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#Dungeons and Dragons 5th edition
ccadaver · 11 months
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Btw here's some Dungeons & Dragons books for free
Link here, it's got:
Player's Handbook
Dungeon Master's Guide
Monster Manual
Monsters of the Multiverse
Mordenkainen's Tome of Foes
Volo's Guide to Monsters
Xanathar's Guide to Everything
Tasha's Cauldron of Everything
Explorer's Guide to Wildemount
Sword Coast Adventurer's Guide
Eberron Rising from the Last War
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raeynbowboi · 2 years
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How to Play as Bugs Bunny in DnD 5e
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That’s right, today we’re building the epic icon of Bugs Bunny. As the star of Looney Tunes, I could think of nobody better to start with than Bugs Bunny. Now, Bugs has a lot of tricks up his sleeve. He’s a master of disguise, misdirection, manipulation, he can pull items out of the hammerspace behind his back, and defy the laws of physics. So, clearly Bugs is some kind of all-powerful trickster. But how do we build him?
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For his race, Bugs is a Harengon, a type of rabbitfolk from the feywild. We’ll give him +2 CHA, +1 DEX. As a Harengon, Bugs is a Fey type creature immune to the effects of spells like Charm Person and Hold Person that specify a humanoid target. He also gains proficiency with Perception, adds his proficiency bonus to his initiative rolls, add a d4 to a failed DEX saving throw, and jump five feet times his proficiency bonus.
 For his background, Bugs is most famous for his ability to pull things over on unsuspecting maroons. We’ll label him as a Charlatan. Now, why is he not a Performer? Because Charlatans get automatic proficiency with the Disguise Kit. If there’s anything he’s known for, it’s his disguises.
 In terms of Alignment, Bugs tap dances on the border between Chaotic Good and Chaotic Neutral.
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BARD COLLEGE OF CREATION
Bugs is undeniably a Bard. He has a long history as a Vaudeville type performer, even canonically being a famous performer in numerous cartoons. In one, his gags with Elmer Fudd even began as a comedy routine they performed on stage, and later evolved to make them a famous comedy duo. In others, he’s a famous celebrity famed for his career in show business. So, he’s definitely a Bard. But, what College? Well, that would be the college of creation. They can create musical notes that attack people, they can pull items out of nowhere, which by 14th level can be Huge items,  they can animate objects around them like some old black-and-white cartoon from the 20s or 30s, and by late game, he can make multiple items at once. As a Bard, we get any three skills, and we’ll take Performance, Persuasion, and Stealth.
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Name: Bugs Bunny Race: Harengon Background: Charlatan Alignment: Chaotic Neutral
STATS STR 8 DEX 20 CON 12 INT 12 WIS 14 CHA 20
SAVING THROWS STR -1 DEX +11 CON +1 INT +1 WIS +2 CHA +11
HP: 123 AC: 15 PB: +6 SDC: 19 SAB: +11 PP: 24 Initiative: +11 Bardic Inspiration: (5) 1d12
SKILLS Deception (+17) Perception (+14) Performance (+11) Persuasion (+17) Sleight of Hand (+17) Stealth (+11)
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SPELLS
C Friends, Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery 1 Charm Person, Command, Disguise Self, Silvery Barbs, Tasha’s Hideous Laughter 2 Mirror Image, Enthrall, Gift of Gab, Suggestion 3 Antagonize (UA), Dispel Magic 4 Charm Monster, Confusion, Polymorph 5 Dream, Geas, Mislead 6 Mass Suggestion, Otto’s Irresistible Dance 7 Teleport (how he often ends up in the wrong place) 8 Glibness 9 True Polymorph
BARDIC MAGICAL SECRETS 10th Counterspell, Fly 14th Fabricate, Creation 18th Contingency, Reverse Gravity
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WHY NOT ROGUE?
Some may wonder why I didn’t even consider the Rogue for Bugs Bunny. After all, Rogue does have some useful features. Uncanny Dodge and Evasion go a long way to make Bugs as slippery as he is, and that’s a good point. They also get another skill, giving him the chance to pick up Insight proficiency. Sneak Attack bonus also lets Bugs capitalize on his sneaky underhanded tactics. But, there’s a good reason why I chose Bard. Firstly, Arcane Trickster Rogues work off Intelligence, and Bugs is not book smart. He’s a wise guy and a charmer, but one of his common running gags is mispronouncing common sayings, like saying maroon instead of moron. Arcane Tricksters are also cut off at the 4th level, cutting Bugs off from great spells like Creation and Mislead, which go so well with his tactics. Any other type of rogue doesn’t get any spells, which deviates from where Bugs Bunny shines as a DnD Character.
