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#my favorite cleric spell is actually sanctuary
silversiren1101 · 14 days
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What's your favorite character you've played at a table and why?
Have had to think over this one for a looong time because I've played so many characters and only a few I've disliked...
Really though, I think it's Omorose, my pf2e diabolic sorcerer with cleric (Mahathallah) and dandy dedications, a dhampir automaton who is essentially an infernal people-sized EVA unit and a high-femme at that. She was a lawyer in Osirion two thousand years ago and ritually blood sacrificed her children to Mahathallah for a form of immortality, transferring her soul and flesh into an automaton chassis she bought at auction. Now she's a Blood Lord in Geb, and living her unlife to the fullest, her end goal being not The Top but being The Source. She's aiming to be like the Shadow Broker in Mass Effect: knowing everything and everyone and having blackmail and dirt on all that is so long as the price is right. Rather than having a secret identity she's fully public just because of how powerful and untouchable she is.
Lawful Evil is a sweet spot I can play very easily and naturally without table disruption in Good parties, but this is an all Evil table (Blood Lords baby!) and being able to fully lean into that is such a blast. No in-game shame or having to be secretive about using charm and dominate spells, can openly summon as many devils as she wants as bureaucratic aides and guards for the office/home. Murder IS the answer a lot of the time, so long as you discredit your foe enough through the law that the law no longer protects them. SO RP wise, absolute perfect character for me to play.
Mechanically, I actually made a diabolic sorcerer out of spite. The 2e community has a section of grognards that absolutely hates that casters can't cast a single spell and end a fight like in other systems, and that they have to participate in the fight just like everyone else. The Divine spellcasting list especially is NOT a blaster list, it's very support and utility based. AND, on top of that, people complain about summons all the time not being powerhouses on the battlefield... So I made Omorose to prove a point: skill issue. She's 1) a divine sorcerer 2) diabolic so which she does get some more offensive spells she's also saddled with multiple incapacitation bloodline spells 3) focuses heavily on summons.
And she is an absolute monster.
-She can be a full party healer (with Harm AND Heal since we have one living party member)
-She has a ton of party buffs (Heroism, Protection, Fly, Thermal Remedy, Unfettered Movement, Resist Energy)
-She has so so so many debuffs and crowd control options (Bon Mot, Command, Behold the Weave, Crushing Despair, Sanctuary, Ymeri's Mark, Roaring Applause)
-She has utility (Web of Eyes, Charm, Suggestion, Dispel Magic, Enthrall, Sending, Cleanse Affliction)
-Has a lot of big aoe spells (Divine Decree, Tempest of Shades, Cinder Swarm, Hellfire Plume, Fireballs, Floating Flame)
And, because I have read every single devil statblock and pretty much memorized them, can use her summons to the absolute fullest. Devils has a lot of innate damage resistance making them sturdy, and they often have abilities that make them do extra damage against prone, enfeebled, frightened, etc. enemies. The rest of our party just so happens to inflict those conditions often, which translated into my summoned osyluth critting 7 times in a row against an enemy 3 levels higher than him for 50-90 damage each time. Devils ALSO have spells of their own, so a summoned hamatula isn't just flanking and dealing damage he's also casting Harm to heal our front liners. Incredibly powerful and fun.
Anyway yeah, it's a bit funny that the character I made out of spite to prove a point about skill issue is both the most fun AND the most powerful character I've ever played. Omorose Ahnkamen I love you, you walking war crime.
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I am very curious about your cleric/wizard build ideas, care to elaborate?
re: cleric / wizard would actually work well in the C3 party
I'm going to restrict this to cleric / wizard builds I think would work well in the Campaign 3 party, just to limit the conversation a little. However, I do think cleric / wizard is a great build in general that people should consider more often. I've thought about it a lot because of Emily Axford as Fia Boginya (1 War / X Chronurgy) on NADDPOD, so you can listen to their Eldermourne campaign to see how one functions in a small party.
Also, disclaimer that this is my personal opinion about this specific build idea and about the way it fits in the specific Campaign 3 party.
The goal is a sturdier wizard with healing ability, armor proficiencies (particularly heavy), and focus on utility. With FCG, there is less pressure to heal, but ability to do so is welcome in a melee-heavy two glass cannon party given Dorian is likely departing (special guest) and Fearne is likely in Wild Shape for a significant amount of combat. For the record, this is why an artificer or a ranger would make very fine additions, the same principle with a different approach.
Drawbacks. What spells are available will be slightly delayed—though slot progression is as if single-classed in either cleric or wizard. This build IS stats intensive. I'm not going to discuss stats at length to remain concise here. The build asks for high Intelligence, respectable Constitution, decent to respectable Wisdom, and either Strength of at least 13 or (if the array is stellar) high Dexterity. I consider this array very attainable as every other member of the party, except FCG, has an array that comfortably meets this. I'm assuming this is attained.
So, some specific subclass suggestions. These all assume starting at level 4, and unless otherwise stated, all future levels are in wizard:
Twilight 2 / Abjuration 2 My personal favorite. Higher survivability granted by Arcane Ward combines well with armor proficiencies. Eyes of Night would be welcome in this party, and while the Twilight Sanctuary isn't going to be granting a ton of temp hit points, it doesn't hurt. This is the one build where I would take a third level in cleric for access to 2nd level spells. Aid and Warding Bond as abjuration spells trigger Arcane Ward or regain its hit points. Warding Bond is worth a risk here because you're hardier and harder to hit than the typical wizard and damage taken through it is applied to your Ward first.
Life 2 / Any subclass 2 Give a wizard the ability to get multiple people up in a single action! Sure, they all have like 3 hit points each, but that's a very different situation from unconscious and making death saves.
