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#I NEED THOSE TO GAIN SKILL PROFICIENCIES...
orcelito · 1 year
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I feel like a rat that crawled out of a hole. The only reason I stopped gaming was bc I need enough time to do the tips distribution b4 dnd, and if I start the next battle I am Not going to be able to get myself to stop.
I just finished chapter 10 of engage, shunted into chapter 11. Feeling Some Things. Fearing for my life. Never has hard mode been more scary
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D&D!141: Classes and Races
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I spent way too much time on this and ended up putting too much effort into their character stats.
This is post is about their class, race and any other information that pertains to that. There will be a lot of dnd words, rules, and things that some people might not be familiar with. I will try to explain as best as I can but feel free to ask questions!
Backstories will be posted eventually.
Of course, I have to tag @gold0kapi who has drawn some amazing tiefling!soap that spawned this mess. i loved your drawings very much <3
Captain John Price
Price is a variant human fighter.
Variant humans gain one more prophecy in a skill, get to choose a feat and two of their ability scores increase by one (i haven't rolled their stats). It makes sense for him to be variant human going off of who he is in CoD.
Feat: Alert
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Background
Variant Noble - Knight: A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status.
Class: Level 10 Fighter
Fighting style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level
Battle Master
To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Maneuvers
Commander's strike
Parry
Precision attack
Rally
Riposte
Maneuvering attack
Distracting strike
Evasive footwork
Proficient Skills
Intimidation
Persuasion
Perception
Survival
Insight
History
Languages
Common
Elvish
* A lot of people who play dnd call this boring and generic but I think it fits Price in the grand scheme of things because he's so powerful and influential that he doesn't need to be anything other than human. He is a testament to the human desire to never give up.
Simon Ghost Riley
Ghost is a Fallen Aasimar multiclassed fighter and rouge.
A fallen aasimar is as aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow
Necrotic Shroud:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw or become frightened of you until the end of your next turn
Background:
Soldier - War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield.
Class: Multiclassed fighter and rogue
Level 7 fighter
Fighting style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier
Level 2 rouge
Sneak attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Cunning action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Proficient Skills
Survival
Perception
Stealth
Athletics
Intimidation
Languages
Common
Celestial
Thieves cant
*Note that fallen aasimar do not have to be evil
John Soap MacTavish
Soap is Tiefling Artificer
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance.
Hellish resistance
You have resistance to fire damage
Hellish rebuke
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
Background
Guild artisan - You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Class: Level 8 artificer
Magical tinkering
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice
Artillerist
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds
Eldritch canon
You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Arcane Firearm
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm.
Spells
Cantrips
Fire bolt
Thunderclap
1st level spells
cure wounds
faerie fire
absorb elements
feather fall
shield
thunderwave
2nd level spells
heat metal
magic weapon
aid
scorching ray
shatter
*at level 9 he can cast fireball...Price is scared
Proficient Skills
investigation
arcana
insight
persuasion
Languages
common
infernal
celestial
*tieflings can come from a fully human household. The tiefling gene can skip generations before it shows. Tieflings are made because of a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. In the players handbook, tieflings are often looked down upon.
Kyle Gaz Garrick
Gaz is an Elf ranger
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day
Background
City Watch - You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
Class: level 8 ranger
Fighting style: Defense
While you are wearing armor, you gain a +1 bonus to AC.
Favored enemy: Undead
Favored terrain: Urban
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic.
Detect portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Planar warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.
Ethereal step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Spells
Level 1 spells
hunters mark
ensnaring strike
protection from good and evil
2nd level spells
misty step
healing spirit
magic weapon
Proficient Skills
perception
insight
stealth
athletics
Languages
elvish
common
dwarvish
*this also seems pretty generic but I believe it fits him best. He is sort of the hero in the series.
And that's all! I hope you guys like what I've written. Tell me what you guys think because I'm curious!
Tags: @iamcautiouslyoptimistic @argella1300
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grailfinders · 1 month
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Grailfinders Viewers' Choice #25: Suzuka Gozen (Santa)
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today on Grailfinders we’re finally striking back against arcade by building one of their unique servants! sure they finished their story and stopped releasing new servants almost a year ago, but it’s better late than never!
today we’re building Suzuka Gozen Santa, who is to date the only evil santa servant, afaik. she’s a Peace Cleric to inspire love in those around her, as well as a Divine Soul Sorcerer to get her demon fox magicks. there’s precious little arcade info available outside of official trailers and machine translations, so forgive us if we speculate.
check out her build breakdown below the cut, or her character sheet over here!
Ancestry & Background
once again, since we’re building an existing servant in a new outfit, her race and background are pretty much unchanged from the original. mostly because WotC still hasn’t returned our calls about adding a fox race to D&D, but I digress. Suzuka’s a Swiftstride Shifter, giving her Darkvision and free proficiency in the Acrobatics skill. she can also fox it up with some Shifting, giving her faux ears for up to a minute as a bonus action. while be-eared, she gains temporary HP equal to her level + her constitution modifier, and gains an extra 10’ of movement speed. on top of that, you can react to someone moving within melee range to run away from them without provoking opportunity attacks. she also gets +2 Dexterity and +1 Charisma.
as Santa Suzuka’s probably more of an acolyte than before, but it still gives her proficiency in Insight and Performance.
Ability Scores
her stats, on the other hand, have changed rather dramatically. this time her Charisma is as high as possible, with her Wisdom in a close second. everyone loves Santa, and you probably have four ears so you’re great at hearing things. spears are still Strength weapons, so that has to be decent, and I’m not going to be cruel enough to give you a +0 in Constitution, so those are third and fourth, respectively. that means your Dexterity isn’t great, but we’re dumping Intelligence. I don’t think Suzuka’s actually that dumb, but I do think she’d act that dumb to play the part of a high school girl better.
Class Levels
1. Cleric 1: if we want to be a lancer, we need to start as a cleric. that means we get proficiency in Wisdom and Charisma saves, as well as Religion and History. Saint Nick’s old as balls, and since you’re a Santa Cleric, I guess that means Santa’s a god now. not the weirdest basis for a religion I’ve ever seen. as a Peace Cleric, you are an Implement of Peace, giving you proficiency in Persuasion. Santas publicly admit that they watch children while they sleep and nobody’s creeped out by that, that’s some god-tier persuasion right there.
you can also give your party an Emboldening Bond as an action Proficiency times a day, choosing up to Proficiency number of creatures to bond with for up to ten minutes. as long as any two of those creatures are within 30’ of each other, they can add 1d4 per turn to an attack, check, or save. kind of like guidance, but through the power of love.
you also learn some Spells, which you prep and cast using Wisdom. since you can change spells to match the occasion, the exact ones you pick each day don’t matter, but I’ll give you some highlights. that being said, Clerics have one of the strongest spell lists in the game, so you’re definitely spoiled for choice.
that being said your cantrips are pretty stuck on, so let’s go over them, Light lets you make your spear all shiny, and since it doesn’t specify the light has to be a static color you can totally make your spear say something if you spin it around fast enough. Thaumaturgy will help your ho-ho-hos carry through the night, and Resistance will help you not die. nobody likes dying, so don’t do it, lest whatever killed you becomes the new Santa.
as a peace Cleric you’ll always have Heroism and Sanctuary prepped- the former gives a teammate extra HP and immunity to fear, while the latter gives a creature protection from attack for up to a minute, or until they attack first. honestly, who would punch santa? anyone who succeeds on their wisdom saves. you also get spells like Ceremony, which isn’t in character but it does mean you can marry people, which feels like a natural endpoint for the “make everyone fall in love” character. you can also Cure Wounds now. think of it as a little christmas gift to whoever has the lowest HP.
2. Cleric 2: second level Clerics can Channel Divinity as an action, either Turning Undead and making them run away, or delivering a Balm of Peace to your allies. with this, you can move up to your speed without getting attacked, giving every friend you pass a little pick-me-up as you go. and that’s how you deliver presents to everyone in the party in a single turn.
3. Cleric 3: third level Clerics get second level spells, like Aid and Warding Bond. aid makes extra HP for everyone, and warding bond lets you take hits for someone else. but you barely have positive constitution, so. don’t. you can also Calm Emotions now, which sounds like the opposite of what we’re trying to do, but it’s hard to let love into your heart when anger’s in there too, y’know? you could also Enhance Ability to make someone more charismatic, or make a Prayer of Healing for a group heal when you have the downtime.
4. cleric 4: at fourth level you become a dual wielder thanks to ur first ability score improvement! this one doesn’t improve your ability scores which makes the name kind of pointless but it does let you carry two spears at once! while doin that u get a +1 bonus to ac which you rlly need and you can draw both spears at the same time!
this is actually a pretty bad feat but we need it for lore reasons!
5. cleric 5: fifth level clerics get to Destroy Undead instead of turning it, instantly killing any undead monster of CR ½ or lower whomst fails their wisdom save. they also get third level spells or whatever.
Sending lets you direct tweet anyone 25 words or less and they can send a message back, though if you try to target someone on another plane, there’s a 5% chance the spell fails. Beacon of Hope gives as many creatures as you wish within 30’ of you advantage on wisdom and death saves, as well as maxed-out healing.
as for your chosen spells, Bestow Curse and Remove Curse are kind of like single-person versions of your NP, weakening obstacles to love, or freeing someone to find love, respectively. if you just want an AoE attack, get Spirit Guardians.
6. Cleric 6: at sixth level Clerics can channel divinity twice as often, and your bond is now a Protective Bond, so if any bonded creature takes damage while another one is nearby, the latter can teleport next to the former and take the damage for them. given that you currently have less than 30 HP and an AC of 11, you’ll probably get a lot of use out of this.
7. Cleric 7: seventh level Clerics get fourth level spells! you get Aura of Purity and Otiluke’s Resilient Sphere for free, and to be honest there’s not much else we need for the build here so let’s just enjoy the mercifully short level for a change.
8. Sorcerer 1: okay enough of that time to pile it back on. as a Divine Soul sorcerer, you’re Favored by the Gods, letting you add 2d4 to any failed save or attack roll once a short rest.  foxes are just cooler, it’s a fact.
you also get Divine Magic, which is like normal sorcerer magic, (cast with charisma, mixes with cleric magic so check the phb to see how many spell slots you have, spells only change on level-up,) but you can also pick from Cleric spells too! you could already pick from Cleric spells by being a Cleric, and with more freedom due to the preparation system, but it’s there.
in more useful news, you get Inflict Wounds for free, so now you can deal a lot of damage in a short amount of time. you also get another cavalcade of cantrips, like Friends to make friends, Mending to keep your unrealistic battle outfit in one piece, Message for more texting, and Sword Burst to spin around and poke stuff.
on top of that, you get first level spells like Charm Person to again make friends, and Fog Cloud to set the scene. I imagine reflavoring the fog to be a bunch of falling snow wouldn’t be too big a stretch.
9. Sorcerer 2: second level sorcerers are a Font of Magic, letting you turn spell slots into sorcery points and vice-versa. right now, this just means you have an extra 1st level spell slot every day you remember it exists.
you can use that spell slot to cast Mage Armor, so your AC is no longer terrible! now it’s just kind of bad!
10. Sorcerer 3: third level sorcerers can spend their sorcery points on Metamagic! it’s magic, but meeeetaa! you can make a spell Heightened to force whatever you’re hitting to have disadvantage on the save or Subtle so nobody can notice you cast the spell.
you can also turn one of your spears into a Magic Weapon, dealing +1 damage and gaining a +1 on all attack rolls. ideally your legendary spears would be given by the DM at some point, but if you need a magic spear, now its here.
