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#dnd fifth edition
raeynbowboi · 3 months
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HOW TO PLAY AS THE BELCHERS IN DND 5E
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Today, we're going to explore how to build the Belchers as a DnD Party. Plus Teddy. We're not really going to touch on stats. Let's be honest, the Belchers aren't really great at anything. If we were building them accurately, they'd all be super low level and/or with terrible stats. But it's your character and your campaign, so you can make them more or less optimized as you see fit. They're also all basic Humans, so we're pretty much just focusing on their classes and subclasses.
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BOB BELCHER
PALADIN OATH OF DEVOTION
Bob is largely defined by his principles and values. As Tina puts it, Bob is a good business owner, but a bad businessman. He cares more about providing a quality service and succeeding his way than making money. And in Little Hard Dad, he's shown to say "It's the principle of it" way too often. This to me reads as a Paladin. Given his belief in quality service and moral principles, I label him as an Oath of Devotion Paladin.
VARIANT BUILD
FIGHTER SAMURAI ARCHETYPE
Bob is pretty boring and straightforward, which makes Fighter really fitting for his personality. If he was going to model himself after anyone, he'd choose Shinji Kojima/Hawk. Thus, the Samurai archetype. However, if we're leaning purely into the boring practicality and straightforwardness of Bob, I might suggest Champion instead. It's the most Fighter-y Fighter you can build.
Regardless of his class, make sure to pick up proficiency with Cook's Utensils or the Chef Feat.
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LINDA BELCHER
BARD COLLEGE OF DANCE
Telling Linda Belcher not to sing or dance is like telling Tina not to talk about horses or telling Bob not to cook. It's just not going to happen. She loves the theater, she sings all the time, and she was once in an amateur garage band. All the makings of a classic bard. Given her love of dancing, I went with the College of Dance.
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TINA BELCHER
CLERIC LIFE DOMAIN
Tina is the family member who puts the most stock in things like fate, true love, karma, and damnation. She is also one of the characters that mentions religion more than anyone else. More specifically, she strikes me as a Cleric of Sune, the Faerunian Goddess of Love and Beauty. Sune's virtues include following your heart wherever it leads, championing love and romance at all costs, taking any risk in pursuit of love, being true to your heart and your passions without shame, and trying to make the world a more beautiful place. As such, Tina is the perfect candidate for a Cleric of Sune. Sune has two domains: Life and Light. Given that Tina has at least some interest in nursing, the Life Domain seems more in-line with Tina's values as a follower of Sune.
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GENE BELCHER
SORCERER WILD MAGIC ORIGIN
I know, I know. It's a sin that he's not a Bard. But Gene and Linda are very similar characters, and both work as Bards. The best thing for a party is diversity. So, I looked at Gene's personality beyond just his music. And the core of Gene is whacky nonsense. Usually, when Gene tells stories, it's an excuse for weird imagery. The Banana-fullo, Fart School, radioactive pizza sauce. Thus, the Wild Magic origin for Sorcerers spoke to me. Gene loves whacky randomness, so he would be drawn to Wild Magic. Plus, he's not really a good bard. He hates practicing, he's unfamiliar with the concept of a workbook, and kind of just expects a music career to be handed to him. Hell, when he got cast in a play and had all of two lines, he didn't memorize them, and wanted to ad lib every take. Gene's a sorcerer with the Entertainer background, but he is NOT a bard. He doesn't take his craft seriously the way Linda does.
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LOUISE BELCHER
ROGUE ASSASSIN ARCHETYPE
One of Louise's main skills is her ability to pick locks. Bob is literally afraid to go into her room as he expects boobie traps to hurt him. She's a clever tactician, masterminding several heists and revenge schemes. She's good at tricking people and lying to their faces to get what she wants. As for why she's an assassin, in the episode where Louise is uncertain of her future, one vignette paints as a John Wick style Wedgie-Sassin. She's also a fan of Francine, a Special Girl doll that spied on the Russians during the Cold War. She's not typically a fan of girly things, but she does like the one that's a spy. She's definitely the family member who would be the outlaw punk of the group.
RANGER GLOOMSTALKER CONCLAVE
In more recent seasons, we've seen a newfound interest in archery, with Louise even making a zombie movie centered around her blossoming hobby. The Gloomstalker/Assassin multiclass is also a very good multiclass in combat, which is why I felt it was the most fitting for Louise. She's also pretty accurate with other ranged combat like spitballs and throwing things at people.
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TEDDY THE HANDYMAN
ARTIFICER BATTLE SMITH
This one pretty much goes without saying. He's a mechanic and handyman, he's used to moving and hauling heavy objects, plus he's burly, making him a great fit for the party's tank. The Battle Smith is an artificer built for the front line, and they get to be joined by a mechanical ally. Teddy would absolutely take a hit for any of the Belchers. The guy also fell off a roof and walked it off, so he's definitely got the highest Constitution score of the group.
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I think this party turned out alright. Bob and Teddy are on the frontlines, Linda and Tina are the primary support, Gene is a ball of pure chaos and uncontrolled energy, and Louise is sniping people from the shadows. Everyone's doing what they should be doing to work as a unit, and also happen to be a fairly well-balanced party as well. This is an especially good party for low stakes and silly campaigns, but probably not the kind of party you want to bring to Barovia or Avernus.
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clericofsune · 2 years
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Piety Boons for DnD 5e: Sune
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Sune is the Faerunian Goddess of love, beauty, and passion. She holds sway over the whims and desires of mortals, driving them to love, crave, and create. Her highest ranking priests and priestesses are known as Heartwarders. The Order of the Red Rose is her faith militant, which safeguard the temples and clergymen devoted to her. Though her primary sphere is love and beauty, she is also the patron of all artists and craftsmen, blessing them with skilled hands and wondrous imagination. In this way, she ensures that life is beautiful in all ways, and she pities any who would deny themselves of their passions out of fear or shame. Her two primary Exarchs are Liira, the goddess of Joy, and Sharess, the goddess of cats.