Forge 2 / Conjuration 2 Thematically cohesive! It'd be great to have Identify more than once a day, and having it as a domain spell frees up known wizard spells. Blessing of the Forge will allow a little bump for themselves or anyone in the party—I'm sure Laudna's leather armor would appreciate it. The mobility of a conjuration wizard will be useful for repositioning both themselves and others out of trouble. And never underestimate the utility of creating objects at will.
1 Light / Evocation 3 This one is glassier than the others and doesn't exactly align with the stated goals because it lacks heavy armor proficiency, but it's an interesting build anyway. Spell Sculpting with Faerie Fire and other AOE spells will be incredibly useful in this melee-oriented party, and Warding Flare adds a bit of survivability.
I don't think builds are necessarily limited to this; 1 Nature, 1 Tempest, 1 War are all valid choices as the goal here is simply heavy armor and shield proficiencies, so what other abilities you gain is of lesser importance. 1 Knowledge would work with a high Dexterity instead of a minimum 13 Strength, possibly in tandem with Abjuration.
Also, I would also love to see Divination just because people should play the subclass more and I think Travis should be allowed to decide that Matt failed a saving throw because he said so at least once.
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tigerkirby215 · 3 years
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5e Aphelios, the Weapon of the Faithful build (League of Legends)
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(Artwork by Pan Chengwei. Made for Riot Games.)
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(Shit meme by yours truly.)
Yes I hate Irelia so much I’m genuinely making an Aphelios build before her.
But I really don’t get the “Aphelios too confusing 200 years” memes. Don’t get me wrong his kit’s weird and certainly overtuned but it doesn’t take that long to figure out what his guns do. Calibrum has long range and fires a skill shot, Severum has lifesteal and attacks fast, Gravitum slows and roots, Infernum attacks in a cone for AoE damage, and Crescendum attacks very fast and creates a turret.
Just because I understand this does it mean I can play Aphelios? Fuck no. Did I learn all this from Legends of Runeterra by playing Labs with Aphelios? Yeah kinda. But all I’m saying is that if my stupid support-main ass can do midway decently as Aphelios on free-to-play rotation I really think the hype around him is overblown.
That’s enough hot takes from me. He’s the point where I list 5 goals for this build instead of 3 and make 200 years jokes.
GOALS
Calibrum - We’ll need a long-ranged weapon to harass our foes and pick them off when they try to run.
Severum - If enemies get too close or we get too low we’ll need a way to keep ourselves alive in a 1v1.
Gravitum - We’ll need to control our foes to always stay in an advantageous position.
Infernum - AoE damage is always useful to deal with crowds.
Crescendum - To take down the toughest of foes we’ll need to unleash all our firepower and even get our weapons to fir themselves.
Basically we need literally everything, all packed within 20 levels of D&D and 200 years of game design.
RACE
Aphelios is a human... but ellipsis means that another race makes more sense. Aphelios has his sister advising him wherever he goes in life, so to play two spirits in one a Kalashtar is a good choice! Your Wisdom score increases by 2 and your Charisma increases by 1. Alune’s Dual Mind grants you Advantage on Wisdom saving throws, and her Mental Discipline lets you resist Psychic damage. Alune also keeps you Severed from Dreams, meaning that you’re immune to spells that require you to dream (like the Dream spell) but not spells that require you to sleep (like Sleep.)
Aphelios doesn’t talk (unless you want him to) but Alune can make a Mind Link to speak telepathically with others! You can speak telepathically to any creature you can see that’s within a number of feet of you equal to 10 times your level. You don’t need to share a language with them, but they must be able to understand at least one language. You can also use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can only give this ability to only one person at a time however, as it ends when you give it to someone else. Oh and speaking of languages you know Common, Quori (which no one is going to have outside of Eberron lol), and one other language of your choice: Celestial probably makes the most sense but you can pick whatever you fancy.
ABILITY SCORES
15; CHARISMA - You’re a kpop pretty boy, because Aphelios has more guns than body types in League of Legends.
14; WISDOM - I mean you get advantage in Wisdom saves anyways: may as well make the skill good too?
13; DEXTERITY - You are a marksman but we aren’t really using DEX for combat. So in other words: something something Medium Armor.
12; CONSTITUTION - You are one of the squishiest ADCs in the game but you do have enough sustain to keep yourself alive.
10; INTELLIGENCE - You were trained spiritually, as opposed to academically. That being said Religion is an Intelligence skill for some reason.
8; STRENGTH - I mean look at Aphelios’ arms; kid’s a freaking twink.
BACKGROUND
Aphelios fights for him and his sister’s faith in the Lunari... bit unorthodox, but you’re certainly quite the devoted Acolyte. As an acolyte you get proficiency in Religion but I’d replace your proficiency in Insight with Medicine, which you’re probably used to after drinking so much poison. You also learn two languages that you won’t use because Aphelios is mute. (But yeah pick whatever you think will be useful and if you want to feel free to swap your languages for tools or something. A Herbalism Kit or Poisoner’s Kit actually works rather well given your favorite drink to keep close to your sister.)
Alune may be in the Shelter of the Faithful but you can return to the temple from time to time for solace. You and your adventuring companions can expect free healing and care at a temple, shrine, or other established location of Lunari faith (you have to provide any material components for spells though.) The Lunari will support you (but only you) at a modest lifestyle in the temples.
If you’re near your sister’s shrine you can ask the chosen Lunari priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple and your sister.
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(Artwork by SixMoreVodka Studios. Made for Legends of Runeterra by Riot Games.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer for proficiency in CON saving throws lol, but also for proficiency in Arcana and the Insight skill we skipped from our background. But Sorcerers get to choose their subclass at level 1 and to get closer to the Aspects grab a touch of the Divine Soul. As a Weapon of the Faithful you are Favored by the Gods, letting you add 2d4 to a missed attack roll or saving throw once per Short or Long Rest for a touch of Alune’s guidance. I’m going to mention now that a death saving throw is technically a saving throw, and I mention it because your AC is 11 and your health is 7. Level 1 ADCs, am I right?