11. Sorcerer 4: fourth level sorcerers get another ASI, and with Piercer your Strength can finally get evened out while also making all your spears better! now you can reroll one piercing attack’s damage die once per turn to avoid 1’s, and your critical piercing hits get an extra die of damage slapped on! I wouldn’t call suzuka a melee powerhouse, but she’s got more mightocondria now.
you can also cast Blade Ward now to not die on impact with an actual fighter, and Snilloc’s Snowball Swarm. Suzuka probably can’t summon snowballs at will, but it feels Santa-ish and nobody can say otherwise.
12. Sorcerer 5: fifth level sorcerers can spend their SP on Magical Guidance, letting you re-roll a failed check.  you also get magical magic like Slow, our real NP for the build. I’m sure the part in Suzuka’s bio that talks about hindering obstacles to love isn’t quite so literal, but for a third level spell it can seriously mess people up- up to six creatures can be affected, and if they fail their wisdom save they’ll have half speed, -2 AC and dex saves, can’t use reactions, and have to choose between their action or bonus action. on top of that, spells have a 50/50 chance to take two turns to cast. the big downside is they keep making wisdom saves every turn, but particularly unwise individuals can get slowed down for up to a minute.
13. Sorcerer 6: sixth level holy soulies have Empowered Healing- whenever you or someone next to you casts a healing spell, you can spend 1 SP to re-roll any number of dice you wish. dying is a pretty big obstacle to love. so are fireballs, now that I think of it, so grab Protection from Energy as well.
14. Sorcerer 7: our last level of sorcerer is just to pick up the fourth level spell Dimension Door. you gotta be able to take all your selfies at the best angle, after all.
15. Cleric 8: now that we’re back in our original class, you get a long-awaited ASI to spend on Wisdom. plus, you get a stronger Destroy Undead that kills anything CR 1 or lower, and Blessed Strikes! once per turn, you can add an extra die of radiant damage to any damaging cantrip you cast or attack you make. turns out jamming a glo-stick into someone’s ribs hurts!
16. Cleric 9: ninth level Clerics get fifth level spells, and again there’s not really much to talk about- though that’s because the one I really wanted you get for free. Greater Restoration can cure an ally of tons of different kinds of impairments to love, like exhaustion, petrification, or paradoxically enough, charming. true love doesn’t come from the magic of magic, it comes from the magic of christmas! you also get Rary’s Telepathic Bond if you want to put everyone on your cell plan.
17. Cleric 10: tenth level Clerics get one of the most powerful features in the game when it works, Divine Intervention. basically, once a day (with a week’s cooldown upon working) you have a 1/10 chance of calling up your dad and having him solve whatever problem you’re dealing with. given that he’s a demon king, that might end badly.
or you can use your last cantrip Guidance for a 1d4 bonus to an ability check for a bit after you cast it. if guidance could help I’d hold off on summoning a god.
18. Cleric 11: Destroy Undead hits CR 2 creatures now, and you get 6th level spells like Heroes’ Feast, one of the better party-wide buffs you can use. you spend a short rest chowing down with friends to cure all diseases and poisons, gain immunity to the poisoned and frightened conditions, gain advantage on all wisdom saves, and their HP maximum goes up for 24 hours. (also you could argue that combining this with Beacon of Hope’s healing feature you can max out the HP buff for a couple people, but that’s pretty close to rules lawyering)
19. Cleric 12: we get one last ASI, so bump up that Wisdom once more for stronger spells and harder to make saves.
20. Cleric 13: our final level of the build gives us access to Suzuka’s reality marble, letting her make a Temple of the Gods, or in Santa terms, a shopping mall. this spell takes an hour to cast, but lets you set up a 120 square foot complex of your choosing, and your temple can block out certain types of creatures, forcing them out if they fail a charisma save and reducing all their rolls while inside. it also blocks divination, and improves your healing to boot!
Pros & Cons
Pros:
this santa does a little bit of everything, with offensive spells for damage, weapon skills to fall back on if magic fails, healing, buffing, debuffing, and even social spells, you’ll never be a fish out of water. because you’re a fox, and a fox out of water is pretty standard all things considered.
while a lot of buffers tend to focus on making one character powerful, you have access to a suite of party-wide buffs to make everyone a bit better! love doesn’t play favorites, after all! (also you never know who the necromancer’s going to try and charm, even if it probably will be the barbarian again)
thanks to being a swiftstride shifter, you move a lil faster than most casters, and that means it’s easier for you to stay out of danger. you’ve also got access to plenty of ways to escape from melee range without provoking attacks, which can really come in handy when you resort to throwing spears around.
Cons:
you need all that speed, because if you do get caught unawares you’re going to go down easily. you have barely over 100 HP at level 20, and your AC is atrocious right up until you get mage armor at level 9. don’t get killed, we can’t take another santa clause reboot.
we didn’t have enough ASIs to max out your casting features, so your heightened spells are a godsend. unfortunately, you don’t have a lot of sorcerer points, so you can’t actually use them too much without burning spell slots.
on a related note, this build lacks focus. that’s not inherently a bad thing, but it means you’ll have to get creative to stand on par with more specialized builds.
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octavare · 2 months
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Cecil Headcanons #1
Ok this is assorted with no particular order or theme. I’ve been sitting on this for a while and I keep adding to it. So I’m gonna post it now while it’s a… “reasonable”… length, and probably eventually do a part 2. I also intend on eventually doing a GDA headcanons post because I have a lot that are more broad to the GDA as a whole and not just Cecil.
Discusses his backstory from the comics slightly but nothing that’s really a spoiler.
- From the outskirts of Jacksonville, Florida (dear God no wonder he’s the way he is). Has a southern accent that he represses, but slips out occasionally. It does in the show too, so this isn’t entirely conjecture.
- Father is from Alabama. Mother from Florida.
- Majored in counterterrorism (most 3 letter gov orgs irl require a bachelor’s degree, I can’t see the GDA being any different)
- Chose to enter the military initially due to his older brother being a victim of a supervillain terrorist attack. Previously a sports prodigy, he was left paralyzed and unable to pursue his dreams.
- Was a green beret before being introduced to the GDA. Was invited to the CIA’s SAD or the GDA’s SPECOPs. He chose the latter.
- Was a commando in a three-man squad that worked to support behind the scenes of superhero operations. Basically, they’d do dirty work while the public superhero they are working with is soaking up the attention and serving as a distraction.
- His call sign was Phoenix. He got it after being, quite literally, reborn from ash. Had a few other nicknames too though, mostly derogatory and in reference to his scar.
- Usually supported/worked alongside Brit. They became best friends and still are to this day please don’t cut him from the show Amazon
- Due to the chemical treatments he takes to maintain his artificial skin grafts he looks older than he actually is. And that’s not even mentioning the immense amount of stress he endures. He’s actually in his mid 50s but nobody really believes him. Male pattern baldness is a bitch as well.
- Insane sharpshooter and is proficient with just about any firearm you put in his hands. Even to this day, sets aside an hour to train in the range and keep those skills sharp. Never know when you’ll need them. Always carrying heat.
- Addicted to coffee. Occasionally adds whiskey. That isn’t good for you, but nobody has the guts to scold him (anymore).
- Usually drinks coffee black since it’s easiest and fastest to prepare, but will not turn down a latte. Loves any coffee with three pounds of sugar and milk dumped in it.
- Also likes jack and coke but this is much more seldomly witnessed.
- Wine too. Anything alcohol he will drink really. Beer.
- Loves Italian food. Isn’t really a picky eater though and will eat just about anything put in front of him, for better or worse.
- Refuses to use any sort of cloning technology on himself. He believes that with the idea of only having one chance in the back of his mind, he will be more pressed to use that chance to its fullest. This isn’t public knowledge though.
- Really likes sweets and that problem is the primary reason for his weight gain besides stress. Baked goods are his favorite but he even likes shitty cheap candy.
- The US flag pin belonged to his wife. He wears that one specifically to remind himself of her. He likes his stupid ass reminders.
- Enjoys listening to music or sports while doing things like paperwork (but he never sets aside time to just listen to them). He enjoys classic rock, old school heavy metal, and surprisingly, piano music. If I had to name bands I’d say Black Sabbath, Alice Cooper, Led Zepplin, etc. As for sports he’s mostly into football (his team is the Jags).
- Messy as fuck, but in an “organized chaos” kind of way. He knows where everything is in his office but it looks like a wreck.
- Smokes a pipe. This actually isn’t a headcanon it’s in the early comics. It’s a rare occurrence, he is somehow not addicted. Despite this, his mouth and respiratory system are in perfect condition due to GDA medical tech.
- He’s a fucking hypocrite about a handful of topics, usually morality, emotions and relationships. He also is completely aware of it and views it as an unfixable flaw.
- He knew Nolan killed the guardians from day 1. He just hired the detective to make it seem to Nolan like the GDA didn’t know and was still investigating. Just a means to buy more time. His contingency plan for Nolan was not ready. I genuinely think this is canon btw but it’s never explicitly stated.
- He thinks the costumes that heroes wear are stupid and (mostly) impractical. The only reason they still are used is to divert the attention towards the heroes and not the fact that there is a government organization directing them.
- Black belt in Taekwondo + skilled in some other martial arts. Basically Solid Snake with his CQC. Similar skill set between characters. Is a stealth guy also.
- Carries four guns on him at all times. Two in his coat. One in his belt. One on his shin. One of the ones in his coat is a laser pistol, just in case you run into someone bullet resistant. But as the Heavy from TF2 says: it’s tough to find someone who can outsmart bullets. Unfortunately I can name three major characters in Invincible right off the bat that can. Tough luck.
- May come as surprising but he’s religious. His main thought process is that in a world as chaotic as his, some people may be inclined to think there isn’t a god, but he is inclined to do the opposite because he thinks that there are some situations in which you’ve done all you can and all that you can do now is pray. He isn’t really hardcore though. This idea stems from all the religious imagery that shows up around Cecil for some reason. I’m not tweaking I swear. I could go on a whole thing about that correlation but that’s a different topic.
- Adding on to this, a major idea in Christianity is that God allows evil to persist because it will eventually result in a greater good. SOUND FAMILIAR? He got it from somewhere.
- The only Korn song he knows is Here to Stay and he knows it by memory. Yes this is oddly specific and I will not elaborate.
- Tends to be crude, but in moderation. Definitely tries to tone in down in front of women. Professionals have standards.
- Dude could still break your back (assuming you don’t have superhuman durability) even in his older age. He’s a little out of shape but the muscle memory is still intact.
- Can sing surprisingly well. No training at all so he’s not professional level, but it’s pretty damn good for no training. It’s rare that anyone ever witness though. Once in a lifetime event if they are lucky.
- Can write with both hands, simultaneously, different things. It took a lot of effort to learn (just kidding. secret government hypnosis) and is incredibly useful for multitasking.
- His hair genetics are really screwed up. First he started showing male pattern baldness in his 20s, though it didn’t really get notably bad until later (we know how that turned out). He’s really attached to his hair and refuses to shave what’s left of it. He’d never admit it but he is self conscious about it.
- In addition he started graying severely at a relatively early age, 30s, due to stress. He dyed it back to its platinum blond color almost religiously but eventually gave up, too much work for no payoff.
- Occasionally when his work is super backed up, he doesn’t get to shave and his stubble grows out. Hair doesn’t grow where his burn scar is so there’s a big spot there that has nothing.
- The side of his mouth with the scar has reduced mobility due to nerve damage. It doesn’t impact his speech but his muscles do not work properly there. When he smiles or frowns that side of his face just doesn’t move.