Her alignment is Chaotic Good. Sune values above all else freedom. Freedom to be, do, explore, and create whatever one pleases, and follow where their heart leads them. Even clerics devoted to the goddess are known to step away from the church to pursue other desires without ever incurring the goddess’ wrath. As the goddess of beauty, Sune abhors all things which mock and tarnish the beauty and pleasure that is a mortal existence. Fiends, undead, and anything rotted, diseased, or mutilated disgusts her. However, her anger can be misguided, such as her displeasure for scars and physical imperfections, which can cause her to come off as superficial and judgmental.
EARNING PIETY
Seek out and enjoy life’s pleasures and revel in your passions
Follow your heart wherever it may guide you
Compose or commission works of art
Impart knowledge of fashion, art, cosmetics, and etiquette to others
Destroy anything which tarnishes the beauty of this world or its people
Destroy armies which threaten the stability of the world
Restore and beautify damaged structures, landscapes, and communities
Bring lovers together, or help lovers overcome social obstacles to love
Build or restore a temple to Sune
LOSING PIETY
Deny yourself your passions out of fear or shame
Practice necromancy and other unholy arts
Tarnish the beauty of the world or the creatures within it
Willfully upset the balance of the world for personal gain
Willfully tarnish your outer appearance, especially through necromancy
Consort with Baalzebul, Ssendam, Evil Gods, other fiends, or undead
Condemn the love, relationships, and passions of others
Tear lovers apart, stand in the way of love, or deride the value of love
Destroy or desecrate a temple to Sune
PIETY REWARDS
3+ = You can cast Charm Person or Color Spray (choose only 1) 10+ = You can cast Hypnotic Pattern. 25+ = Friendly creatures within 30 feet gain +2 to their AC as well as their INT, WIS, and CHA saving throws. This includes you. 50 + = Increase your CHA or WIS by 2 and increase your max for that score by 2
SUGGESTED CLASSES
Artificer
Bard
Cleric
Paladin
Sorcerer
SUGGESTED BACKGROUNDS
Courtier
Entertainer
Far Traveler
Guild Artisan
Noble
SUGGESTED DOMAINS
Life
Light
Peace
Trickery
SUGGESTED SUBCLASSES
College of Creation
College of Eloquence
College of Glamour
College of Valour
Conclave of the Fey Wanderer
Oath of the Ancients
Oath of the Crown
Oath of Devotion
Swashbuckler Rogue
Archfey Patron
Celestial Patron
School of Enchantment
Divine Soul Origin
WORSHIP & FESTIVALS
A ritualistic morning bath in scented water is preferred, though if water or perfumes are scarce, a ritualistic washing of the hands can suffice.
Sunites that wish to commune with their goddess must stand in water and look into a mirror or reflective surface lit by natural light or candle light.
The Feast of Love is held every Tenday. Dine on exquisite delicacies, whether exuberant or humble as time and availability allows. Even just stopping to savor a pastry or a slice of cheese can suffice in the wilderness.
The Grand Revel is hosted once per month from dawn to dusk, with Sunites displaying artwork of great beauty, donning elaborate costume and hairstyle, performing beautiful works of music, dance, or recitation, or engaging in pageantry and showmanship. This event is open to the public.
On Greengrass, the first day of Spring, Sunites take their jubilations outdoors to engage in picnics, romantic strolls, amorous dalliances, playful chases, and public performances to celebrate the rebirth and liveliness of spring.
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safe-ink · 7 months
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Using my character Nathan from my Curse of Strahd campaign for my first Baldur's Gate playthrough. Based on his own anecdotal evidence he can assure you, killing a vampire is easy, actually.
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homebrewbydek · 10 months
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Hey I did a thing and remembered!
Okay, so, here we stand at the first Artificer subclass that I did. This one is all about becoming a cyborg.
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This was a fun one to build, and I absolutely had John Silver in mind while I wrote it, as well as some other cyborg/android inspirations, like Android 16 and Mercy Graves.
I also threw in a few Artificer infusions that I felt were fitting for the subclass.
As usual, the homebrewery link to this subclass can be found here and I welcome any feedback, especially if you play it!
Stay fresh, cheesebags!
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Could you make a statement block for the Etruscan Shrew? They are the smallest mammals, the size of and almond, and I think they would make great familiars!
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Well howdy-do! I sure can make a shrew! These little guys are known for being swift and hardy, hunting enough bugs to equal 1.5-2x their body weight. They can also hide pretty well.
They are known for being clever so I gave a (relatively) high wisdom and put intelligence a bit below that. Charisma 10 because their baseline cute, and strength of 1 because they could not lift anything bigger than themselves. I mighta coulda put it at 2 but it's not going to make much of a difference.
Anyways I hope I got it right with the 20 minutes of googling I did. Enjoy!
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emiko-matsui · 1 year
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god gives his bravest soldiers his hardest battles (being the only person that plays dnd correctly)
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dungeonofthedragon · 29 days
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Title of the Day: Cosy Wilds
Cosy Wilds is a Dungeons and Dragons supplement inspired by my experiences playing Breath of the Wild. There are tables of fun, non-combat encounters, as well as mechanical bonuses for bonding around a campfire or over a nice cup of tea!
Get it for a very special deal below:
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thelikingsofty · 9 months
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My first alternate to “Magic Missile”
Feel free to use or edit my stuff if you want for your worlds.
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The Creation of snakes to sticks
wizard 1: my friend, my friend good news! wizard 2: what is it trusted associate? wiz 1: I've finally developed another fantastic spell, its got the ability to transmute any long thin pieces of wood into a serpent of the same or similar size! isn't it clever? wiz 2: so you mean to tell me this spell you've concocted has the power to turn some ones spear shaft or rake handle into a beast that would attack them for accosting it? wiz 1: yes, exactly! wiz 2: or you could turn a set of chair legs into a quartet of venomous vipers? wiz 1: of course! wiz 2: or simply just throw a handful of twigs and watch as the reptiles do your dirty work? wiz 1: precisely!!! wiz 2: ... wiz 1: ... wiz 2: Its like you don't even know i have ophidiophobia wiz 1: well excuuuuse me, Cragulon, but my arcane research doesn't revolve around your phobias Cragulon: well at least a little heads up before unleashing a world of snakes would have been sufficient, Balthazar! real dick move. Balthazar: yea well its done, so what are you gonna do about it?
