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#lb2 spoilers
empty-dream · 2 months
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This Lostbelt has no future. No tomorrow. Though it may be peaceful, free of conflict and evil… It will never be any more than that. It has no power to change, to develop. My love is not enough. Spring will never come. Life will never flourish. But now, my power should suffice to bring hope to my land. So I withdraw my love and instead offer you death.
Fate/Grand Order • Cosmos in the Lostbelt : Eternal Icy Fire Century, Götterdämmerung
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300iqprower · 2 years
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I'm still mad that Sakurai ruined LB2 with her writing but i still love the SigBryn scene
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“Find a good Sakurai Scene” challenge: far from impossible.
To restate myself: When she’s not…let’s say, “distracted”, Sakurai can fucking write. And she has written some of my favorite moments in the entire game to date. LB2 is by far the worst lostbelt and has what is at MINIMUM tied for the worst character in the game, but god does if have its moments just like the other lostbelts.
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bbnibini · 10 months
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I'm so surprised that Obe's banner is today! I thought it was next week so I didn't prepare a catalyst yet. I rolled anyway and....
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I got him!!! 🙌
I wanted to get Tam Lin Tristan too cause of the LB6 story but I ended up just getting a second Obe copy 😂
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My friend and I got different summoning dialogues probably cause I already finished LB6. I'm glad I summoned after finishing it. 🥰
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I think he likes me 😳 /j
Here's what happens if you finish his ascension quest. (You need to level him to Stage 4 Ascension and finish LB6 to get his sus form)
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P.S. I'm poor. I just raised Koyan to 10/10/10. Surprisingly, I had all of Obe's mats laying around. I just don't have lores for him 🥲 I really need to play events akfkkdkdkd
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lemonadehtwooh · 3 months
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playing LB2 a bit more and slight spoilers but Why is Napoleon low-key charming. This man said "Oh la la", how am I supposed to take him seriously. However I also find this very suspicious
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madillhethen · 2 years
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Ok, I’ve been posting rather negative stuff for the LB/Crypters lol so I thought I would post something more positive since I’m about the halfway mark (I guess? LB2 and LB3 feel relatively short compared to 1 and what I know of 5) and some opinions have changed since the last I posted about the Crypters.
Beryl: I hate him still. I do think the writers did an amazing job in making us know so little of him and still making him relatively...disliked? At least the people I know don’t like him.
Daybit: he hasn’t given me any information to hate him but also none to love either. He’s pretty enigmatic to me so he’s neutral.
Wodime: (I swear I keep forgetting how to spell his first name so it’s either going to be written as Kirsch or Wodime in my blog) he’s in a similar boat as Daybit except I do have information on him--he has done actions that are admirable but I’ve yet to see who he is actually and for me that’s a lot more important. As of now, he feels like how Saber was in FSN, where the hype is there, the greatest ideals and everything has happened, and everyone admires/loves them for one reason or another. How great of a leader someone is doesn’t exactly tell me who they are so I’m still on the fence with him but he’s slightly going up.
Kadoc: I think someone mentioned one manga doing more for him as a character, and I know a lot of people love him from spoiler territory which I didn’t touch. I think I like him enough as a person from what I saw. He’s relativably human and his relationship with Anastasia was cute. But I want to see the aftermath of it all. He kind of feels like he hasn’t changed much? But I don’t know if he’s grieving or something or blaming himself, I just want to see the development and effect Anastasia had on him which I think will be explored later.
Akuta/Yu Mei-Ren: I hardly consider her a Crypter because of what I know. But I love her. She’s great. Summer Camp really solidified it for me. Every time she came sure it was a bit whiny and comical, but she was really kick a the entire time too. She was a stellar example of someone Mash and Guda could look up to especially with everything that has happened, someone who has endured lamentations and loss for so long, and just seeing her being very human despite of it, it just feels right. In LB3 she was really mysterious for the most part, but her elusiveness to the entire situation is what makes her stand out too.