BONUS
CECIL’S SCHEDULE (just for fun)
Literally at any given time he can go on call because incidents can happen whenever. But on a typical day…
5 am - Work day officially starts. Paperwork time, get ready for the day. Check meeting schedule and any missed news.
6 am - Breakfast. He’s still working while eating.
6:30 am - Meeting window opens.
- Check on department heads, make sure there’s no problems.
7 am - Check on Guardians and other GDA teams.
12 pm - Lunch. See breakfast.
12:30 pm - Check on department heads, make sure there’s no problems.
3 pm - Meeting window closes. Exercise hour because gotta stay in shape.
6 pm - Dinner. He’s still working, what did you expect.
6:30 pm - Check on department heads. Make sure there’s no problems.
7:00 pm - Check on Guardians and other GDA teams.
9 pm - Cecil hits the range because you gotta stay sharp and strapped. Training hour.
10 pm - More office stuff.
12 am - Brinner. That’s right. He has four meals a day, because he doesn’t sleep. Plus, even with the reinvigoration he gets from the chemical treatment, he needs more energy to account for him being awake longer and burning more energy.
3 am - The infamous hot tub. Reinvigorates his body as a whole, not just the skin.
4 am - Make sure night shift stuff went well. Otherwise, paperwork.
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apollowhoo · 10 months
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Main 4 + Adult Trio x Oc!Leah!With Various Powers
(First time writing with an oc :0)
Hisoka
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Your unique abilities and strong Nen definitely captured Hisoka's attention. 💀 He saw a potential rival in you and was intrigued by your Emotion Empowerment.
Hisoka, the thrill-seeker that he is, becomes fascinated with your powers and wants to test you in battle, just like with Gon. He would challenge you to combat, hoping to witness the full extent of your abilities.
Hisoka found your magical powers tempting, especially your telepathy, which allowed him to dive deeper into your emotions and psyche. It doesn’t matter how much you’d try avoiding him, Hisoka would find his way to you.
Illumi
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Your extraordinary powers definitely intrigued Illumi, who saw potential in your abilities for his own benefits. So Illumi wouldn’t really care about you, he’d only care about your powers. At first, he approaches you with great skepticism, but gradually, he grew intrigued by your Emotion Empowerment and how it could be manipulated.
Illumi quickly recognized the usefulness of your Spiritual Gateways in his line of work. Although the relationship would primarily be based on mutual benefit, they developed a special understanding.
Your ability to channel emotions into powers really does fascinate Illumi, he would occasionally observe you in combat to further examine your techniques.
Chrollo
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Chrollo, being a collector of unique abilities, he couldn't resist the allure of your powers. But let’s be real, he would most definitely try to steal your nen.
I have always headcanoned him to have a very greedy side and this side of his would appear while trying to steal your nen abilities. Chrollo would manipulate, gaslight, fight, threaten you to get her abilities.
If he somehow does fails to do so his B plan would be to proposed an exchange of knowledge, sharing his insights into Nen and unconventional applications. In return, you gain access to Chrollo's vast library of stolen abilities, allowing you to expand your repertoire. The interactions between you two would be stimulating, filled with discussions on the nature of powers.
Despite Chrollo's mysterious nature, he developed a sense of respect for your unique capabilities, and y’all formed an unusual alliance based on their shared knowledge.
Gon
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Gon, with his boundless enthusiasm, quickly befriend you. Gon would mostly by fascinated by your glowing stars and balls of light!
Gon would often finds himself entranced by their shimmering beauty, and his emotions fuel your powers. You both would spend hours together, experimenting with your abilities and discovering new ways to combine each other’s powers.
Killua
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Killua, would be impressed by your proficiency in nen and her diverse magical powers. He would see you as a potential equal in terms of combat prowess (which is something big i should say).
Killua would act like he despises you but he secretly admires your skills. You two would engage in intense training sessions, pushing each other to your limits.
Kurapika
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Kurapika, with his analytical mind, would be fascinated by your power of Emotion Empowerment. He would mostly observe how your emotions directly influence the greatness of your abilities, and he’d actually spend time studying this unique aspect of your powers. Kurapika would also emphasize with your personality.
Leorio
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Leorio, is obviously fascinated by your abilities but his favorite ability is probably the one to open Spiritual Gateways. He would also see the potential to use these portals for humanitarian purposes! Such as reaching remote areas in need of medical assistance.
It would be cute if you two collaborate to provide aid to those in need, utilizing her powers of teleportation and healing to make a positive impact on the world!
(This took me a while xd)
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nerdythebard · 7 months
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#58: Echo [Overwatch 2]
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Always ready to learn!
This fun idea comes to us from a user by the name "deduqzaru". Today, we build the ultimate adaptoid. Echo, the creation of Doctor Liao - founding member of Overwatch - is a capable Damage hero, programmed with an advanced AI to fulfill variety of roles in combat and outside of it.
Next Time: Whosoever holds this hamm— NO! Not you! We're going back to the original!
Let's list the three main directives of this build:
Jill of All Trades: Echo was created with the goal of being able to fit into many situations, whether in combat or outside of it. In-game, her kit makes her a great scout, engager and damage-dealer.
I am Thou: Echo's Ultimate skill, "Duplicate" allows her to assume the form and copy the abilities of other characters on the battlefield.
Self-Sustainable: As a robot, Echo is unaffected by many statuses and effects that would affect humans: hunger, sleep, diseases, etc.
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There were two options to start with Echo; one very obvious, the other - not so much... so I went with the obvious one and made her a Warforged. We get a +2 Constitution and +1 to one ability of our choice (Dexterity), 30 feet walking speed, and also immunity to being aged by magic. With Constructed Resilience, we gain several benefits to our fortitude:
Resistance to poison damage and an advantage on saving throws against being poisoned
We don't need to eat, drink or sleep
We are immune to diseases
We don't need to sleep, and magic cannot put us to sleep
Stemming from that last one, thanks to Sentry's Rest we can spend our long rest (shortened to a minimum of six hours) in a sort of energy-saving mode by remaining in a motionless (but still aware) state rather than unconscious sleep.
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Another set of benefits we're granted by our Integrated Protection. We gain a +1 to our AC and can integrate any armour we're proficient in into our own body (and it cannot be removed against our will). Finally, Specialised Design gives us one skill proficiency (Performance) and one tool proficiency (perhaps Tinker's Tools could help us heal/repair).
Because of her learning matrix, Echo holds a huge amount of information. We will make her a Sage, giving us proficiencies in Arcana and History, three languages of our choice, and the Researcher feature - whenever we must recall a piece of lore, we know exactly where to look for the relevant information (library, archive, people of interest, etc.)
ABILITY SCORES
We'll start with Dexterity to move around the battlefield and position ourselves to different roles. Constitution will be next, our body is made of quality materials. After that, we're taking Intelligence, as recording information is what we're all about.
Charisma will be next; we're an adaptoid who can also impersonate others, we need to be convincing. Wisdom is on the lower end, we're still learning after all. Finally, we're dumping Strength.
CLASS
I've had a few ideas here, depending on which race I was going to pick for Echo. In the end, I've decided on something interesting and went Rogue start-to-finish. Rogues get the d8 as their Hit Dice, [8 + our Constitution modifier] initial Hit Points, proficiencies with light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords, and thieves' tools. Let's give Echo a studded leather set and a hand crossbow (and maybe darts) to integrate into her body, the latter to represent her primary tri-shot attack. Our saving throws are Dexterity and Intelligence, and we get to pick four skills from the class list (Acrobatics, Deception, Insight, and Perception).
Level 1: We begin this build by gaining Expertise in two skills we're already proficient in, or one skill and thieves' tools. We can double our proficiency bonus for any checks we make using those skills. Let's apply that to Deception and Insight. We can also apply Sneak Attack to strikes that we make with advantage; once per turn, if we attack with an advantage (or our target is within 5 feet of another creature hostile to it), we can add extra 1d6 damage (the value changes as we level-up).
We also learn Thieves' Cant (can't what?), a series of special code phrases and symbols that is recognisable only to us and those who operate in the same circles as us (so, like... Python, C++, HTML, pick your poison) to decode or encode messages.
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Level 2: We can now use Cunning Action to take the Dash, Disengage, or Hide actions as bonus actions.
Level 3: Our Sneak Attack bonus is now 2d6. We also pick our subclass, the Roguish Archetype. Since Echo needs several abilities that are similar to magic, despite my dislike of MagiTech, we will make her an Arcane Trickster. We gain Spellcasting, with Intelligence as our casting ability. We learn cantrips and a fixed number of regular spells. We gain the Mage Hand cantrips and two others of our choice (Light and Shocking Grasp) and three 1st-level spells: Disguise Self, Feather Fall, and Magic Missile. With those three, we have covered Echo's ultimate (to a degree), her passive ability to glide, and her primary tri-shot.
Additionally, with Mage Hand Legerdemain, we can make our Mage Hand invisible and use it to perform additional tasks (pickpocketing, using thieves' tools with it, etc.).
Level 4: Time for the first Ability Score Improvement, and we will use it to bump up our Dexterity by two points. We can also grab the Identify spell to access our vast database.
Level 5: Our Sneak Attack bonus is now 3d6. We can now activate our extra jet boosters and make an Uncanny Dodge; doing so, we can use our reaction to halve the damage of an attack hitting us (if we can see it).
Level 6: We get an upgrade to our Expertise, by selecting two more skills that will benefit from the effect: let's choose History and Perception.
Level 7: Our Sneak Attack bonus is now 4d6. We also unlock 2nd-level spells, so let's grab Aganazzar's Scorcher to replicate Echo's Focusing Beam ability.
Here, we also gain a very useful maneouvre ability: Evasion. When we are forced to make a Dexterity saving throw against an effect that would result in us taking half damage on a success (such as the Fireball spell), we instead take no damage. On a failure, we take half damage instead of full damage.
Level 8: Another ASI. We can cap our Dexterity to 20 for even better AC and Initiative bonus. To replicate Echo's Sticky Bombs ability, let's use the spell Snilloc's Snowball Swarm.
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Level 9: Our Sneak Attack bonus is now 5d6. We gain a new subclass feature: Magic Ambush. If, while casting a spell, we are hidden from our target, the creature has a disadvantage if the spell requires them to make a saving throw.
Level 10: Halfway through the build and we get a new cantrip (Light) and another spell. Let's get Detect Thoughts to improve our impersonations. We also get another ASI; let's put two points into Constitution here.
Level 11: Our Sneak Attack bonus is now 6d6. We now gain a Reliable Talent, which makes our proficient skills even more refined; whenever we make a skill check using a skill we're proficient in, we treat every roll of 9 and below as 10. We also get another spell; let's pick See Invisibility to upgrade our visual sensors.
Level 12: For this level's ASI, instead of increasing any traits, we're gonna pick a feat that furthers Echo's specialisation: with the Actor feat we get a +1 to our Charisma, an advantage on Deception and Performance checks used to impersonate another person, as well as the ability to mimic the speech and sound of another person or creature (if we hear them speaking for at least 1 minute).
Level 13: Our Sneak Attack bonus is now 7d6. We also unlock another class feature; Versatile Trickster lets use use our invisible Mage Hand to distract a target within 5 feet of it as a bonus action. Doing so, gives us an advantage on attacks against that target until the end of the turn.
Additionally, we unlock 3rd-level spells and we can finally become the aerial support with Fly.
Level 14: At this level, we install some new update to our sensors and gain Blindsense. If we're able to hear, we are aware of the location of any hidden or invisible creature within 10 feet of us.
