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#guildmaster's guide to Ravnica
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The Minotaur from Guildmaster's Guide to Ravnica
Wonderful, darling, precious. Perfect except for the kind of too small mouth. Bellows need more cavernosity. Excited to go get milkshakes with me.
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Minotaur from Mordenkainen's Monsters of the Multiverse.
I think someone took the wrong idea from the word... piebald. You do look like someone put human skin on a bovid.
But your mouth looks right and I love the look of adventurous determination, still look excited to try your first milkshakes with me.
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jessaliaart · 2 months
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DND emotes of my groups characters! these were drawn back in 2020 when we had to use discord due to the pandemic.
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haorev · 1 year
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(If I spell any of the guilds wrong it’s because I don’t have the book in front of me)
Bells Hells in Ravnica:
Ashton: whatever guild he’s in, it’s not voluntary. Based on their deal with Hexum, I’d say Orzhov is the most likely (tho I like the idea of him originally being part of the Simic Combine and that being why they are how they are)
Laudna: Golgari Swarm 100%
Orym: Selesnya (or possibly Boros Legion)
Fearne: Selesnya
FCG: Izzet
Dorian: born to a family neck deep in the Azorius Senate, but left and is currently guildless
Chetney: either Gruul Clans or Simic Combine
Imogen: I wanna say either Simic Combine or guildless
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jacebeleren · 15 days
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ok i posted this on twitter so i might as well post it here too
THE THING IS, HALF-GORGONS ALREADY EXIST ON RAVNICA. There is art that depicts half-human and half-elf gorgons. Note the skin + ears!
If Jace & Vraska are struggling with infertility / unable to get pregnant, it's not because a human and a gorgon can't make a baby.
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Full-blooded gorgons like Vraska and the Sisters of Stone Death have green skin + do not have external ears.
ALSO INTERESTING though is the fact that Vraska's mother was Ludmilla of the Sisters of Stone death. Vraska is a full-blooded Gorgon with a mother, but no father. Perhaps they're able to reproduce through parthenogenesis? But they can also hybridize with other species, as demonstrated.
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Personally, it's always been my headcanon that Ravnican gorgons are similar to the Asari from Mass Effect: a monosex species that can reproduce both sexually and asexually. And like the Asari, Ravnican Gorgons are not all women and aren't quite "biologically female" in the human understanding of the term. I've always been struck by the line in the Guildmaster's Guide to Ravnica D&D book saying gorgons "appear superficially similar to human women".
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I think Ravnican Gorgons have a very different view of sex and gender than humans do. The are monosex; their experience of gender identity is completely separate from their bodies. Their reproductive parts are irrelevant because they all have the same thing. Ravnican Gorgons can be any gender, but I think they mostly identify as women due to millennia of cultural influence- the surrounding cultures (humans and elves) perceive them as women.
Jace and/or Vraska are infertile. Though I think the most probable reason is Phyresis / their recovery from Phyresis having side effects, as the #1 champion of trans man Jace, I think it's also because Jace has either had bottom surgery and his junk can't get Vraska pregnant, OR he hasn't had bottom surgery and he can't get pregnant by Vraska because his HRT stopped his periods.
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crinosmonsters · 5 months
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Endrek Sahr, Master Breeder
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The Original creator of the Thrulls, Endrek Sahr was a member of the Order of the Ebon Hand, a depraved cult which operated upon on the continent of Sarpadia on the plane of Dominaria thousands of years ago. Sahr created the Thrulls initially as slaves and sacrifice fodder, but felt like his creations could be more, pushing him to create larger and more powerful Thrulls. These Ambitions led him to create the Derelor which, while physically powerful, consumed too many resources to be viable. As a result, Sahr was sentenced to death. But while history considers Sahr dead, there was a period in Dominaria's history where time and space became mutable, and Sahr may yet have escaped his unfortunate fate and lives on.
Endrek Sahr's Enchiridion
Endrek Sahr has access to numerous unique magic spells, some he created himself (Breeding Pit and Thrull retainer) and others which were created by the Order of the Ebon Hand. These spells can be found in Sahr's spellbook on his person, or an ambitious and unscrupulous wizard can learn the spells themselves under the evil wizard.
Thrull Retainer
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1st level Necromancy
casting time: 1 action
range: An unoccupied space within 5 feet.