Pepe: gosh, I don’t know but I think Pepe could wind up my favorite or being very close to it. I barely know anything about him, but his compassion and uplifting personality easily makes him more interesting--at the same time, he has a twinge of what seems to be mischief imo. The fact that all the Crypters are warring with each other, and everyone is just ‘I’m doing my job’ not concerned with anyone else (because they’re technically enemies) and here comes Pepe just...checking in on them? Making sure they’re ok, and actually saddened when he can’t get ahold of them or when Ophelia actually dies. The fact he called Ophelia for no reason, just to check in, that’s just so sweet, and so human, and unexpected but not unwelcomed.
Ophelia: gosh, I never really expected but Ophelia as of now is my favorite Crypter. When she first appeared, I was just ‘oh here we go. Another pining girl with the theme of love who can’t get the guy but might wind up doing so’ except the more I learned about her, the more I felt she was really relatable in a sense. (Not the pining part) but the fact she kept pressuring herself to be an exemplary magus, an exemplary person, stubborn and blindsided by the need to be somewhat perfect, she failed to see the possibilities (despite her Mystic Eye) and even when she cut off all possibilities, she lacked the resolve, but during LB2 we see her growth. The fact she wanted to be friends with Mash was really cute too. And in the end, she might not have lived up to anyone’s expectations, maybe not even her own, but she got to move the stagnant world, she didn’t betray Mash or Wodime, and she let herself be happy and at peace with the decisions she made. She saw everyone’s possibilities, and their convictions and strengthened her own, and I really loved seeing that. And I loved seeing her have this air of the noble magus, and aloofness but in reality she was just a sweet person--she was one of the first people who cared for Mash. 
When she died, God, I had to do a doubletake because I really thought she would...last longer? Appear again? But she didn’t and it was really sad. (I’ll post some stuff in my LB2 review because I was confused on some things as well...)
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grailfinders · 2 years
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Fate and Phantasms Viewers' Choice #2: Ophelia Phamrsolone
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EDIT: Okay, so.... we might have mixed up what day our anniversary is. Sorry this is two days late! We’ll get it right eventually. Hello Fate fans! If you’re reading this, that means we’ve successfully survived until the end of our second year, and it’s time to celebrate! (That, and this post didn’t glitch out right at the end of us writing this like the last one did.) It’s time for our viewer choice builds, and not only that, but we have another gift for y’all too! We’re planning on doing these much more often, so you can expect one around the 15th of the month from now on.
Anyways that’s enough announcements, you’re here for the build! Today we’re building Ophelia Phamrsolone, wielder of the Mystic Eye of Prolongation, as well as the second crypter we meet on our battle royale. Obviously she has an important role in LB2, so expect spoilers below the cut.
She’s a Divination Wizard to score that eye we need, plus a Great Old One Warlock for some benefits from the Foreign God.
Check out her build breakdown below the cut, or her character sheet over here!
Race and Background
Ophelia was a human, but then she died. Now, thanks to the Foreign God, she’s a Reborn. That gives her +1 Intelligence and +2 Charisma, as well as an Ancestral Legacy for proficiency in Perception. Her superpower’s literally seeing things, so that’s no surprise. (Technically you can get two skills here if you want, but she was a human, so that’s 1 skill. Take the extra if you want, but this isn’t exactly a skill-based build.) You gain Knowledge from a Past Life, letting you add a d6 to a skill check Proficiency times a day. The crypters also get protagonist powers, sorry Guda.
Finally, your Deathless Nature gives you plenty of benefits. You have advantage against being poisoned as well as resistance to poison damage. You also don’t need food, water, or air, and you don’t need to sleep either so your long rests take 4 hours instead of the usual 8. Finally, you have advantage on death saves. You took a fatal wound before the big climactic fight even started and you lasted longer than the flame giant did. That’s pretty impressive.
We need an expanded spell list, so we’re pretending the Foreign God lives in the sewers so you can be a Golgari Agent. This gives you proficiency in Nature and Survival so you can cook those sweets you love, plus that extended spell list we were looking for.
Ability Scores
Intelligence is number 1. You are one of the seven greatest mages in the world, after all. One of the seven remaining mages in the world, by any count. Charisma is second, you’re bad at hiding your feelings sure, but a lot of your magic is inherited, so if we weren’t going warlock we’d go sorcerer. Wisdom is also pretty good. We don’t need it for much, but once again seeing is your power, so your passive perception better be decent. This means your Dexterity is only okay- Masters don’t really fight directly that much, so it’s not like you have to worry about your AC. Mages also don’t really have home gyms, which explains why your Constitution and Strength aren’t remotely good. We’re not dumping constitution though- that’s for Okita.