Anyways: Divine Souls get Divine Magic for one extra spell from the Cleric spell list: technically you’re supposed to take one of the ones they suggest to you but I’d recommend Guiding Bolt for Calibrum’s Q: a long ranged shot that lets you shoot the target more easily afterwards.
And of course being able to cast spells implies that you have Spellcasting! You can learn four cantrips from the Sorcerer or Cleric list which means you can grab Guidance for a bit more of your sister’s help. You can also grab Word of Radiance to attack everyone near you with Severum’s Q, Acid Splash for some AoE damage from Infernum (should it be doing fire damage? Yeah probably), and Light to see with your dumb Kalashtar eyes. You can also learn two leveled spells like Sanctuary to protect yourself or your allies as long as they act peacefully, and Ice Knife for a more ranged AoE blast from Infernum.
If you want you can grab Mage Armor or something because your AC and HP are kinda uhhhhhhhhhh... trash?
LEVEL 2 - WARLOCK 1
Hopefully you didn’t die as a level 1 Aphelios with 7 HP and 11 AC; we didn’t even get 200 years of damage yet! Warlocks get to choose their subclass at level 1 as well which means you can shape yourself as the Fiend the Solari see you as. Dark One’s Blessing grants you temporary hitpoints equal to your Charisma modifier plus your Warlock level whenever you slay a foe for Severum’s lifesteal and passive shield.
You also get Pact Magic, which is like regular Spellcasting but your spell slots are funny! You can learn two cantrips from the Warlock list like Eldritch Blast to blast while you eldritch, and Chill Touch for some Grievous Wounds. You can also learn two Warlock spells like Burning Hands from the Fiendlock list to blast your foes with Infernum, and Hex to mark your foe for death under the moon.
LEVEL 3 - WARLOCK 2
Second level Warlocks get access to Eldritch Invocations like Agonizing Blast to agonize your blasts, and Lance of Lethargy to slow your foes with Gravitum. You can also learn another Warlock spell like Unseen Servant for some extra sisterly help. I mean, you’re probably going to replace these all next level anyways.
LEVEL 4 - WARLOCK 3
Third level Warlocks can choose their Pact Boon and truthfully? Just about any of them work. Pact of the Blade would be the most “in-character” but your Strength and Dexterity are both kind of bad and you don’t need to use weapons. Pact of the Chain will let you personify Alune on your person and get a shitty version of Crescendum’s turret but Aphelios doesn’t have a pet. Pact of the Tome lets you get Aspect of the Moon which is funny in its own right and more cantrips are universally useful. And hell: even Pact of the Talisman is useful for your sister to lend her aid to someone else in the party. Basically this is an elaborate way for me to say that your Pact Boon doesn’t matter much for this build, as we won’t be using any of the abilities or invocations from your Pact Boon much. So pick what you think will be useful and fun and make your own Aphelios!
With that being said: you can also learn second level Warlock spells now! Shadow Blade will serve as Crescendum’s blade that you can throw at the enemy, but it is based on your DEX which is kind of... bad? Well at least you can replace Unseen Servant with Misty Step, because a summoner’s Flash is more useful than your sister’s unseen help.
LEVEL 5 - WARLOCK 4
Man isn’t it fun to wait until level 5 to not die when the enemy support breathes on you? That uneven Dexterity score was done so you could grab the Moderately Armored feat for +1 to your Dexterity and proficiency in Medium Armor and Shields. Grab both to get hit less, basically!
You can also learn another spell like Hold Person for Gravitum’s root. And another cantrip like Minor Illusion for your sister to summon some props that you can hide behind.
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(Artwork by Jennifer Wuestling. Made for Riot Games.)
LEVEL 6 - WARLOCK 5
Hey that Medium Armor doesn’t really fit your outfit: how about the Mask of Many Faces invocation to put on some skins?
Third level spells are also useful! Vampiric Touch will let you heal in close range by damaging your foes with Severum.
LEVEL 7 - WARLOCK 6
6th level Fiend Warlocks get more guidance from Alune. The Solari may call it the Dark One’s Own Luck but all it lets you do is add a d10 to an ability check or saving throw once per Short or Long Rest. I mean hey: if you want a load of saving throw insurance this plus Favored by the Gods basically means you’re adding +10 to a saving throw!
You can also learn another spell but the only ones I’d want have very expensive components. Basically I want a Tasha’s summoning spell for Crescendum’s turret, but you’re going to be replacing it with...
LEVEL 8 - WARLOCK 7
4th level Warlocks can learn Summon Aberration which is a little more than just a turret! You can choose between a Beholderkin turret, Slaad tank, or Star Spawned Aspect! I’m not going to go too deep into this spell as you can read up on it for yourself but the point is you’ve got some backup now!
Alternatively if you want I think your sis could use some friends: Banishment will send them up to the temple where they’ll have to sit around and chat peacefully with Alune. Or if they’re not from the plane you’re in they’ll just be sent home.
Oh and you can also get another Eldritch Invocation like Eldritch Spear to keep your range with Calibrum.
LEVEL 9 - WARLOCK 8
8th level Warlocks get another Ability Score Improvement: you should probably increase your Charisma for more damage and accuracy with your weapons.
Speaking of weapons Dimension Door will let you head back to fountain to buy more weapons, or get out of danger and in range to use your weapons.
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(Artwork by SixMoreVodka Studios. Made for Legends of Runeterra by Riot Games.)
LEVEL 10 - SORCERER 2
We’ve gotten all of out basic auto attacks: now I want some of Aphelios’ finer abilities. Second level Sorcerers get a Font of Magic for Sorcery Points which currently do nothing other than let you get more spell slots. You can melt down your Warlock slots however to get more Sorcery points, which will be useful later.
And of course you can learn more spells, but we’re going to wait for...