Components: V, S, M (at least half of a humanoid corpse or more)
duration: Concentration: up to an hour
This spell summons a single Servitor Thrull (descriped in Guildmaster's guide to Ravnica) Which loyally serves the caster to the best of its limited abilities. The Thrull will not move more than five feet away from its caster, and can be called upon to use its self sacrifice ability as a reaction.
Classes: Cleric, Warlock, Wizard
Hymn to Tourach
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2nd level Enchantment
Casting time: 1 action
Range: 60 feet
components: V
Duration: Instantaneous
Named for the evil cleric which founded the order of the ebon hand, the Hymn of Tourach requires the caster to unleash a dark infernal prayer to torment their enemies. One target within 60 feet must make a wisdom saving throw or be stunned until the end of your next turn. In addition, if the target was a spellcaster, they lose a spell slot of the highest level they are capable of casting.
Classes: Bard, Cleric, Warlock, Wizard
Breeding Pit
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Third Level Necromancy (Ritual)
Casting time: 10 minutes
Range: 120 feet
Components: V, S, M (a large hole, approximately 1,000 pounds worth of corpses, and alchemic potions equaling about 500 GP)
Duration: See below
Endrek Sahr's masterpiece, this spell allows for the mass production of Thrulls on a massive scale. The Spell creates a breeding pit, a 10 foot wide, 80 foot deep pit filled with bubbling ichor comprised of numerous alchemic reagents and liquefied flesh.
Once per day, at sundown, a Servitor Thrull emerges from the Breeding pit, loyal to the caster who created the pit. So long as it is maintained, the Breeding pit will continue to produce new Thrulls in this manner indefinitely.
Maintenance of the Breeding Pit requires two things: First, the pit must be replenished with a periodic supply of new chemicals and corpses once a month, to the equivalent of one medium sized corpse and 50 gold pieces. More importantly, the Pit requires a constant source of magic to function. Each day, a spellcaster (not necessarily the one who created the pit) within 60 feet must sacrifice a level two or higher spell slot in order to keep the pit alive. Without this magic, the pit will dry up and die in a matter of hours.
There is no limit to the number of breeding pits that a single caster can create at one time, so long as the upkeep requiements are met.
If you enjoy my work, please consider joining My Patreon, Where I post compilations of the monsters that you see here (Along with Patreon exclusive new monsters) Or donate to my Ko-fi where you can request a monster writeup for the low low price of one dollar.
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justavulcan · 5 months
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Backgrounds With Class: Izzet Engineer
I'll be honest: Ravnica has always fascinated me. I was a high schooler when the first set came out, and I was immediately consumed creating characters for the setting. Now that we've actually received my long-awaited crossover, I thought it would be nice to write a love letter to the setting in the form of another Backgrounds with Class series. After all: some guilds have natural class choices tied in, from a conceptual standpoint. Boros and Fighter, Izzet and Wizard, Selesnya and Druid. But guilds aren’t class-restricted, and so I wonder what it would look like if you paired every class with every guild background, even the ones that seem at odds, like Izzet and Barbarian, or Gruul and Artificer.  So I thought about it, and this is what I came up with.  Some character concepts for each class, and each Guildmaster's Guide to Ravnica background for each class.
Izzet Engineer
The Izzet Engineer Artificer is a study in contradictions.  Temperamentally, he’s the quintessential vedalken- cool, calm, orderly, and precise.  When it comes to the subject of his work, though, he’s exactly the opposite.  His area of expertise is pyrodynamics, and he specializes in demolitions magic.  When asked about the contradiction, he’s as likely to say that destruction should be no less calculated for maximum efficiency than anything else as he is to crack a rare smile and say simply that it needs to be done.
The Izzet Engineer Barbarian was lab security before his accident, mostly internal in case the mephits or weirds break containment somehow.  Turns out that his chemister employer was experimenting with tri-elemental weird fusions, though, and the massive surge of wild magic that resulted contaminated everyone in the lab that didn’t meet an untimely end.  Now the wild magic is in him, too, triggered by the surge of adrenaline brought on by combat.  Accordingly, and in the spirit of testing the results of the accidental experiment, he’s been involved in a lot more field work lately.
The Izzet Engineer Bard is preoccupied with bringing life to the lifeless.  Motion in general has been an interest of his from gobling on the streets to assistant in the lab, and it’s always fascinated him how the world acts around moving things.  Gifted with a keen sense of timing, he claims to be able to keep the rhythm of the universe, and his ability to magically pull that rhythm to reality is his greatest pride and joy.  If you need someone who knows how to get something somewhere sometime, he’s your man.