Class Levels
Wizard 1: You don’t start off dead, so we’re starting the build with your regular mage stuff first. That means you have proficiency in Intelligence and Wisdom saves, as well as Arcana to do magic and History to know about who you’ve summoned. You also get Arcane Recovery, that lets you recover a couple spell slots on a short rest once per long rest. Speaking of: you get Spells. You get a lot of spells, which you cast and prepare with your Intelligence. Unfortunately, like most of the characters in lostbelt 2 you don’t really do much, so quite a bit of these spells can be replaced by “your choice here”. We mostly picked the spells based on their thematic appropriateness to the lostbelt, along with Ophelia’s stated specialties of evocation and conjuration. When something comes up that’s a must-have, we’ll let you know. On that note, your first command spell is used to empower Sigurd’s attack power, and Faerie Fire does a good job of doing just that. Anyone in a 20’ cube gets blasted with glowingness for up to a minute, giving attacking creatures advantage to hit them. I doubt Sigurd needs that much help to hit Guda, but every bit helps.
Wizard 2: At second level you’re a Divination wizard, making you a savant at copying spells from that school to your spell book. That’s half the time and half the cost, baybee! You also get your mystic eye, a.k.a. Portents, at this level. When you finish a long rest you roll 2d20s, and record those rolls. You can then spend a roll to replace an attack, check, or save you can see with that number. That’s straight up your mystic eye ability- see the future you like, force the world to let it happen. Interestingly enough, this does not use your reaction. You also get a second spell we’d like to talk about, Entangle. You use your two other command spells to weaken Sigurd, and for some reason they’re both plant based, hence the background. Wizards don’t do plants. Unless they’re sewer wizards, I guess. Anyways, we’ll get plenty of plant-based hinderances to keep Sigurd from killing Mash, so don’t worry about that. We’ve got your mystic eye covered, plus all three command spells… congrats, this build’s over, everyone pack up and go home! …Fine, we’ll actually get to the lostbelt. I guess.
Wizard 3: Third level wizards get second level spells. Faerie Fire also hits anyone on your side standing in the area, so if you’d rather not teamkill we can use Magic Weapon to buff Sigurd instead. Eventually, that’s a +3 to damage and attack rolls, pretty sweet!
Wizard 4: Use your first Ability Score Improvement to bump up your Intelligence. That’s more powerful spells, plus you can keep more on hand for added flexibility.
Wizard 5: For your third level spells, Plant Growth is another debuff for Sigurd. Cast it as an action and it’ll block up a 100’ radius area, turning the entire range into super difficult terrain. Cast it over 8 hours, and you’ll ensure a good harvest that year. That would be super useful if you weren’t living in a population-controlled dystopia. Woops. You also get Clairvoyance, letting you see out of a sensor plopped somewhere you’ve been or like, around a corner. It’s not nearly far-range enough to see Surtr yet, but we’re getting there.
Wizard 6: Sixth level divination wizards know Expert Divination, so every time you cast a divination spell you can regain a spell slot from a lower level. Skadi’s pretty stringent with her supplies, so it behooves you to follow her lead. When in Rome and all. Or Scandinavia. You can also cast Sending now, delivering a 25 word or less message to anyone you’ve met before, though there is a 5% chance of failure if they’re in a different lostbelt. “Hey Kadoc, how’s it going, Surtr’s about to escape and turn the world into a barbeque please help, do do do doo do do do,” that sort of thing.
Wizard 7: Time for fourth level spells! Grasping Vine is yet another way to keep Sigurd under control, pulling him away from Mash while also dealing a little damage. More importantly, you can use Divination this level, allowing you to ask one question about the near future to a godlike being. If Arjuna could become a god by eating most of a pantheon, so can Surtr.
