an Embodiment of Insanity
I’m going to diverge from my usual routine a bit today. Normally, I pick a pop culture character and make a build for them. But today, I want to do something different. I’m going to build a character around a theme, motif, or focus area. I’ll be covering a character focused on insanity. My goal for this build is to create a character who is explicitly crafted to instill and feed paranoia, delusions, and psychological trauma in as many facets as possible, including racial traits, feats, and spells where applicable.
Building on Insanity:
it’s easy to simply say I want to drive people crazy, but it’s another thing to actually map out the effects you want to have on people. So before we can address individual spells and features, we need to discuss what impacts we want our abilities to have.
Alter Senses: Spells such as Unearthly Chorus, Blindness/Deafness or Blur that distort what a person sees and hears is a great way to instill a dread of insanity. Spells that buff your abilities or debuff the target are great ways to effect people’s perceptions.
Hallucinations: Similar to alter senses, Hallucinations cause people to see things that aren’t really there, playing a trick on their mind. A focus on illusion magic will help with this.
Fear: While insanity is not intrinsically linked to horror, the ravings of writers like Lovecraft and Poe often feature protagonists who have lost their minds or interact with people who have, usually accompanied by horrible nightmare imagery. Frightening people is a good way to warp their mind.
Mind Control: There’s nothing scarier than realizing you don’t have full control of yourself. Through Charmed effects like Compulsion, Command, and Dominate Person, you take away free will and make their mind your plaything.
Mental Anguish: a focus on attacking the mind itself, psychic damage is the best way to actively attack the minds of your victims.
Mind Alterations: Permanent changes to someone’s mind like Modify Memory can be truly horrifying, especially when the stolen or altered memories make it so that a person’s mind no longer makes sense.
Powers, Features, and Abilities
Altered Senses
Blindness Deafness (Bard, Cleric, Sorcerer, Wizard, Spore Druid, Fiend Warlock, Undying Warlock)
Blur (Artificer, Sorcerer, Wizard, Desert Land Druid, Hexblade Warlock)
Maddening Darkness (Warlock, Wizard)
Mental Prison (Sorcerer, Warlock, Wizard)
Pass Without Trace (Druid, Ranger, Trickery Cleric)
Power Word Pain (Sorcerer, Warlock, Wizard)
Unearthly Chorus (Bard)
Illusions, Delusions, and Hallucinations
Alter Self (Artificer, Sorcerer, Wizard, Warlock: Master of Myriad Forms*)
Disguise Self (Artificer, Bard, Sorcerer, Wizard, Trickery Cleric, Warlock: Mask of Many Faces)
Dissonant Whispers (Bard, Aberrant Mind Sorcerer, Great Old One Warlock)
Distort Value (Bard, Sorcerer, Warlock, Wizard)
Hallucinatory Terrain (Bard, Druid, Warlock, Wizard)
Illusory Dragon (Wizard)
Major Image (Bard, Sorcerer, Warlock, Wizard)
Minor Illusion (Bard, Sorcerer, Warlock, Wizard)
Mirage Arcane (Bard, Druid, Wizard)
Mirror Image (Sorcerer, Warlock, Wizard, Trickery Cleric, Coast Land Druid)
Mislead (Bard, Wizard)
Project Image (Bard, Wizard)
Silent Image (Bard, Sorcerer, Wizard)
Simulacrum (Wizard)
Weird (Wizard)
Psychic Barrage
Mind Sliver (Sorcerer, Warlock, Wizard)
Mind Spike (Sorcerer, Warlock, Wizard)
Phantasmal Force (Bard, Sorcerer, Wizard)
Phantasmal Killer (Wizard, Hexblade Warlock)
Psychic Scream (Bard, Sorcerer, Warlock, Wizard)
Shadow Blade (Sorcerer, Warlock, Wizard)
Synaptic Static (Bard, Sorcerer, Warlock, Wizard)
Fear and Paranoia