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For our next spell, we're going to grab Melf's Minute Meteors for some cover fire/carpet bombing.
Level 15: Our Sneak Attack bonus is now 8d6 and our software gets some patches, because thanks to Slippery Mind we gain proficiency in Wisdom saving throws (and oh, we desperately need it).
Level 16: For another ASI, we can round up Charisma and Intelligence with one point each. We can also grab another spell, so let's disappear from the enemy's radar with Nondetection.
Level 17: Our Sneak Attack bonus is now 9d6.
Time for our final subclass feature; Spell Thief allows us to hack the system and steal the knowledge of how to cast the spell from another once per long rest. Immediately after being targetted by a spell (or being in the area of one), we can use our reaction to force the caster to make a saving throw. On a failed save, the spell is cancelled and we steal the knowledge behind it. For the next 8 hours, we can cast the spell using our spell slots and the original caster cannot access that spell.
Level 18: We become the most Elusive target there is. If we aren't incapacitated, attacks against us cannot be made with an advantage.
Level 19: Our Sneak Attack bonus is now 10d6. With the final ASI of the build, we will cap our Constitution to a 20. We also unlock 4th-level spells for the endgame; let's take Locate Creature to be an even better pursuer.
Level 20: Our capstone is Rogue 20, which gives us Stroke of Luck. Once per short or long rest, we can turn a failed attack or ability check into a success. For the final spell of the build, let's grab Ice Storm and re-flavour it into carpet bombing.
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And that is Echo, carrying the spirit of one of the founders of Overwatch. Let's see what we came up with:
First of all, we have all the boxes of being the cutting edge automaton checked; we do not require food and water or sleep, we are immune to diseases, and can still keep watch even during stasis. We have good detection skills thanks to spells, mobility, and good Insight. Finally, we have also covered Echo's mimicking ability thanks to Disguise Self and proficiency in Deception and Performance.
Our AC is 18, wew have a +5 to our Initiative, and the average of 176 Hit Points.
Although we have hit two 20s in this build (Dexterity and Constitution), we don't have much in terms of other abilities. Our Strength modifier is still a negative, and our Wisdom is pretty low; even with proficiency in saving throws, it may be challenging to resist some crowd control effects. Sometimes, hackers might get the better of us.
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Wow, it's been some time since I've typed the ending words. I enjoyed this one, the Overwatch characters have a really good potential to use in your D&D game; let me know if I should do more of those. It's good to do this again, and I saw that you guys wanted more gods, so I shall deliver.
I'll see you in the next one, darlings! - Nerdy out!
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nicnacsnonsense · 2 years
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I feel that there are certain portions of the OFMD fandom that could definitely benefit from taking a step back and asking themselves why their depictions of a post-season 1 Stede glow up involve changing him to make him more stereotypically masculine. I just see so many descriptions of Stede, framed to make it clear this is showing us how much he’s grown and improved, that go like, “He has a beard now. And he’s gotten rid of all his fancy, frilly clothing and how wears a plain and simple outfit. He no longer has his yummy lavender soap or any other oils or creams so his face is tanned and weathered and his hair windswept and frizzled with sea salt. He does all sorts of hard manual labor involved with sailing now and his hands are rough and calloused. And of course he’s super skilled at fighting now and comfortable with casual violence.”
Of course, nobody’s out here explicitly saying they’re turning Stede into a generic romance novel pirate explicitly because they want to make him more masculine. They all have other reasons which sound good and I believe that they genuinely believe are true. It’s just when you start to interrogate those reasons, they don’t really hold up.
The one I see the most often with the clothing is throwing a casual mention in there that it’s practical; a pair of trousers and a simple linen shirt (it’s always a simple linen shirt) are more practical for sailing in. And you’re not wrong, but my babes. Ed is sailing around the Caribbean in full body black leather. Let’s not pretend practical is an actual point of consideration for the clothing on this show. Not to mention I don’t love the implication that Stede should give up his little joys in life (he loves his frilly clothing! He fancies a fine fabric) because it’s always more important to be practical.
The other thing I see with the clothing, and this applies to the fancy toiletries too, is that giving them up is saying something about wealth/class. And I’m fine with us passing through here as a waypoint in Stede’s journey to gain a deeper understanding of these things, but I very much object to having that as the end goal. Because the point is supposed to be that Ed’s mom is wrong; they don’t have fine things not because that’s what God decided but because they live in an oppressive society where those in charge maintain power by creating a hierarchical system of haves and have nots. Which is bullshit, and everyone should get to have some fine things. Now if you want to argue that two closets full of fancy clothing crosses from everyone should get luxuries into hoarding them, then that’s probably fair enough. But Stede shouldn’t need to be from generational wealth to have just a couple of nice outfits and a stock of yummy lavender soap.
The class aspect also plays a role in why people want to have him running around hauling on ropes or whatever it is you do on a ship. And I do kind of get the point, and think it’s probably important to have him willing to perform those kinds of tasks if needful to show he doesn’t consider them beneath him, but that does mean he needs to be doing physical labor on the regular. He should be working, yes, but there’s all kinds of options that appeal to his strengthens much more than manual labor. We already have seen him doing story time for the rest of the crew and saw him as captain making the executive decisions about where they should go and what they should do next. Beyond that, being one of the few members of the crew proficient in reading, writing, and (presumably) arithmetic, he could keep the accounts and stock of their loot and supplies, he could do navigational work, or if they got their hands on some medical texts he could study and start helping Roach as the doctor. He could be in charge of planning events & activities for the crew to keep everyone happy and entertained. Or he could be in charge of planning their fuckeries.
And that indirectly leads into the last bit, about Stede being skilled at fighting and violence now, the idea being we’re showing his growth from incompetent pirate to skilled and respected one. And look, I have my own thoughts that I am planning on writing a separate meta on hopefully about how piracy is actually meant to be understood in this show and whether or not it actually is the correct long term career choice for Stede, but let’s take it as a given for now that we’re sticking with piracy. In that case, yeah, I agree that we are going to want to see him become good at the job. But why on Earth would that involve him doing a lot of fighting? The show has been very clear that Stede’s strength is in his wits not in his fighting skills. His crew manages to get away from the English naval ship with the rowboat fuckery. He defeats Izzy and gets on of his hostages back with the haunted island fuckery. He and Ed team up and escape the Spanish with the lighthouse fuckery. He takes out the French ship by realizing he can use their darkest secrets to get them to tear each other apart. He beats Izzy in a duel by tricking him into rendering his sword inoperable. And finally he escapes his old life and unhappy marriage by faking his death with a fuckery. Stede’s brand of piracy is fuckery not violence, and I don’t know how that could have been made more apparent.
I just sometimes feel like I’ve watched this show about a guy who spent his whole life miserably trying to force himself into a stereotypically masculine box and failing only to finally find freedom and happiness by being allowed to be himself and not hold himself to societal standards of how to be a man. And then fandom came in and said, “Wow, yeah, this guy is pretty great. But you know how he could be even better? If he were more stereotypically masculine.”
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Rogue: The Generalist (V0.2)
Alright, here's an updated version of the subclass. Thank you @homebrew-a-la-traumaverse for your feedback! I am also starting to reword somethings to fit typical subclass wordings, giving names for each feature, etc. I also have two potential revisions for the 17th level Magical Studies, with the other being at very bottom of the post, denoted by a *.
Flavor: It is to be expected for adventurers to learn and grow as they venture out into the world, but some rogues take this to the extreme. Generalist rogues are those who have dedicated themselves to learning various disciplines, though not necessarily mastering them. As such, they have learned to pick up on various skills through mere observation and putting them into practice with a combination of keen intuition and muscle memory.
There are various reasons a rogue would follow this path. They may be an exceptionally curious individual who wishes to learn all they can, not restricting themselves to a singular line of study. Or perhaps if they are a spy or charlatan, they follow this path in order to make their disguises even more convincing. After all, you can't make a convincing wizard if you are unable to cast even a single spell.
Quick Study (3rd Level): You gain a new action called Study. Using your action or bonus action while observing a creature use a skill or tool they are proficient in allows you to mimic said proficiency. An unwilling creature can make a Charisma (Deception) check against your Study DC (DC = 8 + proficiency bonus + Intelligence), with you failing to mimic the proficiency if they succeed. These mimicked proficiencies are imperfect, granting only half your proficiency bonus to checks made with said mimicked proficiency and cannot be increased by features such as Expertise. However, the bonus increases at certain levels, granting your proficiency bonus to mimicked proficiencies at 9th level and double your proficiency at 13th level.
You can have a number of these mimicked proficiencies equal to your amount of Sneak Attack die, with any new mimicked proficiency replacing one of your choice.
Keen Insight (3rd Level): You can use your Study action to instead observe a creature mannerisms, as long as you can see said creature. They make a Charisma (Deception) check against your Study DC. If they fail, you can automatically add your Sneak Attack to the next attack made against that creature without needing to meet Sneak Attack's usual requirements. You also gain the following benefits: you have advantage on Insight and Charisma checks made against this creature for the next minute and you learn if this creature has any resistances.
Preferred Subject (9th Level): You further your studies, either dipping into the study of magic or the use of martial weaponry. Choose one of the following:
Martial Studies: You gain proficiency in the Athletics skill, or double proficiency if you are already proficient. You can use your Study action to now mimic proficiency in a weapon or armor. Any melee weapon you mimic cannot have the two handed or heavy property and you can only mimic proficiency in medium armors or shields. Weapons you mimic proficiency in have the finesse property for you and any armor you mimic proficiency in do not cause you to roll at disadvantage for Stealth checks. You can have a number of martial proficiencies mimicked equal to half your Rogue level (rounded down).
Magical Studies: You gain proficiency in the Arcana skill, or double proficiency if you are already proficient. You can use your Study action to mimic the use of a spell. The spells you mimic are known to you and Intelligence is your spellcasting ability for these mimicked spells. You can mimic a total amount of spells equal to half your Rogue level (rounded down), where the base level of each spell counts towards this limit (ex. a 10th level Rogue can mimic one 3rd level spell and one 2nd level spell). Cantrips count as 1/2 a level. You also gain a pool of magical energy, known as Spell Points, that are used to cast these mimicked spells. The amount you have is equal to the amount of Sneak Attack die you have and they are regained on a long rest. The amount of points used to cast a spell determines the level of the spell cast, meaning you may up-cast a spell by using more points. Cantrips do not consume points.
Worldly Knowledge (13th Level): You have become exceptionally canny thanks to your travels. You gain proficiency in up to five of the following things: a language, a tool, or a skill.
You can also mimic how a language is spoken (if you hear it be spoken) and/or written (if you see it be written) if you observe a creature proficient in said language used in one of the previously stated ways for one minute. This proficiency is flimsy, only lasting for 10 minutes and only granting you the ability to get across basic concepts in the language.
Prying Eye (13th Level): You are able to deduce even more about someone through your observation. You gain additional benefits when using your Keen Insight feature: you learn if it has any immunities (damage or condition), the creature has disadvantage on attack rolls made against you until the end of your next turn, and you can confer the benefits of your study to another creature that can hear you immediately as a reaction.
True Polymath (17th Level): Your ability to learn has far exceeded expectations. You gain the other option you did not choose for your Preferred Subject feature and the one you did is enhanced in one of the following ways:
Martial Studies: You can now mimic proficiency in heavy and two handed melee weapons, as well as with heavy armors. You can also make a second attack when attacking with either a weapon you are normally proficient in or whos proficiency you mimicked.