Warlock 1: Now that we have established connection with the Scandinavia Lostbelt, we can begin your resurrection in earnest. When you come back as a Great Old One warlock, you gain an Awakened Mind, allowing you to speak telepathically with creatures within 30’ of you. I don’t believe this is canonical, but it would make commanding Sigurd on the battlefield possible without giving away any strategy. You also gain Pact Magic, giving you a few spell slots that always come back with a short rest. Unlike most multiclassing options, these slots do not mix with your wizard slots, though you can use one class’s slots to cast spells from the other class. Hex deals extra damage, yes, but we want it more for its secondary feature, forcing disadvantage on one kind of ability check for the duration. If someone is trying to climb after you, weaken their strength checks to force them to fall. If they’re trying to find a secret, weaken their intelligence or wisdom checks. Your Portents are powerful, but sometimes a weaker option can be just as useful. You can also use Protection from Evil and Good to prevent futures where an ally gets frightened, charmed, or possessed by extraplanar creatures for the next 10 minutes. This also forces disadvantage if those creatures try to target your ally.
Warlock 2: Second level warlocks get Eldritch Invocations: small bonuses from the Foreign God to make your lostbelt experience unique. The Armor of Shadows lets you cast Mage Armor on yourself at will, greatly increasing your survivability against stray attacks your servants can’t take. Devil’s Sight gives you darkvision in both magical and nonmagical darkness. Sight is your greatest power, so anything that breaks your line of sight is a serious threat.
Warlock 3: At third level you gain a Pact Boon, and the Pact of the Tome is ideal for someone who needs plenty of spells, giving you an extra three cantrips as long as you wield the tome. Thorn Whip is another way to keep Sigurd back, pulling him 10’ towards you. Just make sure you use this on a friendly creature, you’re not built for melee. Druidcraft gives you an unfailing future sight, letting you know what the weather will be like for the next 24 hours, as well as other minor magical effects. You also gain Earthbind, locking flying enemies to the ground, preventing a future where they fly out of reach of your saber.
Warlock 4: For your next ASI, pick up the Chef feat so you can cook sweets for the entire crypter crew. You can give them extra healing over a short rest, and you can also spend an hour (or as part of your long rest) to create treats that can be eaten as a bonus action. Doing so grants your proficiency bonus in temporary HP, which is quite the boost given your normal amount of health.
Warlock 5: Fifth level warlocks get third level spells like Counterspell. In an ideal world, enemies wouldn’t cast spells at all. With counterspell, you can force your ideal into reality, shutting down spells lower than the level you cast automatically, or higher level spells with an ability check. You also get another invocation, and the Far Scribe invocation lets you write down names in your pact tome so you can cast Sending to those people without using a spell slot or any materials. You can keep a number of names equal to your proficiency modifier, so at level 20 you could keep in contact with every member of the crypters at once!
Warlock 6: At sixth level, goolocks gain an Entropic Ward, allowing you to force disadvantage on an incoming attack once per short rest. If it fails, you then gain advantage on your first attack against that creature on your next turn. The second part is just a bonus: you just want to live in a world where you don’t get skewered by an enemy servant. For another bonus, your final warlock spell is Spirit Shroud. The extra damage is tangential- we’re just here for the slow down effect on nearby creatures. Now you can drag Sigurd back to your side and make it harder for him to escape!
Wizard 8: Use this ASI to boost your warlock spells’ efficiency with additional Charisma. You can also Summon a Greater Demon now to gain control of your very own Sigurd! He will follow your commands, as long as he keeps failing his Charisma saves. Fortunately Tanarukk have particularly bad Charisma saves, so I doubt it will happen.
Wizard 9: If you’re a stickler for accuracy, you can instead Summon Draconic Spirit using your fifth level spell slots. Although you could argue this is actually less accurate, as this Sigurd doesn’t run the risk of stabbing you in the back… On a less controversial note, Contact Other Plane lets you get into contact with a being that isn’t explicitly a god, so RAW you can now talk to Surtr and ask him multiple questions. That being said, this spell comes with the risk of driving you insane if you fail an intelligence save. While insane, you can’t read, write, speak, or cast spells until you finish a long rest.
