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#dnd 5th edition
artandstarstuff · 2 months ago
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Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
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zhjake · a month ago
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Highfane unique lineage 2/3, Woodwose.  Folks, if you liked big crab, I think I can interest you in big turnip
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homebrew-a-la-traumaverse · 8 months ago
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The Pantheon Domain - A 5E Cleric Subclass Homebrew. For the cleric whose faith is as fickle as the gods themselves. Great for roguelite lovers. You’ll have to figure out what you can do with the tools at your disposal every day. Links in reblog!
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leidensygdom · 2 months ago
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The Fighter, sixth of the 14 DnD themed designs I did! Now, I've had some fighter NPCs, but they aren't my prime choice. In a world filled with magic, it's hard for me to pick the regular sword guy! But they're usually a good starter class. What class did you start with?
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naturalnerdz · 6 months ago
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clericofsune · 4 months ago
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Translating the Gaang to DnD 5e
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When I say “translating” what I mean is converting their party roles to a DnD party while not strictly adhering to their powers and abilities so strictly. The reason for this is that because they need to use elemental magic, it would get rather boring having all of them be Sorcerers. So this is more or less an approach of what they would be if they’d been born in the world of Dungeons and Dragons as their original setting.
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AVATAR AANG CIRCLE OF WILDFIRE DRUID
This one may come across as a surprising choice, but I think it fits for Aang thematically. As the Avatar, Aang is responsible for balancing the world between humanity, nature, and spirits. He’s cried over a burnt forest, felt drawn to a swamp as though it was calling to him, and eventually learned how to listen to the earth itself. The Circle of Wildfire creates an interesting connection to the Avatar Cycle. The idea that death is merely a phase of life. That destruction and death lead to new life, and that death is never the end. Just as the forest will grow back after a wildfire, so too will the Avatar return when they’ve passed away. There is an argument to be made for Divine Soul Sorcerer as Aang literally has the spirit of Raava inside of him, but both Sokka and Katara have pointed out how wise and insightful Aang is. That sagely wisdom is why I leaned toward Druid over Sorcerer. A 1 level dip into Monk can make Aang more elusive, but Druids do get spells for all 4 bending elements, allowing Aang to stay true to his avatar roots.
Protector Aasimar (+2 CHA/+1 WIS) Background: Hermit (Medicine, Religion) Druid Skills: Arcana, Animal Handling
AANG’S SPELL LIST C Create Bonfire, Gust, Mold Earth, Shape Water 1 Burning Hands, Cure Wounds, Earth Tremor, Ice Knife 2 Dust Devil, Gust of Wind, Flaming Sphere, Scorching Ray, Warding Wind 3 Erupting Earth, Plant Growth, Revivify, Tidal Wave, Wall of Water 4 Aura of Life, Control Water, Fire Shield, Stone Shape, Watery Sphere 5 Control Winds, Flame Strike, Malestrom, Mass Cure Wounds, Wall of Stone 6 Bones of the Earth, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth 7 Fire Storm, Whirlwind 8 Earthquake, Tsunami 9 Storm of Vengeance
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KATARA LIFE DOMAIN CLERIC
Between the death of her mother and her father being a soldier, not to mention women being expected to be healers within her culture, I would not be surprised to find that Katara was sent to a temple to train in the healing arts under her gran gran, choosing to eventually strike out on her own by Aang and whatever shenaningans he drags her and Sokka into. When it came to her spell list, I remembered her famous quote “I don’t want to heal, I want to fight”, so I made sure she was more than capable of bringing the pain as well as taking it away.