Magical Studies: You can cast a spell you mimicked without using Spell Points once per day, for each of the spells you mimicked, as long as it is 5th level or lower. You also regain any expended spell points on a short rest.
*The other potential Magical Studies feature at 17th level would replace the free cast with: When you make a spell attack with a spell you mimicked, you can add half your Sneak Attack die (rounded down) to the damage of the spell, as if it was an attack made with a finesse or ranged weapon. This can be done as long as the attack follows the other requirements of the Sneak Attack feature.
Again, any feedback or suggestions are welcome! Thank you!
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Retrograde Revision 3: Archivist
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(art by suomar on DeviantArt)
Another case of bards in name only, today we’re looking at an archetype that is essentially a librarian.
Described as being “bards that eschew the dramatic aspects of their training”, that need not necessarily be the case, as archivists could easily have gained their arcane/occult magic by studying the body of work under their care rather than having gone to any bardic college.
Either way, they are still associated with academia, and may have a personal history as a scholar first.
The badass librarian has been a thing in recent decades, so whether they are archivists or scientists doing field work, these brilliant minds can prove how effective their stores of knowledge are both on and off the battlefield.
This archetype feels like a first pass at a non-loremaster knowledge-based character, the sort of thing that would evolve later into the overall vibe of the investigator class, so it’s interesting to see where it got it’s start.
Rather than inspire bravery in others, archivists instead focus on providing running commentary and guidance on how to fight the creatures they and their allies are currently facing. While they have to identify them first, doing so gives their allies an offensive and defensive buff against them as they point out vulnerabilities and limitations in the subject’s attack and defense.
Whether it be supernatural boredom or the sheer crushing weight of their focus on minutiae, these archivists can wax technical on a subject to daze or confuse those under the effects of one of their “fascinating” lectures (how fascinating they actually are may vary.” Later on, they can even affect whole crowds this way.
Predating the skald ability of the same name, these archivists know so much that they are true lore masters, able to recall incredible amounts of information on a topic a few times per day.
Additionally, their magical lore makes them better suited to identifying magic items, disabling magical traps, and recognizing magical runes in time to better brace themselves against their effects.
Furthermore, they also demonstrate proficiency with all skills, which only grows over time.
More powerful archivists are so knowledgeable that they can predict a possible outcome and occasionally take the most average result on any sort of activity, including when attacking and resisting, which can be useful in an emergency.
The archivist, with it’s eventual ability to treat every single skill as a class skill, as well as taking 10 often and 20 a few times per day at a low level, has the potential to be the arguably best skill monkey in the game. The base combat performance providing both an offensive and defensive buff against identified foes is also very nice, though the ability to daze or confuse foes that are already fascinated is of dubious unsability, since most situations in which you’d fascinate, you’re trying to avoid combat, and it’s not clear how confusion and daze work in regards to keeping people fascinated when they might start punching each other. Beyond that, however, I recommend spell and feat choices that help you have an at least partial answer to any situation you come across. Damage spells with a variety of types, utility spells, debuffs, buffs, you name it.
The nature of their ability to debuff foes they fascinate might give some the assumption that they are boring or dry lecturers, but that doesn’t have to be the case. It could be that their passionate diatribes are simply bewildering to others, and you can certainly portray them as being passionate about many a subject.
A mystic prank goes wrong when a bookish student cast a forbidden spell to get back at his classmates, and now they are all stuck inside a demiplane centered around the most popular tabletop board game in the school. Experienced adventurers are needed to enter the game’s world, master the rules, and rescue the students.
Palanz Whisperwind has never seen any of the monsters he’s spent his whole life studying. In need of a change of pace, he hires a party of adventurers to escort him on this field study. Putting up with his incessant droning and condescending attitude may drive the party up the wall, though.
The secret name of Falrax, the demon lord of night, is hidden in the secret archives of the Library of Thoumous Rang. Getting to the repository, however, will prove difficult, as the gynosphinx archivist Written Conundrum is loath to allow the ignorant and uninitiated to touch her tomes, even if the fate of the world is on the line.
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kraymerman · 7 months
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DnD 5e Homebrew Lineage: Golem
People made of inanimate material and made intelligent by the arcane, Golems, by design, were not created to have consciousness, rather their sapience is a side effect of their body being imbued with arcane power through runes engraved on various parts of their body by their magical creators. Because of this, Golems, even those created by other Golems, are created with intent, meaning that their bodies are specially crafted to deal with specific problems or tasks. 
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Creature Type. You are a Construct.
Size. Your size is either Small or Medium.
Speed. Your walk speed is 25-30 feet.
Living From Nonliving. You were created from previously nonliving material, such as earth or stone, granting you the following benefits: 
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. 
You don’t need to eat, drink, or breathe. 
The mending cantrip, when cast on you, restores 1d4 hit points once per short or long rest.
You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Standby. When you take a long rest, you can, instead of sleeping, spend six of the eight hours in an inactive, motionless state. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Runic Interior. The various runes that line the inside of your body, the magic that gives you consciousness, gives you innate access to an amount of spellcasting. You may choose 1 cantrip from the wizard spell list that you can cast without the need for material components.
Magical Existence. If you enter a space of null magic, you must make a Constitution saving throw every hour you remain in the space or fall unconscious until you leave the space or the space’s nullifying properties are eliminated, and when you are affected by the dispel magic spell, you must make a Constitution saving throw against the caster’s Spell Save DC. If successful, you take 4d6 necrotic damage, which cannot be reduced in any way; if unsuccessful, you become unconscious for 1d6 hours minus your Constitution modifier (to a minimum of 1). You are incapable of casting the counterspell spell.
Specialist
Specialists’ bodies are designed to handle very specific, often technical tasks. You might be a technician, a healer, or an entertainer, to name a few possibilities. Although the design of specialists is, by design, by no means uniform, specialists are typically Medium or Small so as to fit into smaller spaces.
Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it, as well as it being perfectly hidden while stowed. You must have your hands free to use this integrated tool.
Load Carrier
Load Carriers were built to take on intense physical labor, often with large statures and imposing presences. These intense physical capabilities can lend to load carriers being irreplaceable in almost any situation necessitating strength. Unsurprisingly, load carriers are typically Medium or larger.
Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Envoy
Envoys, being created as emissaries and mail carriers, are built for speed, and speed primarily. Even the quickest organic beings struggle to keep up with your sheer optimized speed. Envoys are typically Medium in order to optimize both speed and distance. 
Swift. Your walking speed is increased by 5 feet.
Light Step. your movement is unaffected by difficult terrain and cannot be slowed by magical means.
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cryptidcariad · 4 months
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Path of the Beast - Mutations/Adaptations
One of my favourite things about D&D (and other mechanically dense TTRPGs) is when you get your character concept and character build to complement one another. AKA Ludonarrative Synchronicity, AKA That Good Shit (tm). And I've had an absolute blast doing that with Thrash and his Path of the Beast Barbarian build. The campaign has been a great mix of fantasy, horror and D&D shenanigans, perfect for playing my angsty, cursed mess of a character. He still hasn't discovered the true nature of the monstrous form he was cursed with (mechanically he's a bugbear), but its defining traits are instinct and adaptability. In other words, when a dangerous situation arises, he mutates involuntarily in a way that helps him survive. Technically his form only changes when he rages or takes a rest, but I had so much fun with that idea we decided that it happens in smaller ways whenever he uses another ability. A larger snout for tracking things with Perception/Survival, a more simian shape when he needs to climb with Athletics, that kind of thing.
And since I've been doing more art trades with @werelocke, I have now have some sketches to represent those changes! So here they are, mostly for my own reference but maybe other character building / monster character aficionados will enjoy :)
Swimming
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"You gain a swimming speed equal to your walking speed, and you can breathe underwater."
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
Kinda situational but I really like being able to move through difficult environments easily. It's fun to imagine him using the 'jaws' mutation to bite and grapple an enemy, then do scary crocodile death roll.
Climbing
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You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
At first I was thinking lizard/gecko for climbing, but I think a more monkey-like form adds a bit more variety.
Leaping
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When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
I'm so impressed with @werelocke's art for this one. It's so scary! Even though this form is mostly just for leaping, I think it's super cool. It may sound kinda niche, but the ability to jump 20+ feet from a standing start is really huge for getting around the battlefield quickly.
Tracking
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You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Part of the 'Natural Explorer' ability gained by Rangers at Level 1.
Thrash has decent Perception/Survival for tracking, wilderness survival, etc, but it was only recently that he got really good at them when the DM decided to give each of us an ability from a different class as a homebrew thing.
To me, this represents him finally learning to understand what his new instincts are telling him whenever he's outdoors, what all those intense sounds and smells and instincts actually mean.
Spotting Predators
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Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
As part of the bonus action you take to enter your rage, you can move up to half your speed.
Core Barbarian abilities 'Feral Instinct' and 'Instinctive Pounce', gained at Level 7.
'Fight or flight' is a big part of this character's mindset. He's a little like the Hulk; he has this side of him that he's scared of and can't really control, but it mostly just wants to protect him/itself. Except rather than anger, he's way more driven by fear. And it can be fun to play act a bit twitchy/paranoid and 'pounce' into action when a fight starts!
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thecreaturecodex · 1 year
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Dark Folk, Dark Vanguard
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The “dark folk” -> “caligni” is another retcon that Paizo made towards the tail end of PF1e in order to distance themselves from the OGL. I don’t dislike it, unlike the “arboreals”; it makes sense to me that they would have an endonym. Still, I’m using the dark folk category for the purposes of keeping this new one, from Bestiary 3, in line with the previous dark folk I’ve made.]
Dark Folk, Dark Vanguard CR 5 LE Humanoid (dark folk) This humanoid figure is clad in bands of dark metallic armor, some of which seem to be growing into its skin. It has no eyes, only hollow pits, but seems to sense you effortlessly. It carries a massive two-handed sword.
The dark folk consider variances in births to be omens of great importance, and the dark callers watch especially for those caligni born without eyes. These are taken from their parents at an early age and raised as dark vanguards; trained to use echolocation with their ears and delicate wires of metal implanted alongside armor plating. The dark vanguards are the elite warriors of the caligni, and serve their callers unquestioningly.
A dark vanguard is an obvious combatant by dark folk standards. They are capable of being stealthy, but prefer a forward assault, if only to let less physically strong combatants the opportunity to set up positions. They are trained in martial weapons and teamwork feats, and can temporarily grant their allies teamwork feats as well. They can weave a mantle of shadows around their blades in order to temporarily blind opponents, who are then easy meat for the sneak attacks of dark creepers or stalkers. When slain, they explode, the jagged metal in their bodies being repurposed from defense to offense for one last spiteful strike.