Wizard 10: Tenth level diviners have a Third Eye, giving you one of a variety of sight-based bonuses which you can swap out on a long rest. Darkvision isn’t particularly useful for you, but ethereal sight, seeing invisibility, or reading any language can all come in handy. You can also cast Dominate Person now. It turns out when the Fate says “evocation”, what they mean is “summoning spirits”, not fireballs. This allows you to summon a spirit that then possesses a person, giving you direct control over their actions.
Wizard 11: Eleventh level wizards get sixth level spells. True Seeing allows you to see through illusions and invisibility, as well as into the ethereal plane. It’s almost every Third Eye option in one long-range package, though it is rather expensive to use in multiple ways.
Wizard 12: Use this last ASI to maximize your Intelligence for the best and largest spell list you can have.
Wizard 13: For our last spell worth mentioning, the seventh level spell Project Image can be very useful, allowing you to act through an illusory copy of yourself anywhere you’ve been before within 500 miles of your current location. That barely lets you leave Scandinavia, but it should be more than enough to work in a D&D setting. This way you can communicate holographically with the other crypters, and you can even use your portents through the illusion, as you can see from the spot the illusion is standing.
Wizard 14: Our last level of this build grants us a Greater Portent. What makes this portent so great? Simple. You now have a third roll each day.
Pros and Cons
Pros:
You are incredibly good at shutting down opponent’s options. Are they skill based? You have a spell. Trying to escape? You have a spell. Flying? Spell. Casting? Spell. Attacking? Spell. Not only can you shut down someone, you can shut them down in just about any way possible so the only victory that can ever happen is your own.
You’re also extremely useful for communicating over long distances, with Far Scribe and Project Image giving you a frightening amount of reach, as well Contact Other Plane even allowing you to pierce planar barriers. You’re also hard to keep secrets from with a metric load of options to root out illusions and hidden objects.
You’re especially good at controlling enemies’ movement, preventing them from going anywhere you don’t want them. With plant growth reducing them to a fifth of their normal speed they’ll be completely helpless before your Grasping Vine.
Cons:
You are one of the weakest builds we’ve ever had, defensively speaking. You have an AC of 14 and under 90 HP. I mean, that’s accurate, considering you’re a human and every other build we’ve made was a servant, but it’s probably not that fun to play. Thank goodness you’ve got advantage against death saving throws.
Despite being a divination wizard, you have very few divination spells. It’s not a massive weakness, but it does mean your sixth level doesn’t do much. (Why on earth is Sending an evocation spell anyway??)
Entropic Ward and the Invocations are useful, but it’s hard to justify missing out on ninth level spells. We also had to put points into charisma that were sorely needed in other stats, feeding back into con #1.
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sealer-of-wenkamui · 9 months
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I want to read some of these posts about Douman I’m seeing, alas, I am on LB2, and do not want any big Heian-kyo etc. spoilers, both for story reasons and for wanting to draw my own conclusions
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battlersexual · 4 years
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spoilers for lostbelt 2
I couldn’t get this idea out of my head help me
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melonisopod · 3 years
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*slams fist on table* SKADI AS THE MOTHER WHO "DID HER BEST" FOR HER CHILDREN BUT ENDED UP HURTING THEM BECAUSE SHE DIDN'T KNOW WHAT HUMANITY *NEEDED*. SKADI WHO COULDN'T MAKE THE CHOICE BETWEEN GIANTS AND HUMANS EVEN THOUGH THE TWO WERE INCOMPATIBLE. SKADI WHO IS THE TRUE CAUSE OF HER LOSTBELT FALLING TO CHAOS BECAUSE OF HER OWN REFUSAL TO LET HUMANITY GROW UP, HER REFUSAL TO LET GO OF HER "CHILDREN" SKADI WHO REMINDS MYRA A LITTLE TOO MUCH OF HER OWN MOTHER SKADI WHO IS THE MOTHER OPHELIA WISHES SHE HAD, BUT IN SOME WAYS MIRRORS HER OWN UPBRINGING SKADI BEING PROBLEMATIC AND FLAWED INSTEAD OF PAINTED AS A SAINT WHO DID NOTHING WRONG SKADI BEING SUMMONED TO CHALDEA AND QUESTIONING HER OWN ACTIONS IN HER OWN HISTORY
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morsking · 4 years
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"Are ya winning, Ophelia?"