Variant Human (+1 WIS/+1 CON) Bonus Skill: Athletics Feat: Inspiring Leader Background: Acolyte (Insight, Religion) Cleric Skills: Medicine, Persuasion
KATARA’S SPELL LIST
C Light, Sacred Flame, Spare the Dying, Toll the Dead, Word of Radiance 1 Bless, Ceremony, Cure Wounds, Guiding Bolt, Inflict Wounds, Sanctuary, Shield of Faith 2 Augury, Lesser Restoration, Prayer of Healing, Spiritual Weapon, Warding Bond 3 Aura of Vitality, Beacon of Hope, Clairvoyance, Remove Curse, Revivify, Spirit Shroud, Water Walk 4 Aura of Life, Control Water, Death Ward, Divination, Guardian of Faith 5 Commune, Flame Strike, Greater Restoration, Holy Weapon, Mass Cure Wounds, Raise Dead 6 Harm, Heal, Sunbeam 7 Resurrection 8 Sunburst 9 Mass Heal
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SOKKA BATTLEMASTER FIGHTER
Like Katara, Sokka likely ended up having to live in a temple, though not all who serve the gods are Clerics. Sometimes, knights are trained to guard and protect the temple and the priests inside, and I think Sokka would have followed this path to stay with his sister and look after her, becoming something of a bodyguard to her. This is also seen in the show itself, Sokka’s main reason for traveling with Aang and Katara initially was to watch out for his sister and protect her, and kicking some firebender butt along the way was an added perk. Sokka’s primary character arc revolves around coming into his own as a strategist, so the Battlemaster Fighter felt like a natural translation of his abilities, and is also how I would build ATLA Sokka as well, so he’s one of the few characters I probably wouldn’t change.
Variant Human (+1 STR/+1 CON) Bonus Skill: Performance Feat: Slasher (+1 STR) Fighting Style: Dueling Background: Soldier (Athletics, Intimidation) Fighter Skills: Insight, Perception, Survival
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TOPH BEIFONG BEASTMASTER RANGER
While this might seem odd at first, I think this is the most appropriate build for Toph in a DnD setting. Firstly, the Ranger class gets to pick a fighting style, and they can pick the Blind Fighting style so Toph can fight without needing to see. Secondly, Toph is connected to the Earth. Aside from the Druid, no other class is as connected to nature and the earth than the Ranger. Thirdly, Toph ends up a hermit living in a swamp. So clearly given the choice between dealing with people or living alone in the wilderness, Toph is going to pick the wilderness every time. She even learned how to see and fight by leaving civilization and learning from animals in nature, and she complained about feeling “confined and restricted” upon entering Ba Sing Se, showing a clear distaste for cities and large crowds of people. As silly as the idea of a blind archer might seem, Toph is surprisingly appropriate as a Ranger. I chose Beastmaster as while ATLA Toph doesn’t have an animal companion, I could easily see DnD Toph having a Badgermole mount or some other Beast of the Earth by her side. Or perhaps give her a Winged Boar, since it’s the symbol of her family.
Variant Human: (+1 DEX/+1 WIS) Bonus Skill: Intimidation Feat: Alert Fighting Style: Blind Fighting Background: Outlander (Athletics, Survival) Ranger Skills: Animal Handling, Nature, Perception
TOPH’S SPELL LIST 1 Ensnaring Strike, Hunter’s Mark, Searing Smite, Speak with Animals 2 Beast Sense, Summon Beast 3 Conjure Animals, Conjure Barrage, Speak with Plants 4 Dominate Beast, Locate Creature, Guardian of Nature 5 Commune with Nature, Conjure Volley, Swift Quiver, Wrath of Nature
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ZUKO THIEF ROGUE
When Zuko’s not firebending, he shows a mastery of ninjutsu techniques. Between the Blue Spirit, his infiltration of the Northern Water Tribe, and his teaming up with Katara in the Southern Raiders, we see time and again that Zuko is well-equipped for stealth missions, utilizing the ninjutsu arts of In-Nin and Yo-Nin, sneaking in covertly without being seen, and hiding in plain sight to avoid detection. We also see in the show that Zuko has no issue with theft, as his second outing as the Blue Spirit is used to disguise himself as he robs and intimidates Earth Kingdom civilians. I could see Zuko being the son of a powerful crime lord, with his sister as a dangerous assassin while he’s a skillful and nimble thief. Or perhaps he was abandoned by his posh, aristocratic family and took up a life of crime to survive. There’s a lot of ways to cook a backstory for Zuko here, but being a Thief feels about right for where Zuko would be in the world of Dungeons and Dragons. Like with Aang, one level of Monk can make Zuko more dexterous and nimble if one so chooses.
Variant Human: (+1 DEX, +1 WIS) Bonus Skill: Intimidation Feat: Fighting Initiate (Two-Weapon Fighting), Dual Wielder Background: Urban Bounty Hunter (Deception, Stealth) Rogue Skills: Acrobatics, Athletics, Sleight of Hand, Perception Rogue Expertise: Athletics, Acrobatics, Sleight of Hand, Stealth
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SUKI WAY OF KENSEI MONK
The other character I’m unlike to change, Suki has been trained in hand-to-hand combat as well as weapon training. However, unlike the Unarmed Fighting Style Fighter, Suki clearly showcases that she’s far more focused on dexterity, and the Unarmed Fighting Style focuses on Strength-based punching. So, the Way of the Kensei Monk is the best way to make her able to fight with Dex-based hand-to-hand combat or dex-based weapon attacks, such as with her fans, a sword, or a bow.