Dark Vanguard     CR 5 XP 1,600 LE Medium humanoid (dark folk) Init +3; Senses blindsight 60 ft., blind, Perception +13 Defense AC 19, touch 9, flat-footed 19 (-1 Dex, +2 natural, +8 armor) hp 52 (7d8+21) Fort +7, Ref +4, Will +6 DR 5/slashing or piercing; Immune gaze effects, visual spells and effects Weakness vulnerable to sonic Offense Speed 30 ft. Melee masterwork greatsword +11 (2d6+7/19-20) Ranged masterwork composite longbow +4 (1d8+5/x3) Special Attacks death throes, shadowed blade, tactician Statistics Str 20, Dex 9, Con 16, Int 13, Wis 18, Cha 13 Base Atk +5; CMB +10; CMD 19 Feats Broken Wing Gambit (B), Cleave, Great Fortitude, Improved Initiative, Power Attack Skills Bluff +7, Climb +15, Perception +13, Stealth +10; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Languages grafted armor, martial training Ecology Environment underground Organization solitary, pair or troop (3-8) Treasure standard (masterwork greatsword, masterwork composite longbow [+5 pull], 40 arrows, other treasure) Special Abilities Blindsight (Ex) A dark vanguard’s blindsight is based on hearing and vibrations. If it is deafened, it is treated as if it had blindsense instead. Death Throes (Su) When a dark vanguard dies, it explodes. All creatures in a 10 foot radius take 6d6 points of damage, half of which is fire and half of which is piercing (Reflex DC 16 half). The vanguard’s grafted armor is destroyed in this explosion, but its other gear remains intact. The save DC is Constitution based. Grafted Armor (Ex) A dark vanguard gains a +8 armor bonus to its AC without an armor check penalty or reduced movement speed. Martial Training (Ex) A dark vanguard is proficient in all simple and martial weapons. Shadowed Blade (Su) As a standard action, a dark vanguard may channel shadows onto its blade and make a melee attack. A creature struck with this attack must succeed a DC 14 Fortitude save or be blinded for 1 round. The save DC is Charisma based. Tactician (Ex) A dark vanguard gains a teamwork feat as a bonus feat. As a standard action twice per day, it may grant a teamwork feat that it possesses to all allies within 30 feet that can sense them. The allies do not need to meet the prerequisites for the feat. This granted feat lasts for 6 rounds. A dark vanguard is treated as being a 5th level cavalier for the purposes of the tactician ability, and if it takes levels in cavalier, its cavalier level stacks with this ability.
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grailfinders · 4 months
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Grailfinders #331: Taigong Wang
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today on Grailfinders we’re making Jiang Ziya, a.k.a. Jiang Shang, a.k.a. Lu Shang, a.k.a. Master Shangfu, a.k.a. Taikoubou, a.k.a. Taigong Wang. almost as numerous as his aliases are his accomplishments, such as ousting the daji from China, defeating the shang dynasty, and even creating quite a few gods through the power of being a really cool dude.
thankfully his build is slightly less complicated than his biography- he’s a Beast Master Ranger for a shape-shifting mount, and a Drunken Master Monk to blend strategy with a god-slashing whip- and also that cool “step on their head” attack.
check out his build breakdown below the cut, or his character sheet over here!
next up: it’s like someone stuck Artoria and Siegfried in a conceptual blender
Ancestry & Background
Taigong Wang is a Human, giving him +1 Dexterity and Wisdom, as well as proficiency in Acrobatics. you also get a feat of your choice here, but we’ll talk about that after we go over his background.
we’ve done plenty of tacticians before, but most of those guys weren’t running around with secrets from ancient mage societies, so we’re calling Shangfu a Mage of High Sorcery here, in part because of his investiture and secret magics, and in part because we need this background for a later feat. this gives you proficiency in Arcana and History, as well as the Initiate of High Sorcery feat- we’re grabbing the Lunitari version of the feat for Feather Fall and Longstrider- yes you’re a monk and that makes these spells mostly useless, but you don’t start as one, and multiclassing makes your speed and falling a little weaker than a full monk. you also get the True Strike cantrip to be all tactical and gain advantage on your next melee attack, but after six seconds of thinking you’ll realize the real tactical move was just to attack twice.
that being said it’s called the investiture of the gods for a reason, so we need to get a little godly. coming back around to your human feat, you’re also a Scion of the Outer Planes, specifically the good ones. this gives you resistance to radiant damage (making you an even better pick to fight gods), and you can cast Sacred Flame at will. I don’t think fire is part of your kit, but you’re practically a caster anyway, it’s fine.
Ability Scores
your Wisdom needs to be number 1, that’s how you know clever tactics like “don’t fuck up your government” and “don’t hire people who are bad at their job for your army”. I know it’s easy to clown on that now, but somebody had to figure it out the first time, right? second is Intelligence- if we didn’t need monk stuff and a horse you’d probably be a wizard, but you’re still smart regardless. your Dexterity is also pretty high because you don’t wear armor and use a whip. both of those make me question the “genius tactician” thing a bit, but they clearly work for you. this does mean your Constitution isn’t particularly high, but you don’t need HP if you don’t get hit. your Strength is neutral since we just don’t need it for the build, and we’re dumping Charisma. you’re so untrustworthy Fou gets merlin vibes from you. yikes.
Class Levels
1. Ranger 1: sadly, we need ranger levels first and foremost both to get your whip proficiency and so your background makes sense, but on the plus side at least you can have celestials as your Favored Enemy, giving you advantage to track them down and recall information about them. you put a lot of gods in heaven to begin with, it would be awkward if you forgot their names after all that.
you’re also a Deft Explorer, but before I go into that- you’re proficient with Strength and Dexterity saves, as well as Athletics, Perception, and Insight. the reason I bring this up is because the first part of deft explorer makes you Canny in one skill, such as Insight, doubling your proficiency bonus with it.
2. Ranger 2: second level rangers get a fighting style, and obviously we’re grabbing Duelist for a +2 bonus to one-handed attacks. whips are bad, but now it’s better. slightly.
also, you learn Spells that you cast using your wisdom, like Ensnaring Strike for a sick whip trick, forcing the next person you whip to make a strength save or become restrained for up to a minute. while trapped, they also take damage from the whip digging into them! if you’re worried about wasting damage on a long-term spell like that, you can instead use Hunter’s Mark, adding damage to your whip for up to an hour, plus you have advantage to track the target down if they flee. you also get a chance to move the spell over to another target after the current one dies, so it’s pretty economical!
3. Monk 1: okay, we’ve got the basics of whipping down, let’s get the rest of your fighting style. as a monk you gain Unarmored Defense, adding your wisdom score to your AC as long as you’re not wearing armor or a shield. I don’t care how sick the drip is, it’s not armor.
you also learn some Martial Arts, so now your whole body is a deadly weapon. you can use your dexterity instead of strength to attack with monk weapons or your fists, and if you use your action to attack with the aforementioned weapons you can make an unarmed strike as a bonus action. on top of that, your monk weapons and fists also do a minimum of a d4 of damage, and that amount will only go up as you level up. your whip isn’t a monk weapon yet, but give it a second- besides, it doesn’t gain much from martial arts at the moment anyway.
4. Monk 2: now that the second is up, second level monks can make their whip a Dedicated Weapon, so you can call it a monk weapon all you want after an hour of prep work. you also get Unarmored Movement, so you’re faster than everyone, and your Ki makes you even faster by letting you dash as a bonus action by spending some. you can also spend it to attack twice, dodge, or disengage as a bonus action, and your ki pool recharges every short rest.
5. Monk 3: at third level, this game finally becomes a party as you become a Drunken Master- you don’t actually have to be drunk for this, but you do have to act like it. that’s why you have proficiency with Performance and brewer’s supplies so you can pick for yourself.
that being said, beer doesn’t win every fight, so you get actual features too- your Drunken Technique means that every time you use a flurry of blows (the two attacks as a bonus action from last level) you also disengage, and your movement speed increases by 10’ to boot. maneuvering is always a big part of tactics, so anything that makes it easier for you to get where you want to go is just good strategy.
you can also Deflect Missiles now, reducing damage from incoming archers and even throwing the arrow back if you nullify the damage and spend ki.
6. Monk 4: fourth level monks get their first Ability Score Increase, so increase that Dexterity for better dodging and more accurate attacks. you can also Slow Fall now for reduced fall damage, so fighting Nikitich isn’t quite as bad an idea as before.
7. Monk 5: fifth level is huge for monks, if you’re the kind of person to like hitting things. your martial arts improve to deal d6s, you get an Extra Attack each action, and you can turn any attack into a Stunning Strike- force a constitution save on someone, or they get stunned for a round, giving advantage to everyone trying to hit them and keeping them from retaliating. “don’t get hit” is also pretty sage advice. of course, all this still requires you to hit someone- thankfully you can use Focused Aim by spending ki to add to your attack rolls. it’s a huge ki sink, but sometimes defeating an enemy now is more important than saving materials for later. I know, strategy, in the strategist build, wild right?
8. Monk 6: sixth level monks get Ki-Empowered Strikes, so now your unarmed attacks are magical and can overcome resistances to bludgeoning damage. it’s a shame this doesn’t apply to your whip as well, but I feel like any kind of god-chastising whip is more of a quest item than something you should just have. don’t worry though, by the end of this build your whip will be strong enough to chastise a lot of things, even if it isn’t a legendary weapon.
that being said, your Tipsy Sway is a pretty cool consolation prize- you can leap to your feet from prone for just 5’ of movement, and you can spend a ki point to redirect attacks that miss you into hitting another creature. I’m pretty sure that’s more Sun Tzu than Taigong, but the smartest people know when someone else had a good idea.
9. Monk 7: seventh level monks get Evasion, improving the damage reduction from dexterity saves. now you’re practically immune to fireballs, so fighting Nikitich is almost starting to look like a good idea!
you also have a Stillness of the Mind that lets you shut down any effects that are charming or frightening you. you don’t have a choleric temper, so enemies will not be irritating you much. wait, no, that’s still Sun Tzu, sorry.
10. Monk 8: I think we’re about at the point where you hit your third ascension, but before then we’re getting another ASI and making you an Adept of the Red Robes. first, this gives you access to a second level spell that you can cast for free once a day. for this build we’re grabbing Dragon’s Breath for your mount later, but if you want to help Guda and company when you first meet up you could grab Levitate instead. right now you can only cast it via this feat, but you can use second level spell slots to cast it like a normal spell once we get those.
thankfully, that’s not the only thing this feat does. you can also restore magical balance whenever you make an attack or check, turning your roll into a roll of ten, up to proficiency times per day. your strategy might not always work, but at least it will never fail.
11. Ranger 3: I think we’re doing good on the whip, but we’re not quite godly enough yet. heading back to ranger at least lets you hunt them down easier with Primeval Awareness- you can spend a spell slot to detect celestials within a mile of you, as well as various other kinds of extraplanar monsters. that means it should work pretty well against Koyanskaya too- or at least it would if she hadn’t surrounded herself with all other sorts of monsters.
you’re also a Beast Master now, which means you can summon a shape-shifting Primal Companion to pal around with. none of them can technically be ridden, but tbf you don’t look super comfortable on that tapir anyway. you and your companion both move on your turn, but the only way to make your animal do anything but dodge requires you to spend your bonus action telling it what to do. or for you to get knocked out. nobody said good strategies are easy to pull off.
you can spend spell slots to resummon a dead companion, or wait until you finish a long rest to summon one for free.
on top of that, you get another spell- since we’re not getting true flight, I hope grabbing Zephyr Strike will make up for that somewhat. for a minute you get free disengaging, and you can end the spell early to get advantage on a weapon attack and deal extra damage if it hits. on top of that, your walking speed increases by 30’ that round, letting you blast yourself a truly silly amount of distance.
12. Ranger 4: fourth level rangers get another ASI, and it’s finally time for you to become a Righteous Heritor. that increases your Dexterity score by one, and you can protect your allies by spending your reaction to reduce any incoming damage for them, up to proficiency times a day.
I’m not actually expecting anyone playing this build to have to come up with clever strategies all the time; having a couple “whoops we fucked up” buttons that undo damage is just as good.
13. Ranger 5: fifth level would be a dead level for you, but thankfully rangers get second level spells! it’s still not flying, but Gust of Wind can knock people around with air, so it’s the closest we’re getting. (plus if you gust someone off a cliff they’re technically flying… downward… for a short period of time…)
14. Ranger 6: sixth level rangers get another favored enemy, and if Daji isn’t a celestial she’s probably an Aberration. you don’t get any new additions to the feature, but it works on twice as many monsters. what is new this time around is your new Deft Explorer feature, Roving. you get a small boost in movement speed, and you have a climbing and swimming speed now. have you seen Chinese mountains? honestly it would probably be easier to just run straight up them.
