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#for what i wanted to do. plus a honse
iiscpr · 1 year
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woe
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staravya · 1 year
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tagged by: @coffinbirds​ rules: post 10 of your favorite movies and tag 10 people
not in any particular order because I can’t pick favorites BUT
Into the Spiderverse self-explanatory. looks great, sounds great, and everyone sings its praises for good reason!  
How To Train Your Dragon specifically 1 & 2. (I simply don’t acknowledge 3.) also the “Gift of the Night Fury” short, which I adore so much. a boy and his dragon working together to make the world a more accepting space, what’s not to love! they’re iconic and I love them.  
Spirited Away my first ghibli film, which scores a special place in my heart. lovely story with lively characters of all kinds.  
Promare the color! the music! the homoeroticism between an arsonist and a firefighter who both really just want to save people so they enemies-to-lovers about it! the lampshaded anime tropes that nonetheless are treated with affection rather than disdain! a love letter to anime in all the best ways. seriously though this movie is worth watching just for the pure spectacle of color.  
Pacific Rim drift compatibility reshaped the way i view interpersonal relationships between characters for the better. the mortifying ordeal of being known only it’s not mortifying, it’s wonderful and can sprout between people of all different walks of life, and it’s used to power giant robots to fight giant monsters. what else could you want! (not a sequel. don’t—just don’t look at anything but this movie okay it’s not worth it.)  
The Legend of Hei aka the story of the cutest animated kitty ever. he’s just trying to find a home! this is also one of my sister’s favorite movies so it gets bonus points and it deserves it tbh! adorable movie, beautiful landscapes, characters with cool powers animated gorgeously.  
Wolfwalkers the style of this movie is just. so good. discovering that those beasts your father hunts are just trying to live! becoming one of them! all of it depicted in stunningly drawn movement! the whole running with the wolves sequence never gets old.  
Jiang Ziya how do I even begin to describe how much I love this movie. it’s about someone just trying to save the person in front of him. it’s about questioning authority that abides by murder “for the greater good”. it’s about breaking the cycle at its root. it’s about trusting your senses above what you’re told, about doing what’s right, about a father demanding that heaven be just to the people it reigns over, about a kid who wants a family—there are so many themes that I love to bits in this movie. plus the animation’s great!  
Everything Everywhere All At Once would you love me if i was a rock (yes) (always yes) (a thousand times in a thousand worlds yes). funny moments interspersed with some of the most soul-wrenching conversations between mother and daughter that really just leave you thinking, oh, it’s love. it’s always been love.  
Spirit: Stallion of the Cimarron my childhood, in a nutshell. honse! incredible music! just a horse trying to get back to his herd and finding an understanding of people along the way. and also blowing up that one train lmao.
tagging: (no pressure if you don’t want to 💙) @chrysalizzm @tea-with-veth @meitantei-lavi @disastermovie @altair214 @onetobeamup @kdm13 @rainbowdragonn @feralsylph @raifuujin
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tigerkirby215 · 3 years
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5e Rell, the Iron Maiden build (League of Legends)
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(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
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But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
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(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
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(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
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(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
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(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
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(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
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(Artwork by @dreadstardraws on Twitter.)
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