LEVEL 11 - SORCERER 3
Third level Sorcerers can finally learn Metamagic to empower their spells! You can take Quickened Spell for some Attack Speed, or Seeking Spell for some armor penetration to deal with higher AC enemies.
You can also learn second level spells like Icingdeath’s Frost (UA soon to be in Fizban’s hopefully) to blast foes with Infernum then Gravitum, or Dragon’s Breath to blast Infernum all throughout the fight.
LEVEL 12 - SORCERER 4
Would be good to cap off that Charisma, so go ahead and do so with your ASI.
You can also learn another spell like Spiritual Weapon for a turret you can move around a bit, and a new cantrip like Mage Hand for your sister’s help reaching the top shelf.
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(Artwork made for Riot Games.)
LEVEL 13 - SORCERER 5
5th level Sorcerers can get some Magical Guidance from their sister to reroll ability checks, because she’s been reading up on Tasha’s Cauldron of Everything.
You can also learn a new spell like Fireball... I mean I really shouldn’t need to justify this. It’s Fireball. Blast them with Moonlight Vigil for a burst of Infernum’s fire!
LEVEL 14 - SORCERER 6
6th level Divine Soul Sorcerers can use their Sorcery Points for Empowered Healing... wait you have healing? Well whenever you or an ally within 5 feet of you rolls dice to heal from a spell, you can spend 1 sorcery point to reroll any number of those dice once, as long as you’re not incapacitated. This technically doesn’t work with Vampiric Touch (since that spell does damage and then heals you based on how much damage it deals) but if your support heals you or a nearby ally there’s no reason not to give them an extra pick-me-up!
You can also learn another spell but I’m going to hop back to second level real quick for Mirror Image. It perhaps doesn’t fit as well (which is why I didn’t take it until now) but it’s very good to keep yourself alive, and as a squishy Lunari boy it’ll be very helpful to make it harder for the enemy to hit you.
LEVEL 15 - SORCERER 7
7th level Sorcerers can learn 4th level spells like Guardian of Faith for a turret that actually stands still! It shoots at anyone who comes close, and when it runs out of ammo it disappears. But what’s cool about this spell is that it lasts for 8 hours, which is plenty of time to rest through the night while your sister watches over you.
LEVEL 16 - SORCERER 8
8th level Sorcerers get another Ability Score Improvement or Feat: seeing as you’re mostly casting War Caster would be a good pickup to keep your Concentration with your bad Constitution and also hit those who come too close with magic. Or you could just get better Constitution maybe since it’s a bit late for War Caster tbh...
You can also learn another spell like Death Ward, for a Guardian Angel that you’re probably going to need seeing as you still have less than a hundred health.
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(Artwork by Francis Tneh and West Studios. Made for Riot Games.)
LEVEL 17 - SORCERER 9
9th level Sorcerers can learn 5th level spells like Teleportation Circle to recall back to base or to your sister’s temple. If you know the sequence of sigils to go back to a teleportation circle you can use this spell to link yourself back to it. You can also create a new circle over the course of a year. (And by spending a lot of gold.)
Basically this is my way of saying that we got all we wanted after level 16 tbh and I’m kinda just going through the motions of grabbing your last few levels.
LEVEL 18 - SORCERER 10
10th level Sorcerers get their third Metamagic option! Hurrah! By this point you have enough spells that force saving throws that Heightened Spell is a good option to make it a lot harder for your opponents to resist 200 years of magic!
You can also learn another 5th level spell like Hold Monster for Gravitum’s root against a ganking Fiddlesticks. And another cantrip: I somehow didn’t take Prestidigitation until now, so grab it for all sorts of basic Lunari magic.
LEVEL 19 - SORCERER 11
11th level Sorcerers can learn a 6th level spell! This is going to be your final, highest level spell; your ultimate ability! And I’d consider an ultimate from a fed Aphelios to be a Circle of Death. It’s a huge AoE that does a lot of damage: a simple nuke for a simple ADC that isn’t remotely confusing.
LEVEL 20 - SORCERER 12
12th level Sorcerers get one last Ability Score Improvement or Feat... I’m going to be honest: this doesn’t fit Aphelios but you likely have around 100 HP. Do yourself a favor and grab the Tough feat for 40 extra health.
FINAL BUILD
PROS
For every phase, a weapon - Wow who would’ve guessed building for versatility makes you versatile? You have a huge variety of spells for just about any occasion: AoEs to deal with crowds, single-target spells to take down big foes, crowd control to keep enemies in place, summons to keep enemies targeting them instead of your allies, and of course more than enough damage to shake a stick at.
In your hand; from my heart - Sorcery points also give you plenty of flexibility, notably in your ability to greatly increase damage output thanks to Quickened Spell on Eldritch Blasts and Seeking Spell to reroll missed Eldritch Blasts. But being able to turn your Warlock slots into ammo for your more useful guns is extremely useful and allows you to better adapt to various situations.
I am with you... shining above - Medium armor goes quite a long way! A Breastplate and Shield gives you a solid 18 AC, and if you’re willing to have Stealth Disadvantage upgrading to Half Plate gives you a respectable 19 AC!
CONS
You make yourself a weapon, so you do not have to feel - Skill proficiencies are reserved for those who don’t spend 200 years on damage. You have two skills from your background and two from your class and none of them are particularly great. Sure your Insight and Medicine skills are fine enough but you’re going to be beaten in Arcana by a Wizard and Religion by a Cleric also a Wizard, because Religion is an Intelligence skill for some reason.
Your life upon the altar, brother... - Even with the Tough feat your health is extremely poor. d6 hit die hurt and anyone with Power Word Kill can easily execute you. While I did give you good Wisdom for roleplay’s sake you could (and probably should) opt for Constitution instead.
An omen in your grasp - Your low health is kind of a problem when a lot of your spells force you into close range. There are ways to use spells like Burning Hands, Dragon’s Breath, Shadow Blade, and Vampiric Touch without getting too close (those methods being the Distant Spell Metamagic which we didn’t take; you could totally replace Seeking Spell if you wanted though) but Severum and Infernum are balanced around their low range. There’s no reason you can’t throw balance out the window to take spells that will likely be more useful.