15. Monk 9: ninth level monks can run straight up them thanks to your Unarmored Movement Improvement- as long as your turn ends on solid, flat ground, you can run over water or up walls. you might think this makes the last level of ranger useless, but having a climbing speed should make it easier to latch onto the cliff face in-between turns so you don’t just fall all the way back down. clever thinking like that’s why you’re a strategist.
16. Monk 10: tenth level monks have a Purity of Body that makes you immune to disease or poison. as far as I’m aware, Taigong Wang never got sick or poisoned in the Investiture of the Gods, and that book’s 100 chapters long. this is mostly because I never read the thing, but still.
17. Monk 11: eleventh level monks get d8s for their martial arts, but more importantly you have a Drunkard’s Luck- or possibly a drunkard’s strategy. whenever you’d have to make an attack, save, or check at disadvantage, you can spend two ki points to cancel it. this also works on rolls where your advantage and disadvantage cancel each other out, which is extra fun. combine this with your magical balance, and now your plans should never fail.
18. Monk 12: we had to spend so many ASIs on feats that one of our stats is still odd, so this last one will be no different. the Slasher feat will even out your Dexterity, but it also reduces a targets speed when they take slashing damage from your whip, and critical hits force disadvantage on that creatures attack rolls for a turn. crits are luck-based, but luck is just strategy you’re too humble to claim ownership of.
19. Monk 13: our penultimate level gives you a Tongue of the Sun and Moon, letting you speak and understand all languages. if you get a couple hundred gods into heaven, you can skip your duolingo practice, those are the rules.
20. Monk 14: the real reason we stuck with monk for so long, our final level gives you a Diamond Soul, granting you proficiency on all saving throws, and even if you fail one, you can spend a ki point to reroll it. having to maintain concentration on hunter’s mark is the worst part of being a ranger, and now that shackle is lifted. go forth, and slap things with slightly more damage than usual.
Pros & Cons
Pros:
Hunter’s Mark is always a fantastic spell to have on a monk due to how many attacks you get each turn. monks already do decent damage, and when you have your mark up you can put some serious pain on people. being able to almost constantly have the thing active since you’ll never drop concentration is also a nice bonus of the build.
speaking of, you almost never fail at anything. you can give yourself advantage, ignore disadvantage, and even fudge your roll a couple times a day. some call it luck, but if it came from a build you chose to use, that’s strategy. and Taigong Wang is a damn good strategist.
whip monks are also great, it’s a shame the last one we built was like, Cursed Arm. you’re already ridiculously fast, and by using a reach weapon you can attack enemies and bolt without needing to disengage, then run out of their reach so they can’t even attempt to retaliate. it’s not quite flight, but it’s up there in terms of good strategy.
Cons:
you can do a lot, but most of that a lot lands in your bonus action, forcing you to choose between most monk abilities. ranger spells, or actually using your beast. variety tends to be a better build goal than just doing one thing well, but it will mean you have to actually think about what you want to do and when.
we also grab a lot of feats, so your overall stat total is lower than most people’s. it’s not a huge issue, but it does mean you’re squishier than I’d like and your spells aren’t powerful.
Beast Master. just. beast master. literally any other ranger subclass would have been a more useful pick, but we needed a shapeshifting buddy. you can’t even ride on him- at least, not comfortably. your tapir will almost certainly die in one round if you take it into a fight, and even trying to use it in combat blocks you from using a ton of your monk abilities.
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granulesofsand · 8 months
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not believing survivors, as a survivor? it's something we've struggled with a lot. at first it was just for our own trauma with specific phrases directed at ourself and distractions (like we'd suddenly stop any conversation/research and be watching a video with no idea how we got there), but now it seems like because that stopped working as well our brain has decided to pull up feelings/phrases to disbelieve *all* survivors. it makes us feel very guilty and we're not sure how to help ourself or even uf this is a program
🗝️🏷️RAMCOA, deprogramming, guilt
Holding Space
Disbelief is a common response for survivors, and can be for anyone in these situations. You’re not alone, and you’re not being bad for having a hard time.
There are a couple things you can do to practice holding space for yourselves and others. Programming around this area typically relies on natural, exacerbated issues and may loosen as you learn.
One of the things our therapist says a lot is that it doesn’t really matter whether or not you’re telling the truth as long as doing the work helps heal you. Human brains are very good at imagining, so processing needs to happen even if it is all made up.
Empathy
Empathy is a good skill to work on. You can start with whichever side comes easier, yourself or others, and pick a topic that feels more neutral.
There are different kinds of empathy, and any of them are a good place to start. Empathizing with others, including inside others, can help build communication and alleviate social guilt.
Emotional empathy is feeling others as though they were yourself, which some people really struggle with. For example, if someone crying makes you sad too.
Cognitive empathy is knowing how others are thinking and how they feel as a result. Maybe someone spills a drink on their white shirt, and you understand that there would be shock at the sensation and distress over stains.
Compassionate empathy can build on either of those, or on the knowledge of social etiquette. This is when you take appropriate action as a display of sympathy, which doesn’t require putting yourself in their shoes. Consoling an anxious peer would be a correct response to another’s experience.
In practice, a consensual sharing of trauma can be validated regardless of whether you truly believe someone, and you can do this as though you were giving a textbook right answer if that’s all that feels tolerable.
A goal would be to gain proficiency in whichever kind of empathy is possible for you. Sometimes none of them are available to you, and distancing from scenarios that require empathy is the best choice for now.
Distress Tolerance
Similarly, it’s more difficult to hold space if your window of tolerance is too low. Distress is a normal reaction, but overdoing it can lead to dissociation or inappropriate action.
Building distress tolerance is slow going, and requires pushing yourself to go a little further every time until you’re comfortable sitting with high arousal topics.
You won’t be ready to look at extreme trauma, internally or externally, until you can withstand the steps leading up to it.
You might be able to respond well to someone who scraped their knee, but not someone who survived sexual assault. Finding your comfort level will help you build, and you might have to start from scratch.
Identifying your own emotions as you tolerate those of others is quite helpful, and that might be another goal if you currently are unable.
Programming
For programming specifically, you can do the ol’ faithful inside inquiry. Ask if anyone is making this happen, and be prepared for responses that aren’t in words or don’t come at all.
Building internal communication around programs is another bullride, and that empathy and distress tolerance are good to have available. I might be able to help with that, too, if it comes up, but it’s nice to have autonomy over your own internal affairs.
Please let us know if you have other questions, or if I didn’t answer this as you needed. Thank you and good luck.
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euphorial-docx · 1 month
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ok so i spent all yesterday working on my hunger games ttrpg system, and i want to share some stuff and be insufferable about it :)
i made 4 different archetypes (aka classes) with 3 subcategories each:
fighter:
soldier — trained by peacekeepers or esteemed mentors, a soldier is disciplined and intelligent in the art of battle. they see combat as a game of chess for them to dominate.
brute — without proper training, brutes learned to fight through experience and necessity. what they lack in finesse, they make up for in untamed brutality.
striker — strikers are gifted in hand-to-hand combat, focusing on swiftness and speed. a weapon is dangerous in their hand, but their bare hands are just as deadly.
rogue:
assassin — assassins are hired killers adept in infiltration and killing. some do it for profit, but others do it for the art of it.
hunter — a hunter is a warrior of the wilderness. they know how to hunt and survive on the margins of society, using nature to their advantage.
swindler — a swindler’s strength lies in both their knife and their words. their training relies on speed, wit, and intrigue to fool targets and steal whatever their hearts (or contracts) desire.
performer:
musician — finding a home in the limelight, musicians can entertain with their stage presence and charm audiences or restore vitality through song.
actor — actors are masters of theater, able to perform under the most dire of circumstances and harness the power of well-spoken words to influence those around them.
craftsman — craftsmen are less flashy than other performers, but their creativity can create both beautiful art as well as weapons made to deceive audiences.
scholar:
engineer — engineers are gifted tinkerers. whether self-taught or under mentorship, they can create helpful tools or even weapons of mass destruction with nothing but scraps.
medic — medics are skilled healers. when themself or others are injured, being adept with needles or medicine could mean the difference between life and death.
naturalist — naturalists are savvy in the ways of nature and its order. they know which plants are edible, where to find water, and if that snake bite was venomous.
players unlock feats specific to their subclass everytime they level up. there are only 3 levels: base level for training, median level for the first half of the games, then advanced level for the second half of the games.
i didn’t want to make players op by having a lot of levels or having levels that they won’t event reach because getting that much xp is impossible. but i also wanted to keep it interesting and guarantee that they will see their tribute improve, so i made the leveling up timeline based instead of xp based.
i also made backgrounds for the players to choose from, so here those are too:
rebel
spy
hermit
peacekeeper
elitist
criminal
entertainer
brawler
champion
artisan
academic
addionally, i made a needs threshold system as well, so while playing you need to take care of: hunger, thirst, sanity, carrying capacity, exposure, and sponsors. needs like hunger, thirst, and exposure are constantly depleting, while sanity loss will need to be determined by rolling a 1d6 whenever specific scenarios happen— there’s a whole Thing for sanity that i won’t get into because there’s a lot to it.
i kept the system similar to how dnd operates. so that means there are armor classes, movement speeds, proficiencies, abilities, etc etc. all that fun nerdy stuff.
and i also created a trait system! where with each level up they get to pick an additional trait with every level up. some traits are:
lifted burdens: your carrying capacity increases by 5. at the advanced level, it increases to 10.
strong-minded: your sanity threshold increases by 5. at the advanced level you take half damage to your sanity.
affluent: you begin with, or gain, 1 sponsor that cannot be revoked (but is only available to tributes from career districts). this affect stacks with every level.
intuition: you can track time, direction, and detail with precision. your wisdom increases by 1. you always know which way is north, the number of hours left before the next sunrise or sunset, and you can accurately recall anything you have heard or seen throughout the entire game.
star quality: you gain +2 to all charisma checks
this is all subject to change and improvement! i’m still working out a lot of things, but these are some of the bare-bones basics!
there won’t be too many abilities/feats for them to get (as it’s just one feat + trait per level, so only 6 new features total), so my next idea is to potentially have perks, and maybe even disadvantages, according to which district your tribute is from.
nothing too intense, but small and simple things like maybe having a “district dice” that you roll on checks relating to your district’s main industry, but you can only use that dice like 3 times total during the campaign. just an idea.
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nerdythebard · 1 year
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#56: Malenia, Blade of Miquella [Elden Ring]
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[Art Credit: Aleksandra Skiba on ArtStation] ---
What's her name again?
This request comes from an anonymous reader. Surely, their goal was to give some of you lovely folks violent flashbacks. It is in fact time to venture into the world of Elden Ring and yet again face Malenia, Blade of Miquella. I'll be completely honest, I do not get the appeal of Souls games, so I never bothered to look into them, but you all very well know that your wish is my command. So let's step into the arena!
Next Time: GODDAMNIT, BARBARA!
Let's see what we need to equip for this fight:
I am Malenia
Blade of Miquella
And I have never known defeat
Um... okay... whatever you say.