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explorerspack · 5 months
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wow seeing nicki's art gave me that "haha what if i run another game" bug back again :')
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i'm not the DM, but if you're in a D&D 5e campaign and your character is working for the Bureau under Director Nyx to stop something called the Flux, move along, spoilers in this post.
casually writing a contract for the other members of my party to sign in a session or two so that if any of us dies, my character or other characters in the party (there is a chain of order) will gain all of their power, proficiencies, etc.
he gained the powers of a Devil a while back, so magical contracts is just something he can do.
13 articles, 8+ pages goes crazy, debating if i should print it off or not
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raeynbowboi · 5 months
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What Is the Best Party for a Necromancer
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With enough time and preparation, a Necromancy Wizard can create a small army of powerful undead, but I got to wondering: what party formation does the best job at supporting the Necromancer's undead horde to reach its maximum potential? So, that's what I'm seeking to do. To create a party of 4-5 characters that best empowers and emboldens the Necromancer's army.
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WIZARD SCHOOL OF NECROMANCY
The star and most likely the official team leader of the party, the Necromancy Wizard is the focal point of this team composition. With their 6th level feature: Undead Thralls, the Necromancy Wizard adds their Wizard level (6-20) to each undead's hit points, and their proficiency bonus (3-6) to each undead's weapon attack damage. This means that the Necromancy Wizard makes the strongest possible undead thralls in the game. At 14th level, the Necromancer can place any undead under their control with Command Undead. This gives the Wizard the ability to gain a free Wight, a high CR undead like a Nightwalker, or even notable villains like Acerack, Vecna, Strahd Von Zarovich, or Sylas Briarwood. Intelligent Undead can make saving throws, but a simple Feeblemind can take care of that pesky detail.
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PALADIN OATHBREAKER
The Oathbreaker Paladin was chosen because of their 7th level feature: Aura of Hate. Any undead within 10 feet of the Paladin adds the Paladin's Charisma modifier (1-5) to all weapon attack damage. At 15th level, that Aura expands to 30 feet. Not only can this stack with the Necromancy Wizard's Undead Thralls feature, making undead near the paladin stronger, but the Paladin does not need to be the one who created the undead. So the Oathbreaker can lead the undead into battle on the front lines, while the Wizard stands further back sniping enemies with cantrips and low level spells. Unfortunately, only one Aura of Hate can effect a single undead, but in theory, one Necromancy Wizard with 3-4 spaced out oathbreakers each with a 10 or 30 ft aura can effectively organize your undead army into tight formation battalions. But there are other good allies to have in the game.
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CLERIC GRAVE DOMAIN
We want the Grave Cleric for many reasons. Firstly, they get a lot of necromancy spells, so while their horde won't be as strong as the Wizard's they too can create a horde of undead, making an even bigger army. Their Channel Divinity: Path to the Grave makes it so that an enemy is vulnerable to the damage of the next attack that hits them, which sets up nicely for the Oathbreaker to lay down a devastating smite, or the Necromancy Wizard to ensure a fresh thrall from their Finger of Death. Sentinel at Death's Door can be used to nullify critical hits, which can keep not only party members, but even undead minions from being obliterated. The wizard's Wight that controls 12 zombies is probably an asset you don't want to risk losing, so having a way to save that valuable asset is useful. And, should the Necromancer forget to reassert control over their horde in time, the Cleric's Destroy Undead feature can help the party mow through the bodies.
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DRUID CIRCLE OF THE SHEPHERD
I know, I know. A Shepherd Druid and a Necromancy Wizard in one party is a DM's nightmare, but there's a reason we're choosing this subclass. It's not the animal summoning, it's the Totem Spirit. See, the Totem Spirit radiates an aura in a 30 ft radius. And that aura bolsters as many creatures as you want within that aura. Meaning that not only can the shepherd provide aerial support with swarms of ravens and buzzards, but that aura also applies to the Wizard's undead horde. The Bear totem grants the undead Temporary Hit Points, and the Unicorn Spirit makes it so that when the Druid heals anyone outside the aura, they're also healing every creature inside the aura. While they can't target undead creatures with their healing spells, the aura's healing factor does not exclude undead, allowing the Druid to heal a party member, and in doing so, heal every undead within 30 feet of the totem spirit. The fact that the Druid can summon a stronger horde of animals is just a nice little cherry on top. There's also nothing saying you can't reflavor your animal army as being undead animal corpses with DM approval to fit in with the necromantic themes.
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WARLOCK FATHOMLESS PATRON
This is the least useful of the five, but it does have its uses, so while it is the most expendable of the options, there are reasons to use it if you have a five man party. At 6th level, the Fathomless Warlock gains the ability Guardian Coil. Their summoned tentacle can defend a single ally creature, reducing damage the creature takes by 1d8, or 2d8 at level 10. At 14th level, Fathomless Plunge can be used to teleport the Warlock and up to five other creatures to any source of water within 1 mile. The Fathomless Warlock, The Shepherd Druid, and the Grave Cleric can cast Create or Destroy Water, and a puddle is a source of water, letting the warlock teleport fresh undead to the front lines, or move injured undead to the backlines. If the Druid has their Unicorn Totem, this can be a useful way to teleport party members or important undead like Wights to the Totem's aura, and giving the party ways to move important creatures. The teleported creatures also do not need to be near the Warlock, they simply need to be able to see them within 30 feet, allowing the warlock to give the undead horde greater mobility. Make your patron Davy Jones, The Captain of the Flying Dutchman, or the Eldritch Lord of Shipwrecks to keep on brand with the themes of undeath and necromancy within the party, tying yourself to those lost to watery graves.
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SPELLS AND SYNERGY
The core spells of Animate Dead, Create Undead, Danse Macabre, and Finger of Death can be used to create undead thralls. Wizards get all four spells, while the Cleric only gets Animate Dead and Create Undead. Oathbreakers also get Animate Dead, but only get up to 5th level spell slots. Warlocks can learn Animate Dead through an Eldritch Invocation, but only once per long rest, and only at 3rd level. Warlocks also learn Danse Macabre and Finger of Death. They also get Create Undead, but can only cast it at 6th level.
Both the Warlock and the Wizard get access to Negative Energy Flood, which can be used to heal an undead, or to damage a living target. Like Finger of Death, a creature killed by Negative Energy Flood rises as a zombie.