Cause Fear (Warlock, Wizard)
Enemies Abound (Bard, Sorcerer, Warlock, Wizard)
Eyebite (Bard, Sorcerer, Warlock, Wizard)
Fear (Bard, Sorcerer, Warlock, Wizard, Oath of Conquest)
Hallow* (Cleric, Fiend Warlock, Divine Soul Sorcerer, Theurgy Wizard)
Brainwashing
Command (Cleric, Paladin, Fiend Warlock, Divine Soul Sorcerer, Theurgy Wizard)
Compulsion (Bard, Order Cleric, Heroism Paladin, Aberrant Mind Sorcerer Warlock: Bewitching Whispers)
Dominate Person (Bard, Sorcerer, Wizard, Order, Trickery Cleric, Conquest, Oathbreaker, Treachery Paladin, Archfey, Great Old One Warlock)
Enthrall (Bard, Sorcerer, Heroism Paladin)
Incite Greed (Cleric, Sorcerer, Warlock, Wizard)
Mass Suggestion (Bard, Sorcerer, Warlock, Wizard)
Otto’s Irresistible Dancing (Bard, Wizard)
Suggestion (Bard, Sorcerer, Warlock, Wizard)
Tasha’s Hideous Laughter (Bard, Wizard, Great Old One Warlock)
Mind Altering
Crown of Madness (Bard, Sorcerer, Warlock, Wizard, Oathbreaker Paladin)
Confusion (Bard, Druid, Sorcerer, Wizard, Knowledge Cleric, Oathbreaker, Treachery Paladin, Warlock: Dreadful Word)
Feeblemind (Bard, Druid, Warlock, Wizard)
Gift of Gab (Bard, Wizard)
Glibness (Bard, Warlock)
Mind Blank (Bard, Wizard)
Modify Memory (Bard, Wizard, Trickery Cleric, Aberrant Mind Sorcerer)
Eldritch Horrors (Fear of the Unknown)
Arms of Hadar (Warlock, Aberrant Mind Sorcerer)
Create Homunculus (Wizard)
Enervation (Sorcerer, Warlock, Wizard)
Evard’s Black Tentacles (Warlock, Aberrant Mind Sorcerer)
Hunger of Hadar (Warlock, Aberrant Mind Sorcerer)
Oh How the Mind Races
When setting up a race for this build, like with the spell list, we need a race whose features exacerbate the insanity features.
Changeling: Being able to shapeshift so easily is a great way to make someone feel crazy.
Eladrin Elf - Winter: Their Fey Teleportation can Frighten those they appear next to.
Gith: They have psionic features.
Kalashtar: Split between two minds, Kalashtar is a race with psychic powers.
Simic Hybrid: While not inherently mental or insane, their existence as gene spliced humans with animal features, it’s an easy way to invoke Lovecraftian Horror.
A Class in Judgement
Bard
Whispers: This subclass is hellbent on attacking the mind, unearthing people’s fears, and preying on them.
Sorcerer
Aberrant Mind: This subclass gets their power from a mental aberration, and is a Sorcerer variation on the Great Old One Warlock, and invokes Lovecraftian Horror.
Warlock
Great Old One: Invoking the twisted mind of H.P. Lovecraft, who himself was paranoid, the Old Gods similarly prey upon the minds of mortals.
Wizard
Divination: Not really a mental subclass, but you could flavor Portent as messing with perceptions, and making people misjudge their aim.
Illusion: This school of wizardry is focused on making people believe things that aren’t there.
Stats and Proficiencies
As the main classes suggested cast with Charisma, that is our main stat. You need to convince people to believe your mad ravings are true. Dexterity will make you hard to hit, all the better to convince people you aren’t real, are a figment of their imagination, or otherwise paranormal. A good Constitution ensures that even if you are hit, you can act like it’s no big deal, or like you’re supernaturally immune to pain or injury. Having high Wisdom reinforces your own perceptions and makes sure you can’t be fooled. Strength will follow, it’s not a super important stat for this build, but if you want to deal at least decent damage with your physical attacks, it’s a little important. And Intelligence gets dumped. Book Smarts won’t help you much in deceiving people or driving them insane.