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Bugs is a character I’ve wanted to build for a while. I was going to do him when the Harengon came out, and then I just kind of forgot and left him sitting on a backburner. But he can do everything I would hope for. He’s clever, charming, and most importantly of all, great at manipulating people without outright brainwashing them. Just exploiting their stupidity. And since the Bard of Creation can create just about anything out of thin air, it really lets the player let their imagination run wild. Let’s see how intimidating Strahd is after he’s had an anvil dropped on his head.
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morning-day-yew · 6 months
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Here’s some of the Lore I wrote up for the TTRPG world I’ve been running a, nearly year long, campaign in.
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made-some-ki-points · 1 month
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Character Concepts: Reluctant Multiclasses
A fighter who used to participate in gladiatorial combat with deeply rooted shame in their actions while in the ring. They’ve since taken up a spellcasting class and, though they still use their fighting skills, they’re desperately trying to feel useful outside of violent contexts.
An alchemist artificer with a large body of work they take great pride in. However, when a lab accident badly injures them and leaves them with unsettling new magical abilities (whether it be becoming an order of the mutant blood hunter, being marked by an otherworldly force they did not intend to call, or something else entirely) they actively detest, they grow fame for something they hate rather than something they love. Now they try to hold on to their alchemy as much as they can, hoping it can make as much of a name for itself as the accident that changed them.
A sorcerer forced into a magical academy against their will at a young age by a frightened town and/or family. They picked up a few levels in the school’s given class while there, but they see no reason to be ashamed of their own magic, so they prefer not to use what they were taught.
A rogue who, as a long time member of a thieves guild, once took the group’s oath to protect one another and remain a secret from the law. During a heist gone wrong, the rogue made good on that promise, protecting their group almost at the expense of their own life. While they were recovering, though, they began dreaming of a divine figure, who spoke to them approvingly and taught them new abilities in accordance to the guild’s oath. A problem arises when another member reveals no god has ever interpreted their oath as one fit for a paladin before, leading to questions and envy that drive the rogue into a life of adventure.
A bard who, after a show, was approached by a beautiful stranger at the tavern they played at. After a brief romantic tryst, the bard left, unknowingly having made a pact with the stranger (an entity of greater power in disguise) who gave them powers they do not yet understand. Touring grew harder and harder as their new warlock abilities came to be more fully, and now they have no choice but to deal with the problem directly.
A soldier who, to cope with the awful treatment at camp and the horrors in battle, learned to channel and fight alongside their rage as a barbarian. Now home, they want to leave their battlefield persona and the rage they knew behind, so they began meditating and studying at a local monastery. Though they are at peace with their new fighting style, their rage is far from gone. In the heat of battle, their old ways are likely to appear again, whether they like it or not.
A student at a prestigious, city based wizarding academy well on their way to joining the top magical minds of their age. However, on their way to a scholarly event in a different city, a storm causes their carriage to spin out, killing the other passengers and leaving them to face a weeks long expedition on foot through the forest to the next city. On their way, they learn new types of magic to help them survive, gaining them unforeseen talent as a druid or ranger that leaves them on the outside of the circles that used to think so highly of them.
After a major injury, a monk turns to magical education to lessen the feeling that their life is now without purpose. It helps ease their pains and discomfort, but their peers remind them after they recover that such education means they’ve strayed from their way, which they cannot help but agree with. Now, they’re off to seek guidance about the magic they learned to see if it can even co-exist with the training they received at their monastery, and if so, whether or not it’s worth it to go back to the life they once loved.
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the-world-annealing · 7 months
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Twelve classes to remix and replace the current ones (you know what system I'm talking about)
The Occultist is the most scholarly of the classes; your typical delver into Things Not Meant To Be Known. The mechanical heart of the class is knowledge gathering (this is the guy with all the lore skills) and divinations (with some necromancy and conjuration on the list); combat strategies range from raising legions of undead, to crafting a big golem bodyguard, to summoning fiends: much like 5e's cleric this class derives a lot of its identity from the subclass you pick.
The Conduit is your basic charisma-based arcane blaster, but with constitution elevated to a secondary stat. Energy spells, telekinetic thrusts, light, darkness, your odd bit of summoning or planar travel. Subclasses don't denote origin, but specialization: a trio of conduits whose power derives from an efreet, a devil, and a red dragon might all choose to specialize in pyromancy (giving actual fire-themed utility abilities, as opposed to 'uh spells of this type do more damage') and get their origin represented as a lower-key low-level feature more like the warlock's pact boon.