Aura of Vitality is a spell for Clerics, Druids, and Paladins that creates a healing aura within 30 ft of the caster. The spell's text does not exclude undead from benefitting from this aura, however only one creature can be healed with a bonus action. While this isn't super useful given it only heals one creature, the Druid using this spell to trigger their Unicorn Totem every turn with a bonus action does make this more useful, as you're able to heal the undead army multiple turns in a row while only using one spell slot. And unlike Healing Spirit, the initial healing can also be applied to an undead. The only caveat is that the healing needs to go a creature outside of the unicorn totem's aura in order to trigger the healing. Luckily, the Totem does not have to be within any given distance of the Druid, which gives the Druid more flexibility in their positioning.
Every creature that can be created with Animate Dead and Create Undead (Skeletons, Zombies, Ghouls, Ghasts, Wights, and Mummies) are immune to Poison damage. As such, AoE spells that deal Poison damage, such as Cloudkill can be dropped on top of your undead horde without harming them, but harming any living enemy near them. Your undead can also attempt to grapple foes, holding them in the Cloudkill, preventing them from leaving as they suffocate. The Necromancy Wizard is the only member of the party that can learn Cloudkill.
Both the Grave Cleric and the Druid can learn Antilife Shell, which pushes living creatures away from the caster, while allowing undead creatures to move through the shell harmlessly. This can be a great way to keep Strength-based enemies at a distance. Unfortunately the shell is not a proper force field, as weapon and spell attacks can still pass through, so this is not a way to protect the Wizard. It only keeps melee-ranged threats at bay.
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BALDUR'S GATE III
While we can't recreate this team set-up perfectly in Baldur's Gate III, we can still do a weaker version with four party members: TAV as a Necromancy Wizard, Astarion or Karlach as an Oathbreaker, Shadowheart as really any Cleric subclass, and Wyll as a Fiend Warlock with a Pact of the Tome. The Tome will allow Wyll to cast Animate Dead and Create Undead, Tav and Shadowheart will also be able to create undead, and Astarion or Karlach will be able to use their aura of hate to strengthen those undead thralls. It's not as good as what we built above, but short of mods, it's the best we can do. It doesn't really matter who's what, this is just an example of a party composition. Astarion could just as easily be the necromancer and TAV the Oathbreaker, you could have Gale as the Necromancer, or Lae'zel as the Oathbreaker. What really matters are the classes. The Cleric can still clear any undead that turn on the party, the paladin still bolsters the already stronger undead, and every member of the party is pretty much able to make equally strong undead, the Wizards undead are just juiced up to the max.
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clericofsune · 2 years
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Dimensions & Demigods: Building Raven at Level 40
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For those not in the know, I’m currently playing in a campaign that’s basically Descent into Avernus stretched out to include all Nine Circles of the Nine Hells, followed by a detour through Into the Abyss, and then running out to Barovia for some milk, pack of smokes, and bullying the local goth shut-in. This campaign is designed with the players intended to fight Archdevils, Archdemons, entire armies, and a hyper roided-out Strahd. As such, the DM has told us ahead of time that our level cap will be level 40. I have dubbed playing at this level “Dimensions & Demigods” because by level 40, a mere dragon in a dungeon is child’s play. And as part of a little treat, I’ll be building the ENTIRE Teen Titans for a Dimensions & Demigods level playstyle. But, I am starting with Raven because in case you’re new to my page, she isn’t just my favorite character in the show, she’s my favorite superhero PERIOD. DC, Marvel, or otherwise. So, it would be an insult to my queen to not give her the honor of being first.
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PARTY BALANCE
Before we get into actually building Raven herself, I need to talk about how the Teen Titans fares as a party. Broadly speaking, there are 5 major roles that need filling in a party: DPS, Tank, Healer, Blaster, and Stealth. For the Teen Titans, Raven is not the “Blaster”. That role belongs to Starfire. Starfire is the damage-heavy “black mage” of the party, while also being somewhat of a secondary Tank alongside Cyborg/Blue Beetle and Beast Boy. Raven, by contrast, is what’s called a Utility Caster. A Utility Caster is someone who can use their spells to get the party around tricky situations, such as using magic to open a locked door, scout ahead, disarm traps, help the party get past obstructions in their path, and more. However, there’s a major role that the party lacks: Healer. Whenever one of the Titans gets hurt, it’s usually Cyborg who looks over the team member in the sick bay, but Raven has displayed the rare occasional ability to heal wounds, but only ever by touch. This means that the role of Healer is split between Cyborg and Raven. Neither is a dedicated healbot. However, Cyborg is an Artificer, which is a half-caster, whereas Raven is a full caster. As such, more of the responsibility would fall on her. Furthermore, if you’re going by the DC Animated Universe team composition, Cyborg is technically in the Justice League and not even in the party. While he’s with the team in the first movie, he’s completely absent in the Judas Contract. Thus leaving the entire burden of Team Healer on Raven. Yes, Beast Boy is a Druid, but he has no magical powers. While someone could build a fantasy counterpart Beast Boy that is a dedicated team healer, we can’t rely on a Beast Boy player to want take up the mantle of healer because Beast Boy does not canonically have magical powers beyond his wild-shaping. As such, someone wanting to play as Beast Boy may not want to take any spells, and might even dump his Wisdom stat just high enough to qualify for the Druid class. So, we need Raven to fulfil the Healer and Utility Caster roles for the party.
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Raven Roth is the half-fiend daughter of Trigon the Terrible and the mortal woman, Arella Roth. Arella was lured into a demonic cult where she was chosen to lay with their demon lord to conceive his heir. Afterwards, Arella and the unborn child were spirited away by Azar and the Monks to the plane of Azarath, where Raven was born and raised. From a young age, Raven was taught to conceal and control her emotions, focusing her mind to accomplish great psionic abilities.