But you are a weapon, sworn to carry your faith and show the world the light in the darkness. Your task is to slay those that deny the right of your people before they even know you are there... Sure confusing them as to what you are even doing is also effective, and I guess it doesn’t matter if your abilities make sense if they’re all dead. They’ll have 200 years to figure out how you killed them: I’m sure that’s plenty of time to read your ability descriptions.
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(Artwork by @NAOMM29 on Twitter.)
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utilitycaster · 4 years
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a noncomprehensive overview of L13 for the Mighty Nein
Noncomprehensive, as always, means if I said something wrong corrections are welcome but if I left anything out, I probably just don’t care or feel the reading audience needs every single possible example. With that said!
everyone gets +5 proficiency bonus now, good for them
Starting with Fjord: confirmed third level in paladin which means Oath Time. I really hope he goes to the temple of the Wildmother in Nicodranas or something. makes a day of it. gets fish and chips to celebrate. Anyway I personally feel the thematically most appropriate oaths are either Redemption or Ancients. Oath of the Ancients is fucking dope, to put it lightly, and is about being a source of light and hope. It’s often called a green knight, it’s got thematic ties to nature, and it slaps. Meanwhile Redemption would play into Fjord’s arc and honestly the Mighty Nein’s whole vibe although one of the tenets of it is Wisdom (not a mechanical thing, like, he can take it, just...it is about thinking through the consequences of your actions). Either way, he will get some additional oath spells that will always be prepared (oath of the ancients means he will always have speak with animals and the comedic possibilities with Sprinkle cannot be understated; redemption does give him sanctuary and sleep). He’ll also get some channel divinity options, and he is now immune to all disease.
Beau: as per usual one more ki point, and tongue of the sun and moon which means she knows every spoken language and any creature who can understand a language can understand her. It is implied this comes from touching the ki of other minds and so she can’t necessarily read something if there’s no one around who speaks that language, but she can be understood/understand others and I think it’s reasonable to assume this applies to lip reading as well from her observant feat last level. This is the coolest ability and anyone who says it’s fluff is incorrect.
Caleb: L7 spells! Liam has heavily hinted towards teleport and Mordenkainen’s Magnificent Mansion, but he also has access to plane shift which I suspect will become very relevant very quickly, some further Big Illusion Magics, and some real fucking hardcore damage spells, most of which he will not take (Prismatic Spray and Reverse Gravity are super cool but will possibly kill Fjord or Yasha in a melee situation; Beau has high wisdom and dex plus evasion and slowfall so actually she can avoid most of the negative effects and I do in fact want to see Reverse Gravity fighting with a monk; make this happen, upcoming Killing The Cerberus Assembly arc. Finger of Death, meanwhile, is very necrotic, very Delilah Briarwood, and very much not Caleb’s style. Crown of Stars is an interesting option and I like it although it doesn’t seem in line with his aesthetic. Delayed Blast Fireball, on the other hand...)
Veth: Level 3 spells, off the enchantment and illusion sections of the wizard list (though she can take a spell from any school next level) and she can now, as a bonus action, distract enemies with mage hand to give herself advantage. As anyone who’s done 1v1 damage consideration knows, rogues, despite their loner reputations, sort of need allies to do their damage. This circumvents that admirably and she can just do it every turn. Anyway, not sure what she’ll take, but for sheer comedic purposes I am voting for Phantom Steed.
The Clerics: also L7 spells! Highlights include: Plane Shift, Resurrection, and Regenerate, and my favorite new discovery in Xanathar’s, Temple of the Gods, which is sort of a cleric-flavored godly take on Mordenkainen’s with some excellent buffs to healing (also, it can’t be dispelled though it can be disintegrated). There is also Firestorm which seems more Jester’s style than Caduceus’s (and which we saw in the Chantry of the Dawn fight), although idk Caduceus is pretty down with Blight.
Yasha: increased Brutal Critical; 13 isn’t a huge level for barbarians but 14 gives her her next path feature, which allows her to keep raging even when she is, technically speaking, supposed to be dead (also if she gets healed while raging even while technically supposed to be dead she is no longer dead, without a need for resurrection). With level 15′s ability, persistent rage, she becomes almost unkillable. Path of the Zealot is basically about not dying out of a combination of faith, rage, and spite, and I really vibe with that sentiment.
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quasarden · 5 years
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5, 13, and 16 for the D&D meme!
5. What is your favorite race?
I have soft spot for Dragonborns (big surprise). Mechanically, they aren’t the best class and actually got the short end of abilities. But still, dragons. You can have a lot fun playing around with how they feel about their ties to Metallic/Chromatic Dragons: are the personalities similar - do they feel shame/pride for being so close, yet so far from classic Dragons. How much do they actually know about Dragons (my current Dragonborn is in a game where Dragons haven been extinct (?) for a 1000 years, and the exact origins of Dragonborn are fuzzy and each Dragonborn clan has it’s own oral history for where they came from.
Otherwise, Half-Elves are very fun to play and RP as well. 
13. How many d&d characters have you made? 
Half-Orc Sorcerer (3.5e)
Human Warden (4e)
Half Elf Arcane Trickster (5e)
Bronze Dragonborn Tempest Cleric (5e)
Halfling Gunslinger (5e)
Half-Orc Barbarian, Path of the Ancestral Guardian (5e)
Lizardfolk Monk, Way of the Open Palm (5e)
16. What is your favorite spell?
Currently, I’ve spent most of my time playing as my Tempest Cleric so I’m gonna pull from that spell list. Spiritual Guardians is an amazing spell.