Variant Human: (+1 DEX/+1 WIS) Bonus Skill: Performance Feat: Fighter Initiate (Dueling Fighting Style) Background: City Watch (Athletics, Insight) Monk Skills: Acrobatics, Perception
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I think all around, the Gaang translates pretty well to the DnD setting. Obviously, some powers are lost in the process, but their actual core personalities remain in tact, and the skills and abilities they learn from the DnD world feel organic to the types of people they would be in this alternate universe without bending. If you want to see how they’d be built without losing their elemental powers though, check out their builds on Youtube by Tulock the Barbraian, he’s the main reason I did a translation post instead of a direct build post.
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sepezzz · 4 months ago
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pls drop name suggestions for my drow elf barbarian, my campaign starts in 2 days audfvdhf
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alysshawke · a year ago
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Me: *has to resolve a problem in DND*
Me: May I quick look over my notes on my phone?
DM: Of course
Me on my phone:
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raeynbowboi · 6 months ago
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How to Play as Gwen Tennyson in DnD 5e
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Today, I’m building Gwen Tennyson from the Ben 10 franchise. Specifically, I’m building Gwen from the Ben 10: Alien Force and Ben 10: Ultimate Alien era, as it altered the capacity of Gwen’s magic from the Original Series. These were also the last Ben 10 series I ever watched, so I don’t know much about her later counterparts due largely to hating the later art styles.
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Although Gwen looks human, she’s technically an alien energy being wrapped in a layer of skin. More specifically, she’s an Anodite, inheriting her powers from her grandmother, Verdona Tennyson. Gwen’s full Anodite form is capable of flight, which her base form cannot do, and she cannot stay in her Anodite form for long without risking never turning back to human. That sounds awfully similar to a Protector Aasimar, which causes her to glow with radiant energy, fly, and unleash more power when casting her spells. Thanks to Tasha’s Cauldron of Everything, we can alter her stats to +2 INT, +1 WIS. She gains 60 feet of Darkvision, the Light cantrip, learns Celestial, resists Radiant and Necrotic damage, can heal with her touch, as well as the Radiant Soul feature.
For her background, Gwen is a member of the Plumbers, a secret organization that deals with alien threats to the Earth. That’d make her a Faction Agent for Insight to find aliens in disguise, and Arcana to know lore about aliens.
Gwen is neither rule-oriented or a rule-breaker, making her Neutral Good.
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WIZARD SCHOOL OF ABJURATION
Gwen’s primary thing a fight is to throw up a barrier or shield. While her magic is wide and varied, making her a good candidate for a Wizard, her shields and barriers are her go-to in combat. I did consider Sorcerer, as her ability to do magic originates from her Anodite ancestry, which would make her a Divine Soul Sorcerer, but Sorcerers have miniscule spell lists, and Gwen didn’t just get her magic. In the original series, Gwen had to study magic to learn it, and this is upheld in the Alien Force series. She has the capacity for magic as an Anodite, but has to study magic to hone her skills. Without study, she’d just be an alien in human skin. Her Arcane Ward can also act like her barriers, providing temporary cover but breaking when the Temporary HP runs out.