The Witch specializes in enchantment and nature-flavored magic, with a side order of potion brewing, protective charms, and of course a familiar. All very subtle, with that feel enhanced further by mechanics to suppress verbal and somatic components while casting spells. Intelligence-based, with wisdom secondary. With traditional druid and ranger gone, this is actually the place where all the animal-befriending stuff goes too.
And on the flip side, The Harlequin is all about big, flashy effects. Illusions are this class's bread and butter, but so are shields of force, teleportation, levitation; basically stage magicians as a class, with 'visible, external magic' as their hat. They get all the social skills on their list, as well as some performance-based features (merely casting a visible spell can already count as a 'performance'), and are charisma-primary, but don't get the bard's plethora of enchantments: their skills with people is based in mundane showmanship.
The Priest is the default divine caster with status removal and holy blasting and such, given some more identity via a 'ceremony' mechanic where appropriately god-honoring deeds and rituals get rewarded with minor mechanical boons (with a focus on increasing exploration-pillar utility). The nature domain is fine now that it's not competing as heavily with our druid-replacement, but 'war clerics' were a silly idea eating into conceptual space that paladins filled just fine. Medium armor, maces, crossbows, the deity's favored weapon as part of an effort to make deity choice matter more.
The Vessel is a dexterity-primary wisdom-secondary class that incorporates all those parts of the monk, rogue, barbarian and cleric that no longer have a home class. Lightly armored or even unarmored, reckless damage-focused combat style, limited casting, can grant partial control of their body to a possessing celestial/demon/devil/etc to increase combat prowess. Transformation is largely limited to surface-level features (and glowing eyes, of course) but unlocks a lot of new mental and spiritual abilities as well as heightened pain tolerance (represented as temporary HP). That last thing is good because possessors tend to drive your body as if it's stolen (which, y'know).
The Shifter is the druid except focused on the shapeshifting that makes druids unique, starting with humanoids or animals and eventually escalating to big monsters and strange chimeras. Minimal divine casting, maybe some heals or buffs, but none of this 'master of many forms AND friend to beast and plant AND capable of dropping a tsunami on you' that leaves druids way too broad to properly balance. Explicitly tie the fluff to the natural shapeshifting abilities of things like fey and werewolves, rather than ambiguous 'nature spirits' that no setting ever dares to commit to. Constitution-primary (lack of armor balances out the high HP), wisdom-secondary.
The Sworn is your typical holy warrior type: heavy armor, big god-powered weapon, defender of the weak etc etc I'm not even gonna pretend this is more than a paladin with minor touchups. Vows are more mechanically relevant; I don't want to bring back 3.5's ever-present threat of falling and losing everything, but the binder class from that same edition might be a good place to look for inspiration; small restrictions with small penalties for violating them, but lots of flavor.
The Scoundrel is the rogue, except it no longer needs to accommodate every single martial concept that involves being useful out of combat. Things like lockpicking, browbeating, and sneaking still go here, but if you want to play a detective or manipulative nobleman then this is no longer your best bet. In return, the class gets a more varied array of combat tricks than 'backstab, backstab, cunning action to gain advantage and uhh backstab again'.
The Expert, to make the pitch in a single sentence, is the class that tries to make skills and tools useful inside of combat. Strong intelligence focus, perhaps with the ability to use it for attacks/damage/AC, lots of little skill-related tricks to pull inside and out of combat. Ideally, gets unique uses for skills that other classes can't simply imitate by maxing out their modifier. This is also where characters who are first and foremost defined by their skill at alchemy/crafting/cooking find a place. The closest approximation in an actual edition might be 3.5's classic factotum/exemplar builds?
The Warlord is a solid warrior who also gets attack-granting, clever little positioning-based benefits, and yes, nonmagical inspiration-based healing. Intelligence is a secondary stat alongside charisma, and this class has unique abilities catered to situational analysis (where would I hide a secret entrance to this dungeon? when will that dragon return to its roost? what patron does the barkeep seem most afraid of?). Also some social skills and mounted combat stuff here.
Finally, The Weaponmaster is the game finally admitting you should be allowed to do cool things with a sword. Lots of weapon-specific paths with unique abilities: if you've ever had the thought "I wish I could make a viable whip fighter" or "I wonder if anyone made handaxes work", the weaponmaster presumably has something to offer. Incorporates some of the monk's enlightenment/transcendence seeking, and gets to pull anime nonsense at least on the level of 3.5's warblade and crusader. Gets features that are actually relevant during the social/exploration pillars, but still flavored as weapon mastery.