The Izzet Engineer Cleric has never been a high-concept member of the League, instead focusing on the materials fabrication.  Attached to things they can work with their hands, they’ve made thousands of miles of piping and scaffolding in their career, and have even supplied housing, capacitors, and other more technical equipment for a variety of projects in the League.  Low-key indispensable and firm in their desire to one day be working with guild-trademark alloys like mizzium, their faith draws from the raw confidence that with the proper tools, and the right material, anything is possible.
The Izzet Engineer Druid is an unusual member of the League in that she hates spending time in the lab.  Bound to a fire elemental companion of her own and planning one day to be a one-woman foreman, her real ambition is to serve as one of the guild’s elementarii.  Weirds and their creation have always fascinated her, and her willingness to field-test anything even remotely related to the topic has made her a popular contractor for testing handheld equipment.
The Izzet Engineer Fighter, like his father and older brothers before him, has always been a dab hand with the crossbow.  The family business is support and assistant work for the chemisters of the Izzet League, and he’s always wanted to be a scorchbringer.  The old man says you always need an edge, so to set himself apart, he’s audited engineering courses at the guild workshops and started making new ammunition for his ‘bow- enhancements of energy and matter, making some truly unique shots possible.  His designs have recently caught one of the lesser magisters’ eye, and now he’s on track to become one of the guild’s best combat engineers and troubleshooters.
The Izzet Engineer Monk was caught in an electro-galvanic storm as a youth and hasn’t been the same since.  Infused with raw elemental energy and adopted by the scientists whose work took the lives of his parents, she spent much of her youth brawling and scrapping on the street until she suddenly- explosively- cut loose with a thunderwave.  Her adoptive parents, hearing of the incident, took her into the Laboratory of Storms and Electricity to see if there’s more to the storm’s changes than her perpetually windblown hair and the crackle of ozone that follows her.
The Izzet Engineer Paladin sees herself one day as not just a scorchbringer, not just a security chief on a project, but the champion of the Izzet League.  She’s not much of an inventor herself, but there’s always room for a strong back and a will to fight in the League, clearing abandoned structures for refurbishment and engaging in one of modern Ravnica’s countless small-scale military action.  The day is coming, she can see, that she sprints into battle bearing the latest and greatest of her League’s tech.
The Izzet Engineer Ranger joined the Izzet combine under unusual circumstances.  A kraul and formerly a farmer in the Undercity, she used to deal with all kinds of run-off from the Izzet laboratories above contaminating her food until one day a weird washed down the pipes.  After putting it down, she went to the laboratory to demand they reroute their sewage, and left hired as the official run-off and chemical waste technician under the League's employment, as well as underground security.  Now, she handles the access tunnels and piping for a network of laboratories, growing increasingly interested in wielding a scorchbringer.
The Izzet Engineer Rogue has a dirty job, for the Izzet League.  Officially on the payment records as an outside consultant, she is one of the League’s idea thieves.  When guildless engineers hit on something the League can use but refuse to sell, she seeks them out and makes sure their designs and experimental materials fall into the hands of someone who can use them.  She doesn’t mind the work; the challenge is nice, and although she has enough technical know-how to make modest progress herself, she is much more comfortable cracking locks and dodging security.
The Izzet Engineer Sorcerer is a natural talent at storm summoning, but when a stray bolt fried their clan’s shaman, they fled the Gruul to take up with the other guild that likes lightning.  Among the Izzet, their talent is looked down upon for the more primitive flavor they bring with it, but none can argue with the results.  As-is, they ended up doing the scut work of keeping maintenance tunnels clean and smoothly running, a dull job with a lot of hands-on ground-level know-how involved.
The Izzet Engineer Warlock has had an unorthodox apprenticeship.  Instead of working with and learning from a chemister or blastseeker, she made a deal when she joined the guild to work under a water djinn.  He gave her a disused segment of water-cooling piping, part-time work at two labs, and a promise of an arcane engineer’s manual in the future.  She’s making the best of it so far, helping with her colleagues’ experiments where she can and faking her way through the rest.