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BASIC INFORMATION
BUILD School of Abjuration Wizard (20)
STATS STR 8 DEX 18 CON 14 INT 20 WIS 12 CHA 12
SAVING THROWS STR -1 DEX +4 CON +2 INT +11 WIS +7 CHA +1
COMBAT INFO HP: 122 AC: 17 Speed: 30 feet Initiative: +4 Darkvision: 60 feet Passive Perception: 11
SKILLS Arcana (+11) History (+11) Insight (+7) Investigation (+11)
RESISTANCES Radiant Necrotic Spell Damage
FEATS Eldritch Adept
ELDRITCH INVOCATIONS Armor of Shadows
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GWEN’S SPELL BOOK
C Blade Ward, Fire Bolt, Light, Mage Hand, Message 1 Detect Magic, False Life, Feather Fall, Jump, Magic Missile, Shield, Tenser’s Floating Disk, Thunderwave 2 Augury, Earthbind, Flaming Sphere, Hold Person, Levitate, Shatter 3 Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Glyph of Warding, Lightning Bolt, Magic Circle, Protection from Energy, Sending 4 Dimension Door, Divination, Locate Creature, Otiluke’s Resilient Sphere 5 Bigby’s Hand, Hold Monster, Passwall, Scrying, Telekinesis, Wall of Force 6 Arcane Gate, Chain Lightning, Fizban’s Platinum Shield, Globe of Invulnerability, Investiture of Flame, Tasha’s Otherworldly Guise 7 Crown of Stars, Forecage 8 Telepathy 9 Invulnerability
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FEATURES
Abjuration Savant: Halve time and cost to copy Abjuration spells into your spell book. Arcane Recovery: Recover up to 10 spell slots of 5th level or lower on a short rest. Arcane Ward: When you cast an Abjuration spell, gain 45 temporary hit points. This ward lasts until it is depleted or you take a long rest. Healing Hands: Restore 20 HP with a touch once per long rest. Improved Abjuration: Add your proficiency bonus to Abjuration spells that require an ability check as part of casting the spell. Projected Ward: Your Arcane Ward can protect another creature within 30 feet of you. Radiant Soul: Gain a flying speed of 30 feet, and add radiant damage equal to your level to one instance of attack or spell damage per turn for a minute once per long rest. Signature Spells: Cast Counterspell and Protection from Energy once per long rest without using a spell slot. Spell Mastery: Cast Shield and Hold Person without using spell slots. Spell Resistance: Gwen has advantage on all spell saving throws, and resists all spell damage.
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While we can’t do everything Gwen can do, such as her platform staircases, we’ve done a pretty good job translating her abilities to DnD. Aliens are always a little sketchy in DnD since sci-fi and fantasy don’t tend to blend well, but then, Ben 10 as a series never was one to shy away from aliens and wizards existing in the same universe.
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r-n-w · 7 months ago
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✨ The Wild Magic Marshes of the Soddenweald ✨
From magical amber slimes born from the wild magic that bubbles through the fen, to ancient hardback turtles causing a surprising amount of mayhem in the marsh, the Soddenweald is teeming with life! Just keep an eye out for the hideous swamp pest, the Gullrat!
Back the Soddenweald Kickstarter today!
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mythmaker5e · a month ago
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INK MAGIC’s quintessential cantrip ✒
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artandstarstuff · 2 months ago
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Origin ideas for paladins! See them all and support me here.
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oopsallwarlocks · 7 months ago
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So the other day I saw a TikTok saying amongst other things, that Warlocks should use Spell Points instead of Pact Magic. Now naturally, because anything was said about Warlocks, I had to look into it, and guys? I’m kind of in love with this idea.
Now for those who don’t know, Spell Points are an alternate method of casting found in the DMG, basically replacing a fixed number of spell slots with what is essentially a mana pool. You have X number of points per long rest, and can spend a certain amount to cast a spell of a certain level, and each level of spell costs a different amount. It’s a much more hands on method of casting that requires a lot more resource management, but I think it’s very interesting.
Now why do I like this more than Pact Magic? By no means do I dislike Pact Magic; it necessitates more tactical use of spells, which I like, and I think that restriction breeds creativity. But I also think that it takes way too long for Warlocks to get a third spell slot, which, despite being a full caster, makes it really difficult to keep pace with other party members and honestly forces too much reliance on Eldritch Blast, which can make combat very stale.
Another issue I take with Pact Magic is how it makes certain spells obsolete. Good, useful spells like Hex, Shield, and Misty Step that, despite loving those spells, I find myself never using during higher level play, because, not only do I not want to use one of my 2 or 3 spell slots, I don’t want to have to use a 5th level slot on a 2nd level spell that doesn’t scale. I also find myself avoiding big, splashy, damaging spells like Fireball or Cone of Cold, that the game clearly wants you to use with your big 5th level slots, but they just don’t do enough to justify how much resource I’m putting into it, comparatively.
So why Spell Points? I just genuinely think that it’ll give Warlocks some much needed versatility in their spell casting. Despite how customizable the class is, I do think they, more often then not, end up being just the “I cast Eldritch Blast” class. Capping spell levels to 5th but allowing for spells to be cast at lower levels will keep utility spells viable without being a massive strain on resources. Keep the Mystic Arcanum as is, because I do think that’s a good way of handling higher level spells. Above all, I think having Warlocks use spell points helps keep them feeling unique so far as spell casters go, which is the point of Pact Magic anyway.