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Malenia, Blade of Miquella, is a demigod, and specifically mentioned to be an Empyrean; in D&D terms, Empyreans are celestials so that will make her an Aasimar. Using the new rules from Mordenkainen's Monsters of the Multiverse, we get a +2 and a +1 to two abilities of our choice (let's get Dexterity and Constitution respectively), speed of 30 feet, Celestial Resistance to necrotic and radiant damage, 60 feet of Darkvision, the Light cantrip, and the Healing Hands ability that lets us heal a creature for [our proficiency bonus x d4] once per long rest as an Action.
Malenia, Blade of Miquella (this is the last time, I promise), is going to have the Soldier background, as we can definitely use those Athletics and Intimidation proficiencies. We also gain proficiency with one gaming set and operating land vehicles, and the Military Rank feature, which will make soldiers related to our former (remember, the concept is that D&D characters begin their new lives as adventurers) organisation recognise us, and may provide us with supplies, shelter, or help.
ABILITY SCORES
We'll start with Dexterity, as we need to be nimble with our moves and swing our weapon better than Benny Goodman. Constitution will be next, since we've never known defeat. Follow that up with Wisdom, for our Rot damage.
After that, we get Charisma - Malenia's got that intimidation skill perfected. Strength will be on the lower end, in case we need to switch weapons, and we're gonna dump Intelligence - we just need others things more.
CLASS
Level 1 - Fighter: We start with the classic, but a useful one. Fighters start with a d10 as their Hit Dice, [10 + our Constitution modifier] initial Hit Points, proficiencies in light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. Apart from her helmet and prosthetics (the latter of which you can also get, as described in Tasha's Cauldron of Everything), Malenia doesn't appear to use any armour, so we'll skip that for now, and grab her a rapier; it's not exactly a katana, but it's the best finesse weapon we can get for now.
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Our saving throws are Strength and Constitution, and we get to pick two class skills from the list (Acrobatics and Perception).
Fighters get to pick their Fighting Style. You could consider picking Blind Fighting since Malenia has no eyes and doing so would make you aware of everything within 10 feet of you, but in this case we need to deal damage and a lot of it; we're going with Dueling. When we're wielding a melee weapon in one hand and no other weapon, we get a +2 to damage rolls.
Fighters also get to tap into Second Wind. As a bonus action, we can regain [1d10 + our Fighter level] once per short or long rest.
Level 2 - Fighter: With Action Surge we can now take one additional Action on our turn once per short or long rest.
Level 3 - Fighter: We choose our first subclass, our Martial Archetype. Malenia uses a long katana/odachi, but because her spirit is essentially unbreakable (and she's never known defeat), we're gonna go with the Samurai archetype. We get a bonus proficiency in one skill from the list (Insight) and we gain Fighting Spirit; as a Bonus Action, we can give ourselves an advantage on weapon attack rolls until the end of our turn and gain 5 Temporary Hit Points. We can use this ability three times per long rest.
We also gain a racial ability - Celestial Revelation. We get to choose a form to transform into for 1 minute as a bonus action (once per long rest). To keep with Malenia's Rot theme, we're gonna get the Necrotic Shroud; creatures within 10 feet of us who can see us must make a Charisma saving throw or become frightened of us until the end of our next turn. Additionally, once per turn we can deal extra [our proficiency bonus] necrotic damage to a single target when making a weapon attack or cast a spell.
Level 4 - Monk: Let's jump classes for some faster and more nimble slashes. Multiclassing into Monk gives us proficiency with stuff we already know, so instead we jump straight into Unarmed Defense. While wearing no armour or shield, our AC becomes [10 + our Dexterity modifier + our Wisdom modifier]. We also learn Martial Arts. When benefitting from Unarmed Defense and using our bare hands or a monk weapon (which the rapier qualifies as), we gain the following benefits:
We can use Dexterity instead of Strength for attack and damage rolls of our unarmed and monk weapon strikes.
We can use a 1d4 instead of the dice used for our unarmed strikes and monk weapon attacks (the value changes as we level up).
When we use our Attack action to do an unarmed strike or a monk weapon attack, we can use our Bonus Action to make an unarmed strike.
Level 5 - Monk: We gain access to the Monk's resource - the Ki energy. We start with a pool of Ki Points (that we recover when we finish a short or long rest), which we can spend to achieve the following effects:
Flurry of Blows: Immediately after making an Attack, we can spend 1 Ki point to make two unarmed strikes as a bonus action.
Patient Defense: Spending 1 Ki point lets us take the Dodge action as a bonus action.
Step of the Wind: Spending 1 Ki point lets us take the Dash or Disengage actions as bonus actions, and doubles our jump distance for the turn.
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We also gain Unarmoured Movement. When not wearing armour or using a shield, our speed increases by 10 feet.
Level 6 - Monk: Here, we learn how to Deflect Missiles. Whenever we're a target of a ranged weapon attack, we can use our Reaction to attempt to reduce the damage by [1d10 + our Dexterity modifier + our Monk level]; if the result reduces the damage to 0, we catch the projectile and can use the same Reaction to throw the projectile (range 20/60) and make an attack.
We get to pick our second subclass, our Monastic Tradition. To get better with our only weapon, we're gonna choose Way of the Kensei. We can now make our rapier a kensei weapon, which will give it extra bonuses. We gain proficiency with either caligrapher's supplies or painter's supplies (choose either), and with Agile Parry, if we make an unarmed strike as part of our Attack, we can gain a +2 to our AC by using our weapon to defend ourselves. We also gain Kensei's Shot, but since we're not using ranged weapons, we'll skip that one.
Level 7 - Monk: Finally, we get our first Ability Score Improvement. We're gonna boost our Dexterity and Constitution, as it will be useful in the next level. Here, we also gain Slow Fall, which helps us when falling, reducing fall damage by [our Monk level x5]. I would also ask your DM if you can take the optional feature Quickened Healing from Tasha's (since we didn't get anything when multiclassing), which lets you spend 2 Ki Points to roll a Martial Arts die and heal the rolled number of Hit Points.
Level 8 - Druid: Time to make some things rot. Multiclassing into Druid once again gives us proficiencies we already have, so we'll jump straight into Spellcasting. Wisdom is our casting ability and we know cantrips and rituals. Druids have access to their full spell list, and they can prepare [our Wisdom modifier + our Druid level] spells each day. We start by choosing two cantrips (Infestation and Resistance) and two 1st-level spells (Jump and Longstrider). We also learn Druidic, a language unique to the druids.
Level 9 - Druid: Although druids gain their signature ability, Wild Shape here, we will not focus on that in this build (we will be using the resource for something else), so allow me to skip straight into picking our third subclass - our Druid Circle. There is absolutely no question here, we're picking Circle of Spores.
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From the circle conntected to rot and decay, we pick up our first feature: Halo of Spores. We're surrounded by an invisible aura of spores and bacteria, which we can unleash onto a target. Whenever a creature moves into a space within 10 feet of us (or starts its turn there), we can use our Reaction to deal 1d4 necrotic damage (unless the target makes a Constitution saving throw) which increases as we level up (1d6 at lv. 6, 1d8 at lv. 10, and 1d10 at lv. 14).
We can also channel magic into our own spores to create a Symbiotic Entity. By sacrificing one usage of our Wild Shape, we can awaken the spores on our body and gain [4 Temporary Hit Points per Druid level], as well as the following benefits (which last for 10 minutes or until we lose the THP or until we use Wild Shape again):
When we deal damage from our Halo of Spores, we roll the damage die a second time and add it to our attack
Our melee weapon deals extra 1d6 necrotic damage to any target we hit
We can also get another spell; let's grab Protection from Evil and Good.
Level 10 - Druid: Halfway through the build and we don't unlock anything class-related, only 2nd-level spells. Enhance Ability may aid us in case of saving throws for abilities we do not excel at, and we pick up two spells from our subclass: Blindness/Deafness and Gentle Repose.
Level 11 - Druid: Time for another ASI. Putting two points into Dexterity, we now max our primary damage-dealing and evasive ability. We also collect one more 2nd-level spell, Wither and Bloom, and one more cantrip - Primal Savagery.
Level 12 - Druid: Once again, we do not unlock any class features but we get 3rd-level spells. Let's grab Plant Growth, and get Animate Dead and Gaseous Form from our subclass.
Level 13 - Druid: We get our second subclass feature - Fungal Infestation. We can now spread our spores to a recently killed person or beast. If a Small or Medium creature dies within 10 feet of us, we can use our Reaction to animate it for 1 hour (or until defeated or dismissed) with 1 Hit Point. We can use this feature a number of times equal to our Wisdom modifier per long rest. The Cleanrot knights will now serve us!
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Level 14 - Monk: Time to get more sword strikes to our build. We get Extra Attack - we can now attack twice, instead of one time, during a single Attack action (plus unarmed strikes as a Bonus Action). We also get Stunning Strike; when we hit a target with our melee weapon attack, we can spend 1 Ki Point to attempt to stun the target. The target has to make a Constitution saving throw or be stunned until the end of our next turn. Additionally, our Martial Arts die becomes 1d6.
Level 15 - Monk: Our Unarmoured Movement bonus is now +15 feet. At this level, we can now deal extra Punchables™ with Ki-Empowered Strikes; our unarmed attacks now count as magical for the purpose of overcoming resistances and immunities. From our subclass, we gain One with the Blade, which gives us the following benefits:
Magic Kensei Weapons: Our kensei weapon attacks now count as magical for the purpose of overcoming resistances and immunities.
Deft Strike: When we hit the target with our kensei weapon, we can spend 1 Ki Point to add extra damage to our weapon equal to our Martial Arts die. We can only do so once per turn.
Level 16 - Monk: At this level, we get two really useful abilities to avoid harm. Evasion allows us to take no damage when failing a Dexterity saving throw would make us take half damage (and half damage if we'd normally take full damage). With Stillness of Mind, we can use our Action to shake off one charmed or frightened effect.
Level 17 - Monk: Time for another ASI. Let's put one point into Wisdom and one into Constitution.
Level 18 - Monk: We gain Unarmoured Movement Improvement. We can now effortlessly move across vertifcal surfaces and liquids without sacrificing any loss of movement.
Our Unarmoured Movement bonus is now +20 feet. With Purity of Body we are now sure that the Rot or any of its strains will touch us, as we're immune to poison and disease.
Level 19 - Monk: For the final ASI, we'll put one point into Constitution and leave the last one into Intelligence.
Level 20 - Monk: Our capstone is Monk 12, which gives us our final subclass upgrade: Sharpen the Blade. We can now imbue our weapon with Ki, spending up to 3 points to increase the weapon's attack force, damage, or both for 1 minute. Our Martial Arts die also changes into 1d8.
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And that's Malenia, Blade of Miquella, who has never known defeat! (I had to squeeze that last one in!). Let's see what we have here:
First of all, we have a lot of ways to deal damage, depending whether we with to attack with our weapon, our unarmed stikes, or our Rot powers. We have also several ways of sustaining ourselves, whether by gaining Temporary Hit Points, healing with Second Wind, or casting a spell.
Our AC is 17 (+2 if we use Agile Parry), we have 50 feet of movement, a +5 to our initiative, and the average of 163 Hit Points.
This build is also difficult to maintain because of a triple multiclass, which means a lot of resource management: Ki Points, Wild Shape, Spell Slots, Martial Arts die... plus, the many options of attacking and several versions of managing your Action, Bonus Action, and Reaction moveset, this may cause some confusion.
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Ho boy, that was something. It seems to be a satisfying build, but I also feel like I've spent a bit too much on it. I also had to reschedule the next build, but I'll explain why later. If you want to, I'll also provide commentary on the few controversies with Wizards of the Coast and D&D situation, but all in due time.
Remember that I love you and wish you all a good day or night!
-Nerdy out!
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