The Izzet Engineer Wizard is, predictably, fascinated by conjuration magic.  Themself a weird brought to life by a magister’s experimental elemental summoning, gifted with an unusual spark of intelligence for elemental plasm, it is small wonder their talents tend toward the calling of things- and, eventually, beings.  Crackling with life and lightning, limber as a stream of molten mizzium, they’re as mercurial in interest and focus as any magister of their guild, a role they hope one day to fulfull.
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vorthosjay · 5 months
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Do we know which guild handles Education on Ravnica? I'd be willing to bet money a good amount of it for the Guildless is run by Dimir, but does each Guild have their own schooling or something?
From the Guildmaster's Guide to Ravnica:
A crystal-paned center of learning that concentrates on magical theory and application, Prism University draws potential wizards and other would-be mages who want to learn about all forms of magic, in contrast to the specialized and practical applications of magic espoused by the guilds. Even though the school maintains a formal state of neutrality, it’s an open secret that many guilds have infiltrated the university and planted agents to woo prospective members. Partly as a result of this influence, many graduates of the university do go on to join a guild, finding a way to apply their broad experience to support the narrower focus of the guild.
Presumably there are other non-guild affiliated schools as well.
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greenticklerdreams · 25 days
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Reading the Guildmaster's Guide to Ravnica after spending a few months in the kink community is a trip.
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The first clause of that last sentence is revolving in my brain. "Would be illegal if it weren't consensual?" Uh. Yeah, D&D writing staff. That's how you define the crime of sexual assault. Is this supposed to be a disturbing statement?
The ten guilds of Ravnica are supposed to be treated as social and moral equals, and I know they're technically run by a demon cult at the center, but 1. you should see the other nine guys, 2. those other nine guys all have public faces that enamor them to the general populace or else they wouldn't survive, so the nightclubs can't ALL be murder-torture chambers, and most importantly 3. I can't help but think the Rakdos's social role as "hedonistic entertainers" is contributing to your ick just as much as the demon cult part when you say stuff like this.
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tilthedayidice · 2 months
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Could I get a palette for my cow-inspired tiefling paladin Belby Tux? His god is Silvanus and he was raised by very reclusive elves after they picked him up in the forest. They kicked him out once he became an adult and he’s been kind of wandering around trying to find a purpose and helping people. He’s pretty friendly and dare I say docile and he’s best friends with a bard (cows and music after all). Thank you! <3
Very cute concept I love him very much :) The Fluer de Lilas didnt appear as blue as I was hoping, But i thought they really fit his softer vibe!!!! I hope you like it!
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Dice Envy Fluer De Llias
Dice Envy Holy Crit
Dice Envy Smaug The Impenetrable
Chessex Gemini Black/Grey
Chessex Lustrous Alpestris
WOTC Guildmaster's Guide to Ravnica Companion Dice
Legendary Pants Champaign
Crystal Caste White Pearlized Hybrid Dice
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dungeonmastertyrant · 2 months
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Cleric (Order Domain)
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Order Deities:
Eberron: Aureon
Forgotten Realms: Bane and Tyr
Dragonlance: Majere
Greyhawk: Pholtus and Wee Jas
Order Domain Spells:
Cleric Level 1: Command and Heroism
Cleric Level 3: Hold Person and Zone of Truth
Cleric Level 5: Mass Healing Word and Slow
Cleric Level 7: Compulsion and Locate Creature
Cleric Level 9: Commune and Dominate Person
Bonus Proficiencies: When you choose this domain at level 1, you gain proficiency with heavy armor. You also gain proficiency in Intimidation or Persuasion (your choice).
Voice of Authority: Starting at level 1, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity: Order's Command: Starting at level 2, you can use Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Embodiment of the Law: At level 6, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike: At level 8, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach level 14, the extra damage increases to 2d8.
Order's Wrath: Starting at level 17, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Source: Guildmaster's Guide to Ravnica and Tasha's Cauldron of Everything
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allhailklisz · 1 year
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it’s a nice change of pace for magic story to acknowledge the pentachromatic nature of magic, since they haven’t really done that much in a while (my Ravnica D&D DM says that, according to the Guildmaster’s Guide to Ravnica, non-planeswalkers don’t even know about colors), which has felt weird to me given how the colors are the beating heart of the game itself. and of course Zhalfir is the perfect place to make them relevant again, since the Zhalfirins were the first Dominarians to discover the colors in-universe :D
given that the main story this set is in Argentum/Mirrodin/New Phyrexia, the moons/suns would also have been a reasonable time to have color become story-mentioned again, particularly since the red mana of Sky Tyrant* is stated (see Priest of Urabrask flavor text) to be why Urabrask and the Quiet Furnace as a whole are so antiauthoritarian compared to normal Phyrexians
*also the fact that the red moon is called a tyrant will never not be amusingly ironic to me. red, the color that hates tyranny most of all
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jessaliaart · 5 months
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Cute sketches of my DND gal Willow and her fiance Lucien!