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melancholia-ennui · 8 days
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Finally got the first draft of my Weapon Actions subsystem for 5e put together and available. There will (probably, eventually) be a .pdf version as well, but for now I just wanted to get something out there so that if anyone else wants to have a look and give it a spin in its current form they could do so.
Weapon Actions (5e) is a plug-and-play modular subsystem designed for Dungeons and Dragons 5th Edition (5e). It draws inspiration from a range of game systems, but is most heavily inspired and influenced by a similar subsystem developed by Larian Studios for their CRPG Baldur's Gate III. The purpose of this subsystem is to provide additional tactical combat options to martial characters, as well as increasing the relative distinctiveness of different weapon choices, making the choice between weapons and access to weapon proficiencies more meaningful.
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thelibraryofthacey · 2 years
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[Does the legalese on Rush to Defend make sense? The language on that ability went through some Drafts lemme tell ya.]
The Last Tower
Shield, Rare, Requires Attunement by a paladin of 6th level or higher
This large kite shield depicts a faded image of a green tower. It belonged to the last member of an order of paladins dedicated to protecting otherwise defenseless villages on the kingdom’s edge, and it enhances a defensive fighting style.
Rush to Defend: Whenever you move, you may move an additional 10 feet if you end that additional movement within 10 feet of an allied creature.
Tower of Faith: As a bonus action, you may activate the shield to have it enhance your Aura of Protection for 1 minute. In addition to the aura’s usual effects, you and all allied creatures within the aura reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum 1). When you activate this ability, you may plant the shield in the ground, causing your Aura of Protection to originate from the shield’s location for the duration instead of from you.
Once you activate this ability, you can’t do so again until the next dawn.
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underleveledjosh · 10 months
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My Dungeons and Dragons Subclass Tier List.
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Yes this is biased.
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carelle-matic · 1 year
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This is Kai one of my many D&D characters. She is a Trition moon druid that came out of the deep, dark, and dangerous depths of the ocean. I drew her back in 2019 and did a redraw, she currently resides in the forests of Vaverish.
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ducks-n-dragons · 1 year
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So. Quite a long time ago I was browsing the internet, as one does, and stumbled into a great discovery. I had found a wixsite containing a homebrew version of the Shadar Kai race for dungeons and dragons 5e. (For those who don’t know what that is, they’re basically shadow elves)
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The homebrew itself is.. bad, not particularly surprising for a random wixsite. They give them FAR too much power, including sneak attack, expertise on stealth in “shadows or darkness” and i kid you not a “shadow curse” which drains your constitution whenever you are knocked out.
Now, as I mentioned, weird unbalanced homebrew isn’t anything special. What IS special is the names they chose to include with their race. I’ll leave them below
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I hope you all enjoy this as much as I do.
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valldoesdnd · 2 years
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MONSTER HUNTS OF THE MULTIVERSE: VOLO’S EDITION IS OUT NOW!
Spend less time prepping and more time playing with this 200 page tome of bounty hunting adventures! Monster Hunts of the Multiverse: Volo's Edition is an incredible feat of collaborative storytelling from some of the best minds on the DMsGuild, bringing together every creature from Volo’s Guide to Monsters (including their updated counterparts in Monsters of the Multiverse) and giving each one its own story, complete with colourful NPCs, valuable rewards, and more!
Want to finally get more out of your creature supplements but don't have the time to weave them all into narratives for your campaign? Or perhaps you're a player down and suddenly find yourself in need of a quick filler quest? Worry not! Each adventure in Monster Hunts of the Multiverse has been designed to be played as a one-shot or part of a larger narrative - remaining vague enough to be used in any campaign setting, while retaining its sense of agency, purpose and individual character.
So What's in the Box?
⦁ 100 monster hunting adventures, from levels 1 - 20
⦁ A practical, story-drive use of every creature Volo met, from the troublesome korred to the humble dolphin!
⦁ Over 40 new magical items and 2 creature stat blocks
⦁ Monster harvesting rules for turning those pesky enemies into valuable weapons and armor!
⦁ Tons of unique NPCs with quirky traits (including a corgi!) that act as quest-givers, problematic pests, and even have character development over multiple adventures.
⦁ Mutation tables to add even more replayability to your games
⦁ Over 500+ hours of gaming content - probably more if your players pick the wrong fights!
⦁ Special quests that can be linked to a larger narrative, or simply played on their own as one-shots - there’s enough content to build an entire campaign around if you like!
So what are you waiting for? Draw your sword and prep your spells - it's monster hunting time! Grab Monster Hunts of the Multiverse Here! - Link
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burritoni · 1 year
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Oh Toreadors. Artistic, sensual, obsessed.