So yeah. Spell Points.
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dungeon-strugglers · 5 days ago
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✨New item!✨ Greataxe of Unbridled Fury Weapon (greataxe), very rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magical weapon. While holding the axe you can use a bonus action to enter a state of fury. While furious you gain the following benefits:
You have resistance to psychic damage.
You have immunity to the charmed and frightened conditions. If you are charmed or frightened when you enter your fury, the effect is suspended for the duration of the fury.
Magic can’t put you to sleep or detect your thoughts.
The axe gains an additional +3 bonus to melee damage rolls.
If you are able to cast spells, you can't cast them or concentrate on them while furious. Your fury lasts for 1 minute. It ends early if you are knocked unconscious, if you drop the axe or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action. The axe can't be used this way again until the next dawn. The first time you are reduced to less than half your total hit points and you have already entered a state of fury today, there is a 50% chance you regain 1 use of it.
Curse. The first time you enter a fury, make a DC 1 Wisdom saving throw. On a failure, you lose control and go on a murderous rampage. The rampage lasts 2d4 hours. Each subsequent time you enter a fury, the DC increases by 1, to a maximum of 20. Once a rampage is triggered, the DC resets to 5. If you trigger a murderous rampage, you become hostile to all creatures and your fury lasts for the entire duration of the rampage. The DM may take control of your character and use any of your abilities to their discretion. This rampage can be ended early if you are targeted with the remove curse spell or you begin your turn on a different plane from the axe. When the rampage ends, you gain 1 level of exhaustion.
“The fury of Daughter could not be stopped! Her rage burned hotter with each head she lopped! Her will was unshakeable, her bloodlust, unslakeable! Their last resort: a cage made unbreakable! They trapped her soul inside of an axe! Oh no here she comes, quick! Cover your tracks!” - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 125 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!🧙‍♂️
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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coffeecup-homebrews · 2 months ago
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I'm working on making bios of the gods in my world in the style of Theros's gods, complete with piety benefits. As two of the party members worship Melora, I thought I'd start with her. This is directly ingrained into the lore of my homebrew world of Ellowyre, so it definitely will not fit into every setting, but I hop you enjoy it! (Portrait of Melora made using Worldspinner’s Portrait Workshop app)
Get PDF | Support me on Ko-fi
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homebrewingverity · a month ago
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Markweaver v2.0
The Markweaver is a class built around the idea of magical tattoos and the abilities that could come with those. It is mainly designed to be at home in my homebrew setting of Verity, but frankly it could work just about anywhere! The class itself is focused on supporting their allies by enhancing their damage, healing them, and controlling enemies while having a ton of unique utility options like grafting animals onto your party, manipulating and sharing memories, or running around with a living tattoo familiar!
The Markweaver is a complete class including 4 subclasses, 20 Empowered Tattoos (Think invocations from warlocks), and 20 (soon to be more) different marks for you to place upon your enemies or friends! Please check it out and leave feedback here or on the gmbinder link.
I'd love to hear your experiences and everything else, good and bad!
GM Binder Link: https://www.gmbinder.com/share/-MjAjtPbtls9sDfWeTHF
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5theditionhomebrewing · 3 months ago
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Hello. One more character? First Character Second Character
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solariads-special-hell · 6 months ago
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A sketch of the character I'm using for a Ravenloft table I'm playing. Is a really feral and chaotic goblin. It's super fun to play with her!
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naturalnerdz · 7 months ago
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raeynbowboi · 7 months ago
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How to Play as Constantine in DnD 5e
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I was asked to try and build Constantine next, and I’m glad my next commission was so easy on the eyes. So, as I add Constantine x King Shark to my fleet of ships, let’s dissect how to play as this bad boy demon hunter. To clear the air, yes I have seen Tulock the Barbrarian’s build and, frankly, I disagree with his approach. I don’t do builds that are just retreads of Tulock’s builds, so I wouldn’t be making this post if I didn’t have a different angle to approach his build from.