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mtg lore rant
One of the things that I strongly disliked about Guilds of Ravnica/Ravnica Allegiance/War of the Spark was the idea that the Guilds were supposed to be some sort of functioning government with a separation of powers, which seemed new to me; not sure how this played out in the previous two Ravnica blocks. IMO the guilds were never previously portrayed as having run the city competently; various cards portrayed police brutality, economic inequality (and outright slavery), extremely volatile utilities, and plain old civic mismanagement.
I'm not sure why this kind of watering down of the setting was present; maybe it was so that we'd have more sympathy for the Ravnicans when Bolas invaded, or maybe it was to make the guilds friendlier so D&D players using the Guildmaster's Guide would actually want to be a part of one of the guilds.
That contrasts with another problem I had with that block; the idea that we were supposed to have any sympathy at all for the Gruul. Yeah, Ravnica is an awful place to live, but it also has a standard of living higher than most other planes; there's indoor plumbing, advanced medical knowledge, and at least some level of literacy. So why should anyone be okay with completely destroying that society to restore nature? The Gruul had no intention to keep any of the improvements that have actually helped the people they claim to care about; they just think things will magically be better after their giant boar kills everyone in the city.
IMO, in the end, Domri got what he deserved.
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grailfinders · 2 years
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Fate and Phantasms #268: Space Ishtar
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Today on Fate and Phantasms, we've got a complicated build! Specifically, we're building Ashtart, Space Ishtar, and Ashtart Origin... all in a single build. You'd think building a sith lord, a bounty hunter, and a literal universe all in a single build would be hard, but it turns out the answer is Horizon Walker Ranger. Plus a bit of Twilight Cleric for extra space effects. Again, we apologize for any formatting issues, they should be fixed by the Calamity build this Sunday.
Check out their build breakdown below the cut, or their character sheet here!
Next up: Two aces, two eights.
Also it's time to announce the winners of the raffle for this year's viewer choice builds! We'll have the builds for Ophelia Pharmacy and Morgan Le Fay ready for the anniversary next month, so stay tuned!
Race and Background
The Space Ishtars... are not humans! For once! They're the shattered fragments of a dead god. So much less complicated, right? But we need force powers and I doubt we'll ever have an excuse to use them again, so we're making them the Astral Plane-dwelling Githyanki. This gives them +2 Wisdom and +1 Dexterity, as well as proficiency in Survival and a couple weapons (which you'd get anyway). They also get Githyanki Psionics, letting them cast an invisible Mage Hand at will. Plus, you cast Jump at third level and Misty Step at 5th level, both once a day.
We're trying to start with Ashtart here since she's ascension 1, so that means we're making her a Space Shinsengumi Operative, from the Guildmaster's Guide to Ravnica. Don't ask what the Space Shinsengumi were doing there, it's just going to cause a bigger headache. Anyway, this gives her proficiency in Deception and Stealth, as well as an expanded spell list we'll barely make use of.
Ability Scores
Dexterity is number 1. One of you uses short swords, the other a gun, and none of you have medium armor on. After that is Wisdom- #3 tends to favor magical bullshit, and that's what we're casting with. Plus, if you're going to hunt bounties, you gotta find 'em first. Charisma is also pretty high, you've got the devil's sugar after all. Honestly that just sounds like a suburban way to say cocaine. Either way it makes your charisma good. Your Constitution is honestly a little lower than I'd want it. If only universe-sized attacks can affect you, that's... a lot of HP. Your Strength is pretty low though, we're just not using it. By process of elimination, we're dumping Intelligence. You might be from the future, but you're just as bad with technology as any other rinface.