When I was a player in a Curse of Strahd campaign, my Dungeon Master asked me prior to it starting "Will you be the reincarnation for Tatyana?" She had re-written a bunch of things from the source. I said "Hell yeah let's go".
Dorette, a dhampir that was the unfortunate result of Artor Marlin taking advantage of Ezmerelda. Dorette never knew her father Artor, and Ezmerelda cast the child, Dorette away, in hopes that she will never be found and wouldn't die at the hands of Artor.
So much trauma.
Anyway, fast forward to the events of Curse of Strahd. Dorette met Ismark, and through events of the story learned they were the reincarnations of Tatyana, and Sergie. They fell in love again, and managed to defeat Strahd. Ismark had almost died, but Dorette was able, by sheer love and determination, embrace Ismark and he became a Dhampir too.
What does this happen to do with Toreadors and Vampire the Masquerade?
I loved these characters so much that I placed them into my VtM world. They are 8th gen vampires and are the Toreador Princes of Rochester, New York.
They are still so in love with each other, even after all these centuries. There is also no blood bonding between them. They were lovers before Dorette was embraced, and when Ismark was brought back to the village on his death bed from a fight with a neighboring militia, Dorette embraced him.
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duscarasheddinn · 2 years
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A reference to this meme, with the text I put in it, is actually in the D&D 5e supplement book Eberron: Rising from the Last War.
It also has a reference to Hitchhiker’s Guide to the Galaxy in the same general area in the book.
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made-some-ki-points · 16 days
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Unusual Reasons for Cleric Domains Part 1 (Arcana Through Forge)
Arcana
A trickster figure took a liking to a capable wizard, nudging them along from the shadows. When the wizard finds out, they find the arrangement very agreeable, and revere the figure as a partner in learning “new tricks.”
A cleric’s desperation to learn to resurrect led them to a life god at first, but it was the magic itself that fascinated them, so the god agreed to allow them to revere them for their magical capabilities alone.
A wizarding society has been working tirelessly to recreate the magic belonging to a “dead” god. The god, whose dormant nature is slowly beginning to change, rewards this pursuit, gives them genuine divine magic as a reward for their reverence of the figure’s magical history.
A god of the forge takes an interest in a creator of magical weapons, finding the practice novel and seeking a partnership. The creator is quick to agree.
Death/Grave
A soldier who lost far too many friends in a conflict seeks comfort in the softer side of the god of war, vowing to remind everyone that revering war means revering the dead that are left in its wake.
A caretaker for the dying reaches out to a god of stories, asking for ways to preserve and enshrine the stories of the dying into something other than simple memory. Moved by the request, the god obliges, and allows them abilities to help them in their practice along with their newfound friendship.
A holy person of the god of order or law simply sees death as the great equalizer. They seek to ensure fairness and equality, even in the very end.
A holy person working under the god of the hunt began showing disgust at the way some of their contemporaries finished a kill. Believing everything, animals included, deserve dignity in death, their path changed with the god’s full support behind them.
Forge
A community figurehead in a newly built town seeks out a god of family or home for guidance as to how to build a safe and steady home for them and their people. The god agrees, and equips them with the tools and knowledge to build whatever they may need.
In a moment years ago, a soldier was outnumbered and outgunned, barely escaping a grisly fate thanks, in part, to a cry to the war god. Now, they work as a holy person of that god as repayment for saving their life, and work to forge a weapon strong enough to prevent them from ever feeling that powerless again.
They never thought a god would take a liking to them as a weapons maker for a thieve’s guild, but when the patron of rogues and thieves, who seldom reaches out to anyone, asks them to be their dedicated keeper of a secret forge, only for those outside of the law and purview of other gods.
A god of order grows desperate for stability in a changing, uprising filled world. So they called upon a local forge master to build something better, something for a divided world to unify around. That remains their calling to this day.
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The Blue Fairy
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The Blue Fairy is the secret ruler of the city state north of Eshen ruling by charming its council as she acts a mix of secret ruler and patron to the council with her strong collection of abilities to support herself.
Well not evil she is oft selfish in her goals only prioritizing the city when it could cause major negatives to it or her in the long run.
She will readily hear council from those that can best her and leave her alone but if threatened with death she will readily plane shift away to avoid confrontation.
If death is not a threat to here she will instead seek to try and disable or dissuade the targets away from her using her magic to call animals from the town and/or charm people to avoid confrontation.
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ghostlynimbus · 1 month
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Once again sad that I do not know how to homebrew a spellcasting-less ranger
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