Race: Changeling
Background: Charlatan
Alignment: Chaotic Neutral
Class: College of Whispers Bard (14)
Aberrant Mind Sorcerer (6)
Base Stats:
Strength: 10 (0)
Dexterity: 19 (+4)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 20 (+5)
Saving Throws:
Strength: 0
Dexterity: +10
Constitution: +2
Intelligence: -1
Wisdom: +1
Charisma: +11
Combat Stats:
HP: 137
AC: 17
Speed: 30
Initiative: +7
Proficiency Bonus: +6
Passive Perception: 17
Dark Vision: 0 feet
Proficiencies:
Deception (Charlatan)
Insight (Changeling)
Intimidation (Changeling)
Perception (Bard)
Persuasion (Bard)
Slight of Hand (Changeling)
Stealth (Bard)
Skills:
Acrobatics: +7 Medicine: +4
Animal Handling: +4 Nature: +2
Arcana: +2 Perception: +7
Athletics: +3 Performance: +8
Deception: +17 Persuasion: +17
History: +2 Religion: +2
Insight: +13 Sleight of Hand: +10
Intimidation: +17 Stealth: +10
Investigation: +2 Survival: +4
Damage Resistances:
Psychic
Sorcerer Feature: Sorcery Points
6 Sorcery Points
Sorcerer Feature: Metamagic
Extended Spell
Subtle Spell
Bard Feature: Magical Secrets
Evard’s Black Tentacles
Immolation
Pass Without Trace
Phantsmal Killer
Spell Slots
1st (4)
2nd (3)
3rd (3)
4th (3)
5th (3)
6th (2)
7th (2)
8th (1)
9th (1)
Spellbook of Madness
Cantrips 2nd Level 4th Level
Chill Touch Blindness/Deafness Compulsion
Dancing Lights Blur Confusion
Friends Calm Emotions Evard’s Black Tentacles
Mending Crown of Madness Phantasmal Killer
Message Darkness 5th Level
Mind Sliver Detect Thoughts Dominate Person
Minor Illusion Mind Spike Immolation
Prestidigitation Mirror Image Mislead
Unearthly Chorus Pass Without Trace Modify Memory
1st Level Phantasmal Force Synaptic Static
Arms of Hadar Shadow Blade 6th Level
Dissonant Whispers 3rd Level Eyebite
False Life Enemies Abound 7th Level
Tasha’s Hideous Laughter Fear Project Image
Hunger of Hadar
Major Image
Sending
Actions:
Countercharm: Using a Performance action grants friendly creatures within 30 feet radius advantage against charmed and frightened conditions.
Bonus Actions:
Bardic Inspiration: Add 1d10 to 5 allies’ rolls per long rest.
Flexible Casting: Convert your Sorcery Points into spell slots.
Features:
Change Appearance: Shapeshift as an action. You have advantage on Deception checks to cover your tracks.
Divergent Persona: You have proficiency with a tool. Create a false identity for this proficiency. While using this identity, you have doubled proficiency with the tool of your choice.
False Identity: You have created a fake identity, and can forge documents if you have seen their handwriting.
Font of Inspiration: Regain a Bardic Inspiration after a rest.
Invasive Thoughts: Create a telepathic link with a creature 30 feet away as a bonus action.
Mantle of Whispers: When someone dies, steal their shadow and wear their shadow as a disguise for an hour. You gain access to the dead person’s general information.
Psionic Defense: You resist Psychic damage.
Psionic Sorcery: You cast Aberrant Mind spells without components.
Psionic Spells: You gain additional Aberrant Mind spells
Psychic Blades: Add 5d6 Psychic damage to your melee weapon attacks.
Shadow Lore: Those who fail a Wisdom check become Charmed to believe that you know and will expose the deepest darkest secrets, and obey your commands out of fear of being found out.
Song of Rest: With a song, add 1d10 to healing effects from a rest.
Unsettling Visage: Once per rest, impose disadvantage on a creature trying to hurt you.
Warped Being: your AC is 13 + your DEX mod while without armor
Words of Terror: Your words instill fear for 1 hour.
This build was a bit unorthodox, but it was also a lot of fun to put together. Can you think of a better way to embody madness and insanity in DnD 5e? Do you think you’ll use this in a campaign? Do you have any ideas for something else I can do with DnD 5e? Thanks for joining me, and I’ll see you guys next time in the Character Forge, where heroes are made.
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Beatrix, you are a: Neutral Good Human Druid/Ranger (2nd/2nd Level)
Ability Scores:
Strength- 16
Dexterity- 17
Constitution- 13
Intelligence- 14
Wisdom- 14
Charisma- 13
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXX (8)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXXXX (12)
Cleric ---- XXXX (4)
Druid ----- XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXXXXXX (14)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXXXXXX (10)
Sorcerer -- XXXXXXXXXX (10)
Warlock --- XXXXXXXX (8)
Wizard ---- XXXXXXXXXX (10)
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WHAT KIND OF D&D CHARACTER ARE YOU?