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keykidpilipili · 4 years
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Chaldea diving into the Sea of Imaginary Numbers during the LB2 prologue:
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reignsan · 4 years
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Ophelia vi Britannia commands you
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bbnibini · 1 year
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Qin Shi Huang, my blorbo. I didn't even whale for him. He just kept coming home and I spoiled him rotten (I ran Arts based teams, so he fit in immediately)
And I love seeing your blorbos ☺️ They deserve love.
I genuinely miss the game sometimes, but my phone refuses to run it again without freaking out. I hope it's a possibility when I upgrade. I do miss the less... insane combat. I was genuinely into the story (including the early chapters that people complain about) and would like for it to not be as... difficult to get through. I'm not good at the strategy of it all nor do I really want to think about 10+ things at once. I just want to enjoy the joyful angst of the lostbelts.
For context, I stopped just after India came out (never played it).
Ooh! The LB3 Ruler, right? From my own runs with him, he's really fun and a really good solo/CQ choice!
I'm F2P in Fate GO too. I only ever spent SQ in GSSRs because tbh spending money on SQ here isn't really worth it unlike in say...Genshin where there is a guarantee you will get who you want.😅 Even the new safety net Fate GO introduced is really steep and not accessible to F2P.
I got my Arthurs from saving SQ for several months and grinding pretty much every free SQ I can get! I saved up around 500ish SQ by the time his banner came up and managed to snag 3 copies! And with the current banner he has going right now, after two painful tenpulls, I finally have four! I want to roll more but there's so many good servants coming this year (CASTORIA RERUN! OBEROOOOON!😭💕) so I'm holding back and coping with the mana prism tickets.
I personally struggled in challenge quests and some annoying nodes on Gilfest/Nerofest. But from what I saw in LB6 beyond, the gimmicks seem really annoying/tedious ><! (The LB7 gimmick is just...wow. for spoiler reasons I won't elaborate but it really forces you to raise ALL your servants).
I do remember them giving us those revival cubes(?) In JP where you can continue the battles and revive your units with full NP charge without spending SQ or command spells. Wait lemme check my JP...
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It's this one I think? I didn't check if NA already has it cause I already cleared the available main stories.
And no shame on that! I haven't properly read the main stories lately too (only have enough brain power to read the event ones cause it's not as serious) and stopped around LB2. From there I just read summaries and translations of the LBs from Reddit and wiki. I suggest reading through summaries from translators if you still wanna read the lore! (That's what I did when I didn't have the phone to play the game at the time 🥲) They condensed the info into manageable pieces so it isn't too overwhelming.
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Me, a simple minded master:
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folansstuff · 4 years
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god i love him
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grailfinders · 2 years
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Fate and Phantasms #213
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Today on Fate and Phantasms we're making the big bad of Lostbelt 2...'s fleshy meat vehicle, Sigurd! This dragon slayer is a Psi Warrior Fighter to launch his blades around as well as a Bladesinger Wizard to mix his runes in with his swordplay. He's also a Knowledge Domain Cleric for all that wisdom he's got. Is it a little complicated? Yes. But is it any good? Let's find out.
Check out Sigurd's build breakdown below the cut, or his character sheet over here!
Next up: Buy one, get two free
Race and Background
Sigurd is Human (mostly), and we need ability scores more than feats, so we're just getting +1 to Everything.
Siegfried and Sigurd may or may not be the same person, so we're giving him the same background. As a Folk Hero, he gets Animal Handling and Survival proficiencies. Humble beginnings.
Ability Scores
Your highest score should be Intelligence. You have infinite wisdom in your glasses, that makes you a smrt boy. After that is Strength. You throw swords around and you literally carve your magic into people. Third is Wisdom. Again, infinite wisdom. That's worth at least a 13. Your Dexterity also has to be above average. Your diving suit does have some armory bits, but your vital organs aren't in your wrists so I'm not counting it. We're not dumping Constitution because you're not dumb. That means we're dumping Charisma. You're a pretty cold guy, and that's not just because of the weather.