Class Levels
Ranger 1: Starting off as a ranger has its perks. You get proficiency in Strength and Dexterity saves, plus three skills. Athletics will make up for the low strength, Investigation to use futuristic gadgets to scan a crime scene, and Perception to shoot good. When you're the size of a universe, you have to be good at picking out details. You also gain a Favored Enemy, and since Ashtart Origin's all about destroying the servantverse, we'll be picking up 2 humanoids for every option here. I'd love to dig through my entire library just to see what the most common servant races are, but really you should just pick the best options for your campaign anyway. This feature gives you advantage on survival and intelligence checks involving your favored enemy, as well as an additional language. Since space isn't a Natural Explorer option, we're doing with Deft Explorer instead for doubled proficiency in Survival. Tracking people down on a single planet is hard enough, let alone when you get space involved.
Ranger 2: Second level fighters get a fighting style, and since Ashtart's up first we're getting Two-Weapon Fighting so you can dual-wield. We also learn some Spells for the first time that you cast with Wisdom. Pick up Detect Magic for another futuristic scanner and Jump for more force leaps. I know you get one for free next level, but now you can use it more often. Preparedness is key in space, at least according to Pryce and Carter's Deep Space Survival Procedure and Protocol Manual.
Ranger 3: At third level you can finally turn your sabers into lightsabers thanks to the Horizon Walker's Planar Warrior feature, spending your bonus action to activate your sword against a specific creature. The next time you hit them this turn you deal extra damage and it all turns into force damage too. You can also Detect Portals within a mile of you once a short rest so you'll know when humanity's last master enters the servantverse. Or when your Amazones package arrives, either-or. you also get a whole lotta spells thanks to your horizon walking and primal awareness. PA spells can also be cast once day for free, so you won't have to use a spell slot for speak with animals when you crash land on that junk planet with all the kitties on it. you also get protection from evil and good so your goddess core protects you from possession and all that, and you can light up your lightsabers even more for a searing smite, which'll keep burning your enemy if they fail a constitution save!
ranger 4: use your first ability score improvement to bump up your dexterity so your sabers find their mark more often!
Ranger 5: Fifth level rangers get an Extra Attack each action (not your bonus action), as well as second level spells. Your Primal Awareness spell is Beast Sense, letting you see and hear through a willing beast for up to an hour. I don't remember anything like this in Saber Wars II, but you could probably flavor it as a surveillance drone. You also get Misty Step which you'd get anyway and Locate Object. We're arguably still working on the first ascension right now, but we might as well get a present for the second ascension as we go. Stick a tracking device on your foes and you'll know their location if they're within 1000 feet of you!
Ranger 6: Sixth level rangers get another round of Favored Enemies as well as Deft Explorer, giving you Roving speed. A roving ranger has 5' of extra movement, and you gain a climbing and swimming speed. Your experience in zero gravity helps you walk on walls and swim through the air.
Ranger 7: Seventh level horizon walkers have an Ethereal Step, letting you incorporeate for a turn as a bonus action once per short rest. This lets you move in any direction and pass through most objects, though you can't interact with the material plane again until the spell ends. You can also Enhance Ability, giving yourself advantage on one kind of skill check. Choose Charisma to lay on the devil's sugar, Dexterity for extra flips in your swordfighting, or Wisdom to track your mark even easier. It's quite versatile.
ranger 8: ok, enought of the first ascension, let's get that second ascension! use this asi to get the fighting initiate feat for some archery skills- that's a +2 on all your ranged weapon attack rolls! you also get the land's stride, so you can move through difficult terrain super easy.
cleric 1: wow, we're speedin right along to third ascension already! bumpin over to twilight cleric gives you a whole new list of spells (check the phb to see how multiclassing works), plus you have supercharged darkvision with Eyes of the Night for 300' of darkvision and the ability to share it with other creatures once a day, or with a spell slot. you'll also always shoot first thanks to your vigilant blessing, giving one creature advantage on their next initiative. good bounty hunters always shoot first, at least until the remakes! pick up guidance to be good at everything with a +1d4 on your next skill check, light for a proper light saber, and thaumaturgy to act like the god you are. you also get first level spells like faerie fire and sleep, but what we really want is command to lead the shinsengumi, detect evil and good to find your other fragments, and spiritual weapon for ashtart origin's weird ball thing that you can attack with as a bonus action.
ranger 9: ninth level rangers get third level spells, and you get a lot of them. your universal translator now lets you speak to plants. you also get more speed with the haste spell, doubling your speed, giving you an extra action (with caveats), and a +2 bonus to your ac! plus, you can turn your sword into an elemental weapon for an even hotter lightsaber.
ranger 10: tenth level rangers are tireless, giving you a bonus action that'll cover you in star stuff for some temporary hp, and you lose exhaustion on short rests! You can also go ghost with nature's veil to turn invisible for a round as a bonus action proficiency times a day. the universe is mostly nothing anyway, so just spread out a bit.