TAGGED BY: @lusineinthesky and @intergalacticxmisfits
TAGGING: Whoever wants to do this!
Choi Do Young: Neutral Good Human Wizard/Sorcerer (3rd/2nd Level)
Strength- 15
Dexterity- 13
Constitution- 13
Intelligence- 18
Wisdom- 19
Charisma- 17
Choi Seonhwa: Neutral Good Human Paladin/Ranger (2nd/1st Level)
Strength- 16
Dexterity- 15
Constitution- 14
Intelligence- 14
Wisdom- 11
Charisma- 14
Baek Dong Soo: Neutral Good Human Fighter/Paladin (2nd/2nd Level)
Strength- 17
Dexterity- 19
Constitution- 16
Intelligence- 16
Wisdom- 14
Charisma- 14
Yoo Inha: Chaotic Neutral Human Ranger (5th Level)
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 13
Wisdom- 10
Charisma- 12
Descriptions under the cut!
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
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Do the test here.
You Are A:
Chaotic Neutral Human Paladin/Ranger (3rd/2nd Level)
obligatory tag:
@tenderpoison
Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 14
Intelligence- 16
Wisdom- 14
Charisma- 17
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Paladin- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXXXXX (14)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Evil ---- XXXXXXX (7)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXX (4)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXX (6)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXXXXXX (16)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXX (4)
Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXX (8)
0 notes
doing D&D personality test to try to figure myself out. I am more confused.
You Are A:
Neutral Good Human Bard/Wizard (2nd/1st Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 13
Intelligence- 11
Wisdom- 10
Charisma- 10
Alignment:
Neutral Good-
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans
are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Bards-
Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.
Secondary Class:
Wizards-
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXX (5)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXX (10)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXX (4)
Druid ----- XXXXXXXX (8)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXX (8)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXXXX (10)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXXXX (14)
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Chaotic Good Human Druid/Ranger (2nd/2nd Level)
Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)
Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXXX (12)
Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXX (4)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXX (6)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXX (6)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXXXXXXXX (12)
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D&D Character Test
Rules: Take the test > here < and tag your friends.
Tagged by: @nightmaze - Thanks for tagging me! I enjoyed it a lot!
Tagging: @geisterfuchs @fyrielle @blodforblod @exkage @samaelsammy and everyone who wants to do it. If you do it please tag me, because... I am curious by nature. If I tagged you and you already did it ... sorry, I totally lost tumblr overview recently.
X’mimiteh is a Neutral Good Human Paladin/Bard (3rd/2nd Level)
Ability Scores:
Strength - 15
Dexterity - 19
Constitution - 18
Intelligence - 11
Wisdom - 11
Charisma - 10
That is rather fitting as I see Mimi. The stats themselves might be too high as I probably would never go this far. Yes, she is not the brightest kind - though I could imagine her Wisdom being a little higher. But she is definitely better on the physical side.
Alignment:
Neutral Good - A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Well, this was as I suspected though I would see Mimi more of Chaotic Good. But in these kinds of tests you usually get Neutral Good most of the times - at least in my experience. Mimi is not very good with the law and sometimes even likes to be a rebel. And even though she curses and yells, deep down at her heart she likes people and doing good is nothing she is adverse to. Quite the contrary. There are just some personality issues she has to solve before doing something good.
But as you can see in the detailed results “chaotic” is not that far of. So it is not unfitting either.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Humans are okay though I more expected Half-Elf. What me surprised even more were the many points in “Dwarf”. No! She is not a dwarf!
Primary Class:
Paladins - Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Uhm ... what?! This is nothing I expected and this is surely not true. Maybe some questions about helping others might be to blamed for this. Because even if she is reluctant, she usually likes to help the people she cares does not care about. Maybe it is fitting in some way. But she would never take oaths or be utterly religious or self-sacrificing. Even some background details of her contradict being a Paladin - except perhaps as a fallen Paladin or after some crises she grew a more moral heart and is thus a tsundere redeemed.
Secondary Class:
Bards - Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.
This fits more. Way more! So at least this is her second class. Though she probably would not cast any spells, because of her low tsundere charisma. But she actually does sing ... not that she likes it!
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXXXXXX (11)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXX (9)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXX (8)
Druid ----- XXXXXXXXXXXXXX (14)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXX (6)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXX (8)
Wizard ---- (0)
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