On paper, Raven sounds like a perfect Tiefling. She’s a humanoid with fiendish ancestry, and it’s not a bad choice. However, I feel there’s a stronger choice for Raven’s race: Fallen Aasimar. Tieflings get Fire resistance which, near as I can tell, Raven is not particularly fireproof in the slightest. Whereas Fallen Aasimar lets Raven unleash her Dark Side. Starting at 3rd Level, Fallen Aasimars get Necrotic Shroud. As an action, they can take on a dark and frightening form so horrifying that all nearby creatures have to pass a saving throw to avoid being scared of her. For the next minute, she adds her level in Necrotic damage to one attack damage roll per turn over the course of 10 rounds. I don’t know about you, but to me, that reads like she’s tapping into Dark Raven, or even Red Raven. Plus, Aasimars get Healing Hands, a feature we can see that Raven obviously possesses. They still get Dark Vision just like Tieflings, and get two resistances instead of one: Radiant and Necrotic, which in DnD, are often used to signify Holy and Unholy magic, tying Raven closer to her brand of demonic magic.
Raven is an extraplanar visitor from Azaroth, which I would most likely call the Astral Plane, though the Upper Planes would also make sense. A DnD counterpart to Raven could have also been raised by her father in the Nine Hells or the Abyss. Regardless, Raven is a newcomer to the Material Plane having come from another plane of existence. I would label her a Far Traveler, giving her proficiency in Insight and Perception. Two skills which are very important for an empath like Raven.
For Alignment, I believe that Raven is Lawful Good, though she can veer into Neutral Good when necessary. Raven has a strict moral code and enforces mental discipline on not only herself, but those around her. When her teammates react emotionally, Raven reminds them to apply logic, even to the point of suppressing and denying her own feelings on the matter. When Robin appears to have become a full-fledged supervillain, Raven is the first Titan to say that they have to stop him, no matter how they might feel about it. Their duty as superheroes comes before their feelings about it being Robin. Occasionally, Raven will stoop to less Lawful actions like convincing Gizmo to help the Titans fix Cyborg by scaring him with something horrible under her hood and being thrilled to tease Beast Boy about his real name being Garfield, stating that she’ll ‘get a lot of mileage out of this one’. However, by-and-large, Raven puts her beliefs, duty, and discipline before anyone and anything else, so long as it serves to benefit the greater good.
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WARLOCK FIEND PATRON (PACT OF THE CHAIN)
While I am aware that Concentration is one of the best saving throws in the game, I’m also aware that a common weakness of Raven is that it’s very easy to break her concentration on spells. She’s often interrupted, loses focus, or even becomes weak and enfeebled after using a lot of power, especially in the DC animted films where she faints often after using a lot of magic. So, for accuracy’s sake, we’re starting Raven as a Fiend Warlock because they get proficiency in Wisdom and Charisma saving throws. As a Warlock, we’ll Give Raven proficiency in Arcana and Intimidation skill checks. If you’re trying to Power Build, by all means, grab Sorcerer at level 1, but I’m trying to also stay true to Raven as a character. We want anywhere from 2 - 20 levels in Warlock. This is really a build-your-own-Raven because between the three subclasses I’m showing you, there’s not really any wrong way to go. Having Raven Hurl Through Hell her enemies is just as in-character as being a heal-bot. So cater to what the party needs. For her familiar, go with a spectral raven.
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WIZARD
No matter what kind of Wizard we choose to build, we’re going to want at least 14 - 20 levels in Wizard. It will be our primary class for building Raven. There’s a lot of good choices for Wizard subclass, but the main thing we’re here for is that massive spell list. Raven’s psionic powers translate well to a wide variety of spells, and Wizard really lets Raven do a lot of the more interesting things with her spells. The 18th level feature also lets Raven cast any 1st and 2nd level spell indefinitely. Throw Shield and Blur on her, and she has a permanent +5 to her AC and enemies have disadvantage on hitting her. Choose Detect Magic and Detect Thoughts, and she’ll be able to really flex her extrasensory perception.
SCHOOL OF ABJURATION
As an Abjuration Wizard, Raven becomes a shield maiden for her team, able to protect herself and others with her forcefields. While her forcefields are by no means her main method of combat, she uses them often enough that the School of Abjuration feels like a good fit for Raven. Plus, in the early levels, having a little extra Temporary HP on a Wizard is extremely valuable. At higher levels, she can protect her friends with her Arcane Ward which you could flavor as her sending out her astral raven to guard them, projecting her soul as a shield. And by late game, she becomes resistant to all magic damage, showing her to be a true master of magic.
SCHOOL OF ENCHANTMENT
For anyone familiar with Raven from the comics, the School of Enchantment is very fitting for Raven. Dealing with the manipulation of emotions, senses, and mind control, the School of Enchantment would let Raven summon two demons and be able to cast Dominate Monster on both of them. Twin casting enchantment spells is extremely good, and on brand for the types of things we see Raven do in the comics. She doesn’t do this sort of thing as much in the show or movies, but emotional manipulation is a part of her empathic abilities.
SCHOOL OF PSIONICS (UA)
To this day, I am salty that this subclass was never formally published, but Psi Knight and Soul Knife were, because it basically screams ‘Raven’ at the top of its lungs. If I were to pick the perfect wizard subclass for Raven, this would be my first choice. However, because it never made it past the Unearthed Arcana phase, some DMs might not allow it. Granted, this is a build for a level 40 character, so your DM is probably going to allow UA. I’ve never had a DM that didn’t allow UA. But, those DMs do exist, so I have to put a little asterisk next to this subclass, even though it’s the best choice for Raven. As a Psionics Wizard, Raven can cast Friends without enemies turning hostile, turn into her astral raven form, add her INT mod to Force and Psychic spell damage rolls, can cast Telekinesis, Scrying, or Dominate Person once without using a spell slot, and at later levels, her Astral Form can move through solid objects, letting her fly through walls. Also worth pointing out, Eldritch Blast is a Force damage spell. So a Fiend Warlock with Agonizing Blast, Empowered Psionics, and has maxed out both INT and CHA is rolling 4d10+40. At least, so long as all four beams are aimed at one enemy. Empowered Psionics only works on one enemy per turn. Still, dealing 44 force damage at bare minimum is going to really help elevate Raven from out of the Utility Caster role to let her do a bit of Blasting, helping her to feel more useful and powerful in combat encounters. I’ve never gotten to really use a Raven build for a full campaign, but the few times I’ve tried to build her in a campaign, she lagged a bit behind in the combat department due to her squishy hit points and abundance of utility and support spells. So, this combo really turns Raven into a force to be reckoned with on the battlefield. And you can get both features as early as level 12, so it comes on relatively early as well, at least for a level 40 build.