Class Levels
Fighter 1: Starting as a fighter gets you proficiency with Strength and Constitution saves, as well as Athletics and Insight. We'll get the brainier proficiencies later. You also get more health to start than your other classes, and the Thrown Weapons Fighting Style. This lets you draw weapons as you throw them, and you deal an extra 2 damage with each hit. Thrown weapons are ranged attacks, but they can still use your strength, so keep that in mind. You also get a Second Wind once per short rest, letting you heal yourself as a bonus action.
Fighter 2: Second level fighters can use an Action Surge once per short rest for an extra action in your turn. Hit a little harder, or use this to swordfight and calculate differential algebra at the same time.
Fighter 3: At third level Psi Warriors awaken their Psionic Power, giving you 2x your proficiency bonus in psionic energy dice. Some of your powers roll psionic dice, some expend them, but as long as you have at least one die you can probably use your powers. You regain all your dice on a long rest, but you get get one back per short rest with a bonus action. They also get bigger as you level up. Currently you can create a protective field to reduce incoming damage for a nearby creature as a reaction, a psionic strike to launch a weapon at a creature you've hit this turn, dealing extra damage to them (not like a smite, so no crit fishing), or use telekinetic movement to move a willing creature/object that is larger or smaller up to 30' as an action. If it's tiny you can bring it straight into your hand. You can do that last one once per short rest for free- doing it again spends your dice. My god, that looks like the amount of text you'd see in a caster level.
Fighter 4: Use your first Ability Score Improvement to round out your Strength and Dexterity for stronger swords and a tougher AC. Maybe. Playing to character would be light armor at most, but I highly recommend heavy armor up to level 5, if only for living's sake.
Wizard 1: Bouncing over to wizard gets you Spells that you cast and prepare using your Intelligence. You also gain an Arcane Recovery, so once per long rest you can get a little magic back on a short rest as a treat. Speaking of spells, you can stuff a ton of them in your book. Grab Frostbite, Fire Bolt, and Shocking Grasp for your runes, Catapult and Magic Missile to throw weapons around without having to pick them up later, and Detect Magic, Identify, and Comprehend Languages for a bit of that infinite wisdom. Finally, you pick up one of the most important spells in this build: Mage Armor. It makes your AC 13 plus your dexterity modifier. Now you can dress in a turtleneck all you want without risking your own neck in the process.
Wizard 2: At second level of wizardry, you become a Bladesinger, giving you proficiency in Performance as well as access to the Bladesong proficiency times per long rest. You can activate it as a bonus action and it lasts a minute. During this time, as long as you are wearing light/no armor and don't use two handed attacks, you get: your intelligence modifier added to your AC and concentration saves, advantage on acrobatics checks, and an extra 10' of speed. Once again this is a big level for you, since three minutes of combat is often the most you'll have in a single day, that means you'll usually have an AC of 17, extra speed, and your buff spells (which are coming soon) are very good at staying up. Speaking of spells though, grab Ice Knife and Burning Hands for some more powerful runes.
Wizard 3: Third level wizards get second level spells, and Magic Weapon makes your sword even deadlier with a +1 to attacking and damage, plus it also cuts through nonmagical damage resistances. You also learn Cloud of Daggers so you can stop throwing the real ones around as much.
Wizard 4: Use this next ASI to bump up your Intelligence for stronger spells, better songs, and better psionic powers. You can also use Sword Burst to fling your bigger weapons around, Enhance Ability to look up relevant tips and tricks for any situation, giving a creature advantage on one kind of ability checks, and steal a bit of Icingdeath's Frost from a UA/Skadi to deal cold damage and freeze creatures in a cone. This isn't quite hold person, but it does waste a bunch of actions.
Cleric 1: We're smart, but we're not really wise yet. Let's fix that. As a first level Knowledge cleric, you get Blessings of Knowledge. This gives you doubled proficiency in Arcana and History. Boom, infinite wisdom, done and dusted. You also get another set of Spells that you cast and prepare with your Wisdom, but since they're prepared we don't have to go into too much detail. You get cantrips like Guidance for more wisdom, Mending to fix those glasses when you trip with your bad dexterity, and Toll the Dead for a bit more violence. You also get free first level spells like Identify and Command.
