Tumgik
#specifically a protector aasimar.
melpcmene · 5 months
Text
Tumblr media Tumblr media
My attempt at Vash in BG3
3 notes · View notes
Text
Time to use the full power of nerd for this post.
QSMP COUPLES AS DND CHARACTERS (PT.1)
Why couples you ask? Cause I'm lazy that's why. Also, I'm pretty sure people way more knowledgeable than me have done this before but this just for my own fun :)
-- (Part 2) (Part 3)
For this post in particular we're focusing on PISSA
Missa: Oh, our poor wet cat. You don't understand how much I debated making him a tabaxi but at the end