SCHOOL OF THEURGY (UA)
The only reason you should grab this subclass is because you need a healer, but you also want all of the Warlock levels. If you want to build a pure Wizlock, but also be a healer, then this subclass will be a good fit. Similar to Psionics, this subclass never made it past Unearthed Arcana, so you will need your DMs approval to use this subclass. You also get to pick features from a Cleric Domain. Life, Grave, and Knowledge are great choices for Raven, though even Peace can fit her. If you choose Knowledge, Raven gains Expertise in Arcana and either Religion or History. Since Arcana was a skill we chose as a Warlock, if you’re planning on taking the Knowledge Theurgy route, take Intimidation and either Investigation, History, or Religion as your second Warlock skill.
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SORCERER DIVINE SOUL ORIGIN (EVIL)
There are two reasons we want these Sorcerer levels. Firstly, it’s a way to give Raven healing spells without being a Cleric and splitting her casting stat focus between three stats. The second is that it gives Raven access to Sorcery Points and Metamagic Options. Lorewise, this is the most accurate way to build Raven. Her powers stem from her demonic heritage, though they are also a gift from Trigon. Her powers are also tied to her emotions, so connecting her powers to the emotion stat is very appropriate. I count Trigon as working for the Divine Soul Origin because he maps very easily onto Asmodeus, the King of the Nine Hells, who is also a Greater Deity. You don’t need to take any Sorcerer levels if you only want to build a Wizlock, but if you only want 2-4 levels in Warlock, you can take 18-20 levels in Wizard and 18-20 levels in Sorcerer. This is why I haven’t really given any hard numbers for this build. If all you want is 8 levels of Sorcerer, 14 levels of Warlock and 18 levels of Wizard, by all means. Again, the main reason we’re here is metamagic and healing spells. If your party is set on healers and you don’t care about metamagic, you don’t need it.
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MAGICAL OPTIONS
ELDRITCH INVOCATIONS
Agonizing Blast
Armor of Shadows
Ascendant Step
Chains of Carceri
Devil Sight
Eldritch Mind
Eldritch Sight
Gaze of Two Minds
Gift of the Ever-Living Ones
Grasp of Hadar
Maddening Hex
Repelling Blast
Visions of Distant Realms
METAMAGIC OPTIONS
Careful Spell
Empowered Spell
Heightened Spell
Twinned Spell
Quickened Spell
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FEATS
I want to point out that these are merely suggestions, and you do not have to grab all of these feats to build Raven properly. This is merely a masterlist of all the feats I feel are appropriate for Raven.
Alert: Raven uses her extrasensory empathy to sense incoming lifeforms.
Eldritch Adept: For when you want more warlock in your warlock
Fey Touched: Just call it Devil Touched for flavor.
Linguist: Raven is a polyglot, speaking multiple languages
Magic Initiate: For when your Wizard wants to learn Cleric spells
Metamagic Adept: For when you want more sorcerer in your sorcerer
Observant: Your an empath that can sense the locations of people. High passive perception is never not good.
Prodigy: Expertise in Perception or Insight goes a long way to turn Raven into a living lie detector or the ultimate Hide-n-Seek champion.
Resilient: Give Raven proficiency in a necessary saving throw like CON, WIS, or DEX.
Shadow Touched: For the goth palette swap of Fey Touched
Skill Expert: Same as Prodigy, Expertise in Insight or Perception is very good on Raven.
Telekinetic: Raven has Psychic powers.
Telepathic: What did I just say?
Toughness: How to stop your Wizard from crying after being hit once in an encounter.
War Caster: Opportunity attacks with magic and advantage on concentration saves is always useful.
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MAGIC ITEMS
Arcane Grimoire (+1, +2, +3): Higher wizard spell DC and attack roll bonus.
Bloodwell Vial (+1, +2, +3): Higher sorcerer spell DC and attack roll bonus.
Rod of the Pact Keeper (+1, +2, +3): Higher warlock spell DC and attack roll bonus.
Cloak of Protection: The cloak’s not just a fashion statement
Astral Shard: Raven teleports after every use of metamagic
Far Realm Crystal: Raven creates dark tendrils that attack, deals extra Psychic damage, and enemies might become frightened of her.
Heart Weaver’s Primer: Wizard Spellbook for the School of Enchantment.
Mantle of Spell Resistance: Raven’s cloak repels enemy magic.
Outer Essence Shard (Evil): Enemies take extra necrotic damage when Raven uses her metamagic. Perfect for Raven’s forehead gem.
Shadowfell Shard: Enemies have disadvantage on a saving throw of your choice until the end of your next turn.
Wings of Flying: A magic cloak that lets Raven fly. Useful for limitless flight/levitation.
Ring of Telekinesis: Permanent Telekinesis is very on-brand for Raven.
Grimoire Infinitus: The ultimate wizard spellbook
Robe of Stars: A black or dark blue robe that lets Raven teleport to the Astral Plane.
Robe of the Archmagi: White robes on Raven usually signifies that she’s older, wiser, and more powerful. So these legendary white robes that boost her AC so high are a very fitting high level item for her.
Book of Vile Darkness: Trigon’s unholy doctrine is fitting for Raven.
Demonomicon of Iggwilv: A Pokedex for Demons.
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PIETY & PATRONS
While Raven is not strictly-speaking a Cleric of Trigon, her mother was in his cult, and she does owe some of her power to Trigon granting it to her, though he does not seem to be able to take her powers away from her. Piety was a system introduced in Mythic Odysseys of Theros. However, while it is not a “core” mechanic, I still enjoy it enough that I thought I’d take a crack at giving Raven her own Piety for serving Trigon.