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John Constantine is a Human from Liverpool, England, but magic runs in his family. As such, we’ll make Constantine a Variant Human. As a Variant Human, we’ll give John +1 INT, +1 CON. We’ll give him Deception as his free skill of choice. For his free feat, we'll give him Resilient for +1 CON and proficiency with CON saving throws. Not only will this let him concentrate on spells better, but CON saves will also ensure we can see straight, even when we’re 42% gin, and 58% regrettable life choices.
For his background, we've got a few options here. Constantine is a close-up magician and a punk rock musician which sounds like an Entertainer for Sleight of Hand and Performance, but he’s also an occultist detective, which is more of an Investigator for Insight and Investigation, and he’s also something of a con artist, which would make him a Charlatan for Deception and Sleight of Hand. Pick your poison, but for the purposes of this build, I’ll be treating him as an Entertainer for Sleight of Hand and Performance.
For his alignment, Constantine may not care about taking care of himself, but he does care about protecting others, making him Chaotic Good.
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WIZARD
SCHOOL OF THEURGY (Knowledge)
There really was no other option for building Constantine. He has a wide utility belt of spells like a wizard, and deals with religious magic like a cleric. The School of Theurgy is the only way to combine the two. However, there are two domains that fit Constantine: Arcana and Knowledge. If Constantine was a Cleric, he’d be an Arcana Domain Cleric for sure, as they focus on banishing extra planar creatures and removing spell effects on others, which feels right in Constatine’s wheelhouse. But Knowledge Domain Clerics get added skill expertise, mind reading, and glimpsing the past, which is something Constantine also does. He’s able to tell just by entering a room that something terrible has happened there, and the Knowledge Domain is a good fit for a detective. Both work, but as Arcana overlaps with Wizard in many key ways, I’ll build Constantine as a Knowledge Domain Theurgist. Obviously though, Arcana fits him just as nicely, and there’s no problem if you prefer Arcana. For your Wizard skills, you gain expertise in Arcana and Religion from the Knowledge Domain, and you can take Insight and Investigation as your skills of choice from the Wizard skill list.
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BASIC INFORMATION
STATS STR 8 DEX 10 CON 20 INT 20 WIS 14 CHA 10
SAVING THROWS STR -1 DEX 0 CON +11 INT +11 WIS +8 CHA 0
COMBAT STATS HP: 222 AC: 10 Initiative: 0
SKILLS Arcana (+17) Deception (+6) Insight (+8) Investigation (+11) Performance (+6) Religion (+17) Sleight of Hand (+6)
FEATS Resilient (CON) Tough*
LANGUAGES Abyssal** Celestial Common Infernal**
*I gave Constantine Tough because as a Wizard, he’s bound to have a smaller HP bar, and thus, the Tough feat helps make him better for a fight. However, other excellent options include Metamagic Adept which gives him 2 sorcery points and 2 metamagic options to alter his spells, or Eldritch Adept, which gives him an Eldritch Invocation with no pre-existing requirements. Options like Armor of Shadows, Eldritch Mind, Eldritch Sight, Eyes of the Rune Keeper, Fiendish Vigor, or at later levels, Witch Sight to see through extra planar disguises.
**Constantine only gets Common and Celestial from his starter class, but through study, he can learn to read and write the languages of devils and demons as well. If he cares enough to talk to all extra planar enemies, he can also choose to study Deep Speech, Primordial, and Sylvan.
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JOHN CONSTANTINE’S SPELL BOOK
C Fire Bolt, Light, Minor Illusion, Prestidigitation, Sacred Flame 1 Command, Detect Evil and Good, Guiding Bolt, Identify, Mage Armor, Protection from Evil and Good, Shield 2 Arcane Lock, Augury, Detect Thoughts, Hold Person, Locate Object, Phantasmal Force, Suggestion 3 Bestow Curse, Dispel Magic, Fireball, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Speak with Dead 4 Arcane Eye, Banishment, Confusion, Fire Shield, Greater Invisibility, Locate Creature, Phantasmal Killer 5 Dispel Evil and Good, Hallow, Hold Monster, Legend Lore, Scrying, Wall of Force 6 Arcane Gate, Fizban’s Platinum Shield, Forbiddance, True Seeing 7 Divine Word, Plane Shift 8 Illusory Dragon 9 Invulnerability, Weird
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CONSTANTINE’S EXTENDED SPELL BOOK
One lovely thing about the Wizard is that they can learn even more spells than their class already gives them. So, here’s basically the area for Constantine’s spill over spells because his magical chalice runneth over. These are spells that either give him more type coverage damaging spells, or fit his abilities, but didn’t make the first string. The reason for all of the summoning spells is because Constantine has summoned The Phantom Stranger against his will, so clearly summoning extra planar help is within his abilities. And with his +17 in religion checks, knowing the true names of celestials and fiends seems well within his wheelhouse.