Cleric 2: Second level clerics can Channel Divinity once per short rest. Turn Undead is the standard, but you also gain Knowledge of the Ages. As an action, you gain proficiency with any skill or tool for 10 minutes. Kinda niche, but at least you'll never be stranded on a boat. Alternatively, you can Harness Divine Power. Once per long rest you can burn a Channel Divinity use to regain a spell slot whose level is equal to or less than half your proficiency bonus. We only ever get third level spells anyway, so it's fine.
Fighter 5: At eleventh level, fighters get an extra attack. You're still at fifth level, but you get an Extra Attack too, why not. Now you can finally attack twice per action. Also, your energy dice are d8s instead of d6s.
Fighter 6: Another ASI! Use this one to bump up your Strength for stronger attacks.
Fighter 7: Seventh level psi warriors become Telekinetic Adepts. You get two more psi energy dice uses in Psi-Powered Leaps and Telekinetic Thrusts. The former gives you a flying speed as a bonus action once per short rest for free, or by spending a die. It only lasts the turn, so it's more like jumping. If jumping could turn corners. Perfect for anime hops. The latter means your psionic strikes force a strength save (DC 8 + proficiency + intelligence save), and if the creature fails you can push them 10' in any direction or knock them prone. Attacking a prone creature gives you advantage, so it's basically a one-round hold person as far as the frontline's concerned.
Wizard 5: Remember that thing about 3rd level spells? Let's get those. Bestow Curse is really quite flexible, and as long as your DM signs off on it and the target fails a wisdom save you can pretty much screw them over however you want for up to a minute. Some suggestions include disadvantage on one kind of checks and saves, disadvantage on attack rolls against you, wasting turns if it fails a wisdom save, and taking extra damage from attacks. If you like your spells straightforward, Melf's Minute Meteors gives you a bunch of tiny fiery knives that explode on impact, and you can throw one or two per turn.
Wizard 6: Normally we wouldn't got this far into a multiclass for an Extra Attack since they don't stack, but the bladesinger's is special. You can replace one attack with a cantrip as part of your attack action. You're literally carving spells into enemies, so it only makes sense. You also learn Spirit Shroud for more cursed demon energy, and Fireball to chuck your sword and unleash the power of the sun.
Fighter 8: Use this ASI to max out your Intelligence to be the smartest boy possible for the best AC, best telekinesis, and best spells.
Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. We haven't really focused on any of the defensive ability scores this build, so you'll be needing this one a lot.
Fighter 10: Tenth level psi warriors have a Guarded Mind, giving you resistance to psychic damage. Also, if you're charmed or frightened you can spend a psi die to end every effect doing those to you.
Fighter 11: Eleventh level fighters get another Extra Attack, and to be honest I have no idea how this pairs up with bladesinger now. The hope is you get three attacks, one of which can be a cantrip, but it could also be a tradeoff? IDK. The good news is your psi dice definitely grow to d10s.
Your last level is another ASI, so round out your Constitution and Charisma for more health and to warm up to the party at long last.
Pros and Cons
Pros:
You come packing a lot of ways to mix things up in combat. Casting cantrips without wasting an entire action is huge, especially since you've got some utility cantrips that you can pull out without breaking the flow of combat.
You also have a great AC, so even with a low constitution score you're unlikely to have your concentration broken any time soon. 20 AC is pretty good for someone who isn't a monk, and it can be even more if you pick up shield of faith from being a cleric.
You've got a lot of smarts, so you'll be just as useful outside of combat as you are in it. With proficiency in pretty much anything when you need it and telekinesis, you'll have plenty of ways to solve puzzles.
Cons:
We spent so much focusing on intelligence and strength we neglected constitution, which means your health is waaay lower than we'd like on a melee fighter. But you're not totally melee, so...
Yeah no, you are. Thrown Weapons kind of suck. Being a psi warrior makes it a little better since you more than double the damage of your daggers, but still. Just hit them normally.
Mixing spellcasters with a martial class that also has stuff to keep track of just makes this entire build really complicated, especially when the casters have different casting abilities.
Good thing you're smart then. Find the optimal solution to every problem, then blast your way through with swords and magic. Just try not to get hit, I hear things go downhill fast when you're out of the picture.
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