For starters it’s a 3rd level cleric spell, concentration but last 10 MINUTES (60 turns) and if you’ve picked up Warcaster like you should - that means you have advantage on concentrations saving throws - you can do loads of damage and crowd control if you play your movement right. You can be real nasty and do Spiritual Guardians + Sanctuary + Dodge action combo to make sure you never get hit and can tank like a boss. 
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
My sailor tempest cleric has this reflavoured to be swirling waves/maelstrom that just smacks people.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Of course, I’ve also gotten a ton use out of Call Lightning.
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tigerkirby215 · 3 years
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5e Kayle, the Righteous build (League of Legends)
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(Artwork by Jessica “OwleyCat” Oyhenart and Victor “3rdColossus” Maury. Made for Riot Games.)
You know I find it funny that I haven’t made a build for Kayle yet, given that I made Morgana awhile ago sort of as a spur of the moment thing. Despite the fact that I main support I really don’t play Morgana (can’t hit skill shots omegalul), but meanwhile I really like Kayle. She was one of the first champions I played along with Sona since I was told she was very similar to Terrorblade who was one of my favorite carries in DOTA 2. I dropped her for a bit after her rework but I picked her up again and she’s still super fun! I mean, shame she’s kinda trash in the meta.
Anyways it’s about time I make a build for her since Morgana was alone for so long, especially since she’s coming back along with Pentakill! Kayle’s probably the perfect character to play if you want to go Lawful Stupid, but out of respect for everyone else please don’t play her Lawful Stupid.
GOALS
On wings of fire, hope ascends - It’s the quest of all champions to eventually transcend mortals. Hopefully we’ll at least be able to fly after this.
Fire reveals truth - Kayle is also well-known for her Zealous attack speed, so we’ll need to be able to get out as much DPS as possible.
The worthy survive! - A little bit of Divine Judgement goes a long way. An explosion of flaming swords helps too.
RACE
This may come as a surprise to you but Kayle is an Aasimar. More specifically a Protector Aasimar, which is rather fitting seeing as she’s seen as The Protector in Demacia. As an Aasimar your Charisma increases by 2, but I’m going to increase your Constitution instead of the typical Wisdom increase from Protector Aasimar, for a bit more lane sustain.
You have Celestial Resistance to both your own Radiant damage and your sister’s Necrotic damage, have the Light Bearer feature for the Light cantrip, and can give yourself or an ally a Celestial Blessing thanks to Healing Hands. It only heals up to your level but it certainly helps!
You also get Darkvision and the Celestial language, and Radiant Soul at level 3 thanks to your Protector subrace, We’ll discuss that when we get to level 3.
ABILITY SCORES
15; CHARISMA - League of Legends body types, am I right? Sure you have a bit of an “evil must be purged” personality, but D&D Paladins like that a lot.
14; DEXTERITY - Something something medium armor. I would call what you wear Half Plate, which means that for once the choice of Medium Armor is accurate!
13; STRENGTH - This feels strangely familiar...
12; CONSTITUTION - Kayle is very squishy in League but I like not dying so...
10; INTELLIGENCE - You may have lived through history but most of that time was spent up in the stars. Basically we need everything else more.
8; WISDOM - Yeah I didn’t increase Wisdom with your racial increase because I was planning to dump it. Kayle’s fatal flaw is that she’s blinded by her sense of justice, which is a sign of poor Wisdom and critical decision making.
BACKGROUND
There isn’t a great background for “Half of the Aspect of Justice” but Celebrity Adventurer’s Scion works fairly well. You get proficiency with Perception as well as Performance (you were in Pentakill, after all!), a Disguise Kit (but I’d maybe replace that with something else or ditch it entirely), and two languages of your choice. (Pick your poison.)
Your background feature Name Dropping lets you tell people that your mom was actually a god. You might be able to find people who knew your mom (or more realistically worshiped her before... you know... you became half of her?) and folk might recognize that you’re... half a god, and give you free stuff.
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(Artwork by Alvin Lee and Kan Liu. Made for Riot Games.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer because Kayle is about as useless as a level 1 Sorcerer at level 1. (Also because CON saves are nice.) But you can also grab proficiency with Religion (you are a god, after all) and Intimidation. (Because you aren’t exactly nice.)
Sorcerers get to choose their Sorcerous Origin at level 1 and Divine Soul is like being a Cleric but you get to dump your Wisdom because you’re blind to morality. You get one free spell from your Divine Magic and I guess Bless makes sense since its attached to Law? Honestly there are other spells I’d recommend (Protection from Evil and Good would be helpful, and you can’t go wrong with either Healing Word or Guiding Bolt) but it’s honestly easier to just take Bless and call it there.
But of course since you get Divine Magic that means you get Spellcasting! You learn 4 cantrips from the Sorcerer list at level 1 such as Firebolt to smite the wicked, Sacred Flame for enemies with a lot of armor (but hopefully bad Dexterity), Thaumaturgy to make sure your words are heard, and Guidance because it’s good to provide aid to those who need it.
You also learn two spells from the Sorcerer list: we’ll be taking Mage Armor for the same reason you buy Doran’s Shield as a top laner (because laning phase sucks and you’re weak as hell at level 1), and we’ll also grab Healing Word for your Celestial Blessing. As a treat.
You are also Favored by the Gods, so if you miss an attack roll or fail a saving throw you can add 2d4 to the roll to potentially turn it into a success. Given that you’ll likely be making a lot of attack rolls later in this build it’s very useful to be able to give yourself some insurance.
LEVEL 2 - SORCERER 2
Second level Sorcerers get a Font of Magic for Sorcery Points equal to your Sorcerer level. For now all you can really do with them is get one of your spell slots back, but they’ll be more useful later on.
For something that’s useful right now take Ice Knife for the AoE burst of your Starfire Spellblade. Yes it does Cold damage, but you also shouldn’t have an AoE E by level 2. Hell you technically shouldn’t even be a ranged champion yet. We have to make compromises here.
If you want a single target Starfire Spellblade Guiding Bolt is a decent choice I suppose.