1 Burning Hands, False Life, Inflict Wounds, Magic Missile, Silent Image, Tenser’s Floating Disk, Sanctuary, Shield of Faith, Sleep 2  Earthbind, Invisibility, Knock, Levitate, Magic Weapon, Misty Step, See Invisibility, Scorching Ray, Warding Bond 3 Counterspell, Glyph of Warding, Major Image, Spirit Shroud, Summon Lesser Demons, Summon Shadowspawn 4 Death Ward, Dimension Door, Divination, Guardian of Faith, Resilient Sphere, Secret Chest, Summon Aberration, Summon Construct, Summon Greater Demon 5 Commune, Far Step, Flame Strike, Holy Weapon, Immolation, Modify Memory, Passwall, Planar Binding, Seeming, Summon Celestial, Teleportation Circle, Wall of Light 6 Flesh to Stone, Globe of Invulnerability, Guards and Wards, Harm, Otherworldly Guise, Power Word: Pain, Summon Fiend, Sunbeam, Word of Recall 7 Conjure Celestial, Forecage, Mordenkainen’s Magnificent Mansion, Sequester, Symbol, Teleport, Temple of the Gods 8 Holy Aura, Demiplane, Power Word: Stun Sunburst 9 Foresight, Gate, Imprisonment, Power Word: Kill, Time Stop
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FEATURES
Arcane Initiate - You can learn both Wizard and Cleric spells, so long as you learn all of your Domain Spells Arcane Recovery - Recover up to 10 spell slots of 5th level or lower on a short rest once per day Channel Divinity: Knowledge of the Ages - Spend a Channel Divinity to gain proficiency with one skill or tool for 10 minutes. Channel Divinity: Read Thoughts - Force a creature to make a Wisdom saving throw. If it fails, you can read its surface thoughts. It automatically fails Suggestion’s saving throw while under this effect. Resilient (CON): +1 CON, Proficiency with CON saving throws Signature Spells: Magic Circle and Protection from Energy are always prepared and can be cast once without using a spell slot. Spell Mastery: Shield and Phantasmal Force can be cast without requiring spell slots. Tough: Gain 2 HP per Level (+40 HP) Visions of the Past: After meditating or prayer for 1 minute, you can glimpse dreamlike visions of past events for 14 minutes.    Object Reading: You learn an object’s prior owner, how they acquired and lost it, and the most important thing that happened involving the owner and the object. If the object has been owned by more than 1 person in the last 14 days, you can also read the object for those other owners as well.    Aura Reading: Glimpse the events of a location within a 50 ft cube up to 14 days ago, and learn up to 14 details about the events in this location.
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I must say, after researching John Constantine, he went from being a kind of cool superhero I knew a little bit about to one of my new favorites. He was really fun to build, and I’ll admit, I’d be curious to see how he’d play in a real campaign. I do wish I could have made his DEX and CHA a little higher, but as he’s a Wizard, his CON stat needs a lot of love and attention so that his HP isn’t a sorry, soggy disaster. The guy even stared down Trigon and asked Him to light his cigarette. As for the build itself, John’s got a lot of versatility. Even without his secondary list of spells to add to his book on his adventure, Constantine has a fair deal of divination spells to ask God, Satan, and everyone in between for clues about a case he’s working. He has a nice selection of warding spells, as even God himself could not break one of Constantine’s seals. We also made sure he had plenty of ways to find, defend against, seal, banish, and ward off extra planar foes, regardless of whether they’re celestials or fiends. Constantine also has a wide selection of illusion spells, as he has used illusions to force criminals to face their victims, make their deceased loved ones scold them, or just haunted them with terrible nightmare imagery. His only major drawback is that Constantine’s primary spell list focuses more on banishing and protecting against extra planar threats, and he doesn’t have many spells for damaging his enemies. The secondary spell list has a few more options, but it’s still a shortcoming of his build. Still, it’s all-around a good character to use, especially if you know your DM is interested in running a religious-focused campaign or is planning a campaign that focuses on extra planar threats.
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