Cleric 2: Speaking of spreading out, second level twilight clerics can use their Channel Divinity option Twilight Sanctuary to cover yourself in twilight for a minute. Whenever a creature ends its turn in your universe, you can give it temporary HP or end an effect charming or frightening it. Your goddess core will protect you from the more common status effects. You can also use it to Turn Undead, and you get one channel divinity use a short rest.
Cleric 3: Third level clerics get second level spells like the freebies Moonbeam and See Invisibility. Also, pick up Hold Person for a force choke, and Lesser Restoration to cover up any status effects your Twilight Sanctuary won't take care of.
Ranger 11: Eleventh level horizon walkers can make Distant Strikes, letting you teleport up to 10 feet each attack. In addition, if you attack two different creatures you can attack a third as well! You can also protect yourself from anything less than a universe-ending threat with Gaseous Form. It prevents you from attacking or casting spells, but you can fly and move through small gaps, plus you have resistance to all nonmagical damage.
Ranger 12: to help with that literally universal protection, use this ASI to pick up the Tough feat for 30 extra HP now, and an extra 2 every time you level up.
Ranger 13: Thirteenth level rangers get fourth level spells like your Primal Awareness spell Locate Creature. It also has a limit of 1,000 feet, but you don't have to know what they've got on them to do it. Plus, this one lasts an hour, not ten minutes. you also pick up Guardian of Nature. pick the primal beast option for Ashtart, increasing your walking speed, giving you advantage on strength-based attacks (don't use this part), and making your melee weapons deal force damage. for Spishtar and Ashtart Origin, check out the great tree. you get temporary HP, make constitution saves with advantage as well as dex and wisdom based attacks, and the area around you is difficult terrain for enemies. also you can use Banishment to yeet people back to their home plane if they're not already there. the astral plane is only for you. and the other yous, I guess.
Ranger 14: a fourteenth level ranger can Vanish as a bonus action. it's literally just letting you hide easier. you also can't be found nonmagically, but this is the point where most spellcasters have ninth level spells, people are probably finding you magically. on the plus side, you get another favored enemy! so... yeah, that's this level.
Ranger 15: okay, back on the "I will never die" train. your last goody from your subclass is Spectral Defense, letting you give yourself resistance to an attack's damage as a reaction. no limit on this one either. You can also use Freedom of Movement, if you want to spend a fourth level spell slot on something you can already do as a bonus action. I guess use this if you get arrested in the astral plane? ah well, doubling down usually isn't a terrible idea.
Ranger 16: use your last ASI to finally give Spishtar a break with the Crossbow Expert feat. Now you can attack with a crossbow multiple times an action, you can use ranged attacks in melee, and you can get a shot in with a hand crossbow even while dual-wielding.
Ranger 17: our final level is actually a pretty spicy one this time, since seventeenth level rangers get fifth level spells. you can Commune with Nature to learn the general layout of the planet you're on, and you also get the closest thing D&D has to a spaceship, the Teleportation Circle. It takes a minute to set up, but it creates a portal to any other teleportation circle on this plane of existence for a round, and you can create a permanent one wherever you like by casting it once a day for a year. we end this build with one last spell, but we're letting you make a choice. pick up Conjure Volley for extra firepower for Spishtar, or Steel Wind Strike for some impressive lightsaber action on Ashtart's end. either way, it'll be a bloodbath.
Pros and Cons
Pros:
with almost 200 hp, options for healing, and a ton of ways to cut down incoming damage, this build can be incredibly tanky when it wants to be. and if you're ever in a sticky situation, you have plenty of options to get out of there and escape to fight another day, prolonging the season finale yet again.
being three people also gives you quite a bit of variety in a fight, with options for melee, ranged, and magical combat!
outside of combat you are fantastic at tracking down enemies, especially if they happen to be humanoid.
Cons:
having so much variety makes it hard to focus on just one kind of combat, so you're not as powerful as someone who just does melee, or ranged, or magic.
your concentration saves are also pretty bad, so expect Ashtart's hastes and elemental weapons to end earlier than you'd like.
having so many redundancies packed in means you probably won't run out of an important part of your kit, but it also makes a couple of level-ups less impactful. like how level 17 gives you practically nothing to work with.
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