LEVEL 3 - SORCERER 3
Third level Sorcerers gain the power of the Aspects thanks to Metamagic. You learn two Metamagic options to change your spells in various ways: Quickened Spell will let you increase your attack speed to slay the unjust with Zealous fervor, and while it’s perhaps not the most practical choice Transmuted Spell will let you wield holy fire, instead of holy ice or whatever other damage type you pick up.
If you don’t care about doing specifically fire damage than Empowered Spell is a good choice to more effectively maximize damage.
As a Protector Aasimar your Radiant Soul lets you sprout wings as an action. For 1 minute you have a 30 foot flying speed and can add your Charisma modifier as Radiant damage to one target whenever you deal damage. It might not be much at level 3 but the extra damage from Starfire Spellblade adds up when you get more AP! Oh and to top it off you can also learn another spell like Misty Step, for Flash.
LEVEL 4 - SORCERER 4
4th level Sorcerers get the first of many Ability Score Improvements. Increase your uneven Charisma score as well as your Constitution score for nice, even, Lawful stats.
You can also learn another cantrip like Message to keep in team chat, as well as a leveled spell like Spiritual Weapon. Kayle summons hundreds of swords for her ultimate so I think it’s fine if you summon one sword for some more DPS.
LEVEL 5 - SORCERER 5
Normally I wouldn’t go out of my way to get 5th level spells but we kinda need Fly more than once per Long Rest. Sprout those wings or grant the gift of angelic ascension to an ally!
The bad witch Tasha also gave Sorcerers Magical Guidance, letting you spend a Sorcerery Point to reroll a failed ability check.
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(Artwork by Zeen Chin. Made for Riot Games.)
LEVEL 6 - PALADIN 1
I swear it wasn’t my intention to make two casters with Paladin levels one after another, but we’re doing it anyways because it’s not like Kayle wouldn’t be a Paladin. First level Paladins get Divine Sense to know of any villains who need justice, and Lay on Hands to save the righteous.
LEVEL 7 - PALADIN 2
Second level Paladins get to choose their Fighting Style. Normally I’d take Blessed Warrior for a character who’s more-or-less a pure caster but you kinda get too many Cleric cantrips as is, so we’ll settle for good ol’ Defense because you can’t go wrong with +1 AC.
Protection and Interception are also fine to help your friends if you’re willing to hold onto a shield (no reason not to), and if you want to do a funny joke you can take Blind Fighting because Justice is Blind.
But of course what we’re mostly here for is Spellcasting: sure you got the entire Cleric list at your disposal but Sorcerer spells known is very limited, so take the following from the Paladin list:
Command to force evildoers to grovel at your feet.
Detect Evil and Good to... detect evil and good.
Protection from Evil and Good to... yeah this is fairly obvious too.
Heroism to empower heroes.
Shield of Faith to protect the righteous.
You also get Divine Smite, which sure would be nice if you used your sword as a melee weapon. I mean if you want to hit someone in melee you can turn a spell slot into damage but I kinda have to wonder why would you.
LEVEL 8 - PALADIN 3
Third level Paladins get to choose their Sacred Oath. Honestly just about any Paladin Oath would work for Kayle, but an Oath of Redemption would probably be best after you failed to upkeep justice the first time. Along with adding Sanctuary and Sleep to your spell list you also get two Channel Divinity options: if you go for Emissary of Peace you can add a flat +5 to all your Persuasion checks for 10 minutes. But Rebuke the Violent works great as a recreation of Divine Judgment’s damaging effect! When a creature within 30 feet of you damages someone other than you they must make a Wisdom saving throw after you use this reaction. If they fail they will take the same amount of damage they dealt as Radiant damage, and if they succeed they will take half. This has no maximum limit so you can use it when an enemy nukes your allies to have them experience retribution! "Drown in holy fire!"
The vial witch Tasha also lets you Harness Divine Power with your Channel Divinity to regain a spell slot equal to half your proficiency bonus once per Long Rest. And finally you get Divine Health, because justice doesn’t take sick days.
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(Artwork by John Yucedag. Made for Riot Games.)
LEVEL 9 - PALADIN 4
4th level Paladins get another Ability Score Improvement so cap off that Charisma modifier, because we’re building AP in this build. Maxed out Charisma also means more prepared spells, but we’re going to wait for...
LEVEL 10 - PALADIN 5
5th level Paladins get an Extra Attack which sure would matter if you were actually swinging that sword instead of shooting Fire Bolts and Sacred Flames.
But what does matter is that you get second level Paladin spells! Along with Hold Person and Calm Emotions from the Redemption spell list (you should perhaps cast Calm Emotions on yourself at some point?) you can prepare spells like Aid to boost yourself and your allies, and Warding Bond (Tasha’s work once again) to take some damage for an ally. (Which is almost like making them immune to damage?)
LEVEL 11 - PALADIN 6
The only reason to multiclass into Paladin as a caster would be for Aura of Protection. Seeing as your Charisma modifier is maxed out already that means that you (and your allies within 10 feet) can add +5 to all their saving throws! I really don’t think I need to explain why that’s useful: your Constitution saves are now a +11 (meaning that if you take 22 damage or less you automatically succeed the Concentration check) and even your lowest save is still a +4!
You can also prepare one last spell but I’m actually going to take this time to remind you that Paladins are prepared spellcasters. Even though you have a relatively limited amount of Paladin spells be sure to swap them around to whatever’s the most useful for your task at hand. But if you must pick up a spell Detect Magic is never bad to have?
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(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
LEVEL 12 - SORCERER 6
Now that the obligatory Paladin levels are done it’s time to go back to Sorcerer. Hope your party didn’t expect you to be the support because you’re only now getting Empowered Healing to spend a Sorcery point and reroll any healing that you or an ally within 5 feet performs. I mean by total level 12 healing numbers will actually get pretty big, so this becomes a lot more useful!