TRIGON
EARNING PIETY -Destroy your enemy ruthlessly, especially if you land the killing blow. -Learn knowledge you were not meant to know -Outsmart Devils and intimidate demons into obedience -Give in to anger, hatred, jealousy, and vengeance -Gain and maintain power through domination, fear, and control
LOSING PIETY -Show mercy to those who have wronged you -Failing to seek out knowledge and expand your mind -Falling for the tricks of devils, or dominated by demons -Refusing to give in to hostile emotions -Allowing yourself to be subjugated through domination, fear, and control
3+   You learn Hellish Rebuke 10+ You learn Summon Lesser Demons 25+ Fiends summoned by you that are CR 1 or lower are friendly towards you. Furthermore, when a Fiend type creature summoned by you makes a saving throw to stop obeying you and turn hostile, the saving throw amount rolled by the fiend is reduced by half your level rounded down. 50+ Increase your Charisma or Intelligence by +2 to a maximum of 22
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WARLOCK SPELLS
Due to the fact that the Warlock and Wizard spell list overlap quite a bit, I aimed primarily for spells Raven can only grab as a Warlock. However, since Wizard is the primary class for this build, 
C Eldritch Blast, Friends, Mage Hand, Mind Sliver, Prestidigitation 1 Arms of Hadar, Hellish Rebuke, Hex 2 Darkness, Flock of Familiars, Shadow Blade 3 Enemies Abound, Fear, Hunger of Hadar 4 Blight, Shadow of Moil, Summon Greater Demon 5 Dream, Enervation, Far Step 6 Circle of Death 7 Etherealness 8 Maddening Darkness 9 Psychic Scream
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DIVINE SOUL SPELLS
C Guidance, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead 1 Cure Wounds, Inflict Wounds 2 Lesser Restoration, Warding Bond 3 Spirit Guardians, Spirit Shroud, Speak with Dead 4 Control Water 5 Commune, Mass Cure Wounds 6 Heal, Planar Ally 7 Regenerate 8 Divine Word 9 Mass Heal
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RAVEN’S WIZARD SPELLBOOK
Wizards can learn 44 spells by level-up, but they can also learn any spell on the wizard spell book by purchasing a spell and recording it in their spellbook. So, I’m going to put more than 44 spells in Raven’s wizard spellbook, because these are more-or-less every spell on the Wizard Spell List that can work for her, and I’ll leave it up to the player to shape her spell list how they want to. Obviously, there’s going to be some overlap with the Warlock spell list, though that’s fine if you prioritized Divine Soul over Fiendlock.
CANTRIPS Blade Ward, Chill Touch, Friends, Mage Hand, Mending, Message, Mind Sliver, Mold Earth, Prestidigitation, Shape Water 1ST LEVEL Catapult, Cause Fear, Charm Person, Detect Magic, Feather Fall, Find Familiar, Identify, Mage Armor, Magic Missile, Shield, Tenser’s Floating Disk 2ND LEVEL Arcane Lock, Augury, Blur, Borrowed Knowledge, Crown of Madness, Darkness, Flock of Familiars, Gift of Gab, Hold Person, Knock, Levitate, Mind Spike, Misty Step, Nystul’s Magic Aura, Phantasmal Force, Shadow Blade, Suggestion, Tasha’s Mind Whip,  3RD LEVEL Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound, Fear, Fly, Gaseous Form, Magic Circle, Protection from Energy, Spirit Shroud, Summon Lesser Demons, Summon Shadowspawn, Tidal Wave 4TH LEVEL Arcane Eye, Banishment, Charm Monster, Confusion, Control Water, Dimension Door, Divination, Edvard’s Black Tentacles, Locate Creature, Otto’s Resilient Sphere, Phantasmal Killer, Polymorph, Raulothim’s Psychic Lance, Summon Greater Demon 5TH LEVEL Bigby’s Hand, Contact Other Plane, Dominate Person, Dream, Enervation, Far Step, Geas, Hold Monster, Infernal Calling, Legend Lore, Modify Memory, Negative Energy Flood, Planar Binding, Rary’s Telepathic Bond, Synaptic Static, Telekinesis, Teleportation Circle, Wall of Force 6TH LEVEL Arcane Gate, Eyebite, Fizban’s Platinum Shield, Globe of Invulnerability, Mass Suggestion, Mental Prison, Move Earth, Tasha’s Otherworldly Guise, Summon Fiend 7TH LEVEL Etherealness, Forecage, Plane Shift, Symbol, Teleport 8TH LEVEL Demiplane, Dominate Monster, Feeblemind, Maddening Darkness, Telepathy 9TH LEVEL Astral Projection, Gate, Imprisonment, Psychic Scream, Time Stop
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LEVELING GUIDE
As stated before, I feel the most accurate way to start Raven at level 1 is to start as a Warlock, proficient in saving throws to control her willpower and her emotions. Raven should spend the first 4 levels as a Fiend Pact Warlock, picking up the Pact of the Chain for a shadowy raven familiar. From here, what you choose to focus on first is entirely dependent on what you think is more important to pick up around the level 20-ish midpoint of the campaign. If you focus on getting Wizard to level 18 first, Raven will be able to cast a single 1st and 2nd level spell at their lowest levels at will, which can be extremely useful for a lot of utility spells like Cure Wounds, Detect Magic, Hellish Rebuke, Hex, Find Familiar, Mage Armor, Shield, Blur, Hold Person, or Suggestion. However, by taking Sorcerer early, you could have limitless flight and Unearthly Recovery for most the campaign, which is very useful on a squishy caster, but trades off having a wide array of powerful spells by the midgame for being a powerful healer for most of the game.
Ultimately, I believe the best use of Raven is to give her 4 Levels of Fiend Warlock, 18 Levels of Wizard, and 18 Levels of Divine Soul Sorcerer. However, if you’re not interested in all those high level Cleric spells, Raven could also work with 14 Levels of Fiend Warlock, 18 levels Wizard, and 8 levels of Divine Soul Sorcerer. Depends on how badly she needs to be the healer, and how fast she needs to get good at providing that service to the party.
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Again, this build is for the ultimate Raven. The Raven who can fight Trigon. The Raven who can fight off a demon invasion and stop apocalyptic-level threats. Obviously, not every DM is going to want to run a Level 40 campaign, the Dimensions and Demigods play style is not a common thing. But, if you get lucky and your DM wants to challenge themselves and the party, this can be a great example of what Raven can do when she’s fully realized. And like I said, I’ll be building the whole Teen Titans team so that Raven doesn’t have to face the armies of Trigon alone. Together, they might just be strong enough to bring down a god-tier foe.