But speaking of healing we’ll be getting not that but Haste instead. While you can’t use it too well (can only use it to make a weapon Attack, Dash, Disengage, Hide, or Use an Object) you can turn your allies into an avenging angel! As long as you can keep your Concentration which I mean... you have a +11 to your CON save.
LEVEL 13 - SORCERER 7
Unfortunately there’s no spell to make someone completely immune to damage for one round (while also still letting them move as normal except the 9th level spell Invulnerability that you can only cast on yourself) so we’ll just have to settle for Death Ward keeping the target you cast this on alive after reaching 0 HP. No rain of holy swords either unfortunately.
LEVEL 14 - SORCERER 8
8th level Sorcerers get an Ability Score Improvement and I think it’s about time for us to grab Metamagic Adept for 2 more Sorcery points to use on your Metamagic options like Twinned Spell to spread your wrath amongst all, and Careful Spell to avoid hurting those allied to your cause.
Speaking of AoE damage Vitriolic Sphere may do Acid damage but it’s a great recreation of the AoE damage of a high level Starfire Spellblade.
LEVEL 15 - SORCERER 9
Behold the might of 5th level spells! Remember how I was a little disappointed that you didn’t have the ability to make flaming swords rain down from the sky? Here you go: Flame Strike! Sure it basically does the damage of Fireball (and hey feel free to grab Fireball if you’re so inclined) but it has the holy flair that’s to be expected of Kayle.
If you want something more interesting than “Radiant damage Fireball” Dawn is also a good spell choice.
LEVEL 16 - SORCERER 10
10th level Sorcerers get another Metamagic option! Seeing as weve already got plenty thanks to Metamagic Adept one of the few options left is Heightened Spell to make sure your foes tremble beneath your might! You can also grab another cantrip like Prestidigitation for more generalized divine power.
And finally there’s also plenty of great spells you can take but Dispel Evil and Good probably fits Kayle the best. Now is a great time to remind everyone that you’re more than welcome to make your own Kayle, and while what I take may be “accurate” it’s not even necessarily what I’d build if I was making the character.
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(Artwork by West Studio. Made for Riot Games.)
LEVEL 17 - SORCERER 11
11th level Sorcerers can finally ascend! I hope you kept your Paladin weapons because it’s time for Tasha’s Otherworldly Guise! Calling upon the power of the Upper Planes (or lower planes too I guess if you’re awful) you get:
Resistance to Radiant and Necrotic damage (which you already have. Oops.) (I mean Lower Planes would make you immune to Fire and Poison damage...)
Immunity to the Charmed condition.
A 40 foot flying speed.
+2 AC
The ability to use your Charisma to attack, meaning that you can finally swing a sword well!
And the ability to attack twice, which you already have.
And the cool part is that unlike Tenser’s Transformation you can cast spells and don’t Exhaust yourself after using this spell! If you want to finally use your Paladin levels to bright the fight to your opponents you finally have the power to do so!
LEVEL 18 - SORCERER 12
12th level Sorcerers get another Ability Score or Feat and I’m simply going to suggest the Tough feat. Even if Kayle doesn’t usually build health in League you can, and d6 hit die suck when it comes to actually surviving.
What? Did you expect another spell known? Nah fuck you lmao WoTC says no to Sorcerers having spells.
LEVEL 19 - SORCERER 13
13th level Sorcerers can learn 7th level spells and while this may seem like a copout I have none that I really want for Kayle. Pick whatever you think would be the coolest since you can make your own choices by level 19. (My personal vote for Kayle would be Fire Storm but you are kinda loading up on AoE spells.)
LEVEL 20 - SORCERER 14
Our final level is the 14th level of Divine Soul Sorcerer to finally ascend. You have Otherworldly Wings for a permanent 30 foot flying speed! You did it! You reached max level as Kayle! You’re now unstoppable!
FINAL BUILD
PROS
Kneel before the light! - Your spells known go up to 7th level, and your spell slots go up to 9th. I really don’t think I have to explain that a full leveled caster is extremely powerful.
What is dark in me, I will illuminate - Even your non-spellcasting has great utility. Both your Channel Divinity options are extremely useful, and a little bit of Lay on Hands healing never hurt anyone. Not to mention your Aasimar transformation providing a flat +20 to damage every turn while it’s active!
I am your salvation! - Even if you aren’t running up in melee range Paladin levels do help a ton for staying alive. +5 to all saves is no joke, especially when it means that your Concentration save sits at a whopping +13! (You have to take more than 26 damage to even have a chance at failing your Concentration check!)
CONS
Why have we wings, sister, if not to fly? - You’d think a high Charisma would at least make you good at socializing but... no you’re not even that. Proficiency in the “mean” Charisma skills and mediocre ability scores in everything other than Charisma means you’ll contribute very little other than divine wrath.
Wings of Immortal Flame, lift me from mortal temptation! - How much flight is too much flight? Between your Radiant Soul, Tasha’s Otherworldly Guise, and you know... the Fly spell you have quite a lot of ways to take to the skies which all become near-completely redundant by level 20.
Celestial justice, guide my blade - Ironically enough one of the biggest issues with this build is how long it takes to get online. The Paladin dip may keep you safe but it’s not making you stronger, and I doubt you’ll be sitting beside your friends like a support. If you don’t mind praying to darker powers Genie Warlock is actually a great choice to get considerably more damage (and “attack speed!”) with Eldritch Blast and easily accessible flight by level 6 in Warlock. (Celestial Warlock also exists if you want more healing utility and want to stay in flavor.)
Of course weakness is something to shed as you come closer to divinity, but remember that even if mortality makes you weak mortals are not. Your allies will fight by your side and its your duty to protect them, as they shall no doubt protect you. Treat them with respect and vanquish evil together! Because no one likes a lawful stupid top laner.
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(Artwork by Atey Ghailan. Made for Riot Games.)
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