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mccheese-y · 21 days
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Brawlin’
Two characters from a DnD game I used to play in. Amos is the character on the left, Raz is the character on the right. Amos is a goat-like variant of firbolg and Raz is a lizardman. Looks like they’re sparring.
If you know the ref pic I used then you know. If you know you know. :)
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homebrewbydek · 9 months
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Alright, go-go gadget Circle of Progress!
Sort of a companion piece of the Technology Cleric, the Progress Druid is a little bit inspired by solar punk themes, along with Horizon Zero Dawn and other post-apocalypse sci-fi stuff. I thought it would be fun to have a druid who's whole thing was basically just weaponised recycling.
Also another pet subclass! I know! But I really like pet subclasses is the thing, and nobody can stop me from making them. I am running a game in my own setting with a hobgoblin druid played by my current DM so we're going to rebalance this one on the fly, where necessary.
Not much more to say about this one. I hope you like the themes and powers, I hope you find it interesting. I had a lot of fun working on it.
I put the homebrewery link at the top but here it is again, for those that like seeing it down here, and here is a link back to my pinned for my other subclasses and lineages. ALT text is applied, I hope that it's useful for those that need it.
Stay fresh, cheesebags!
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eqhomebrew · 1 year
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Wizard: School of the Duelist
EQ Homebrew presents a subclass for the Wizard of Dungeons and Dragons Fifth Edition
The study of the flow of the Weave can be treacherous. Over time, Wizards hoard secrets in their towers, taking on few apprentices and guarding themselves from rivals. As tensions grow, many wizards abandon the pursuit of arcane knowledge and cloistered study, and focus wholly on training themselves to face other spellcasters on the field of battle. The constant pursuit of perfected spellcastiung leads to a constant reduction of wasted energy. Duelist could typically forgo flashy lights and bursts of sound, forcing every bit of energy into the spell. Sometimes, these warring periods end in compromise and new alliances, other times in bloody war and carnage. Either way, when then conflicts end, the need for the Duelist school of Wizardry dies out, and isn’t seen again until the next growing magical conflict. Sometimes, however, an old spell book or scroll is found, and a new Duelist begins their training. Some wizards are fearful of a new Duelist, a sign of the conflict to come, while others may covet their powers, in preparation for the same.
Wizard Duel
2nd-level School of the Duelist feature
You are always prepared for a fight. Even when deep in study, you keep a single offensive and defensive spell prepared, just in case. 
You add the Magic Missile and Shield spells to your spell book. If you already have one or both of these spells in your spell book, you may add another 1st level wizard spell to your spell book instead. You always have Magic Missile and Shield prepared, and they don’t count against your number of spells prepared. If you spellbook is lost or destroyed, it takes no time and costs no money to add Magic Missile and Shield back to the book.
Magical Missiles
2nd-level School of the Duelist feature
To keep opponents off-balance, you must be relentless in your attacks, the technique you have developed involves flinging darts of magical force into your opponent’s faces, recycled from unnecessary energy expenditure, such as heat, light, and sound. 
When you cast a spell that targets at least one creature, that or creates an area in which creatures must make a saving throw, you may choose one creature targeted by the spell or within the area of the spell. You send a number of magic missiles toward the target equal to the level of spell slot you expended to cast the spell. These missiles are identical to those created by the magic missile spell, dealing 1d4+1 force damage to the target. These missiles are affected by any effects that target the magic missile spell, such as the shield spell.
Arcane Armor
6th-level School of the Duelist feature
Your experimentation with wasted magical energy continues. You now have a pretty good sense are to your own waste, and can begin seeing it in others as well. To maintain optimal efficiency, you can siphon some of their wasted energy as well.
When a creature you can see casts a spell by expending a spell slot or charge from a magic item, you can use your reaction to siphon some of their magical power and gain temporary hitpoints equal to the level of the slot or number of charges expended, plus your Wizard level. While you have these temporary hitpoints, you are unaffected by the magic missile spell and are resistant to force damage.
If the spell targets you and only you, you don’t need to use your reaction to gain these temporary hitpoints.
Magical Charges
10th-level School of Duelist feature
Your ability to cycle wasted power grows. In addition to your previous experimentation, you have discovered a way to recycle enough power to create enough energy for additional spells, if only weakened ones. 
When you invoke higher level casting, using a spell slot of a higher level then a spell to cast that spell, you regain one expended spell slot. The expended spell slot must be of the first or second level, and must be a lower level then the spell slot you used to cast the triggering spell. 
For instance, if you cast Magic Missile at the 2nd level, you could regain an expended 1st level spell slot.
At the 17th level you may also regain a third level spell slot.
Inner Power
14th-level School of the Duelist feature
The ultimate secret of conserving magical power is not to pull power from your spells, but from yourself. When you absolutely need a spell, when magic is the only thing that can save you, bodily processes become unnecessary. Why should you waste calories shivering and sweating if you are moments from death? Your internal healing and digestion can be slowed, your metabolism paused. All of it just to give you that extra edge. The extra mote of power needed to finish the fight.
When you successfully cast a spell, but an effect would suppress it such as the spells Antimagic Field or Counterspell, or the Antimagic Cone ability of a Beholder, you can bypass this effect. 
This feature can also be used to cast a spell without expending a spell slot, up to the fifth level.
When you use this ability, you take force damage totaling number of d6’s equal to the spell’s level you are casting. Your hit point maximum is also reduced by an amount equal to the damage taken. You regain your regular hitpoint maximum when you complete a long rest.
DM tips under the cut!
If you allow one of your players to use the School of the Duelist, consider some of the following tips:
The subclass focuses on transmuting waste energy into more magic. This is commonly heat, light, and sound, so consider how these things transform into the player’s subclass features. Conversely, think of how intense a spell must be with near-perfect energy efficiency, how bright Daylight could be, or how cold Ice Storm could get
Spell’s listed effects all still occur. Even if the flavor text here says that spells produce less sound, something like Thunderwave is still audible up to 300 feet away. It may be good to make sure your player understands this before taking this subclass.
You may want to give your player free use of the Shield or Magic Missile spell when they gain the Spell Mastery or Signature Spells features, in addition to the other spells they choose for that feature.
This subclass can be powerful when combined with certain Sorcerer or Warlock features you may want to set some limitations on features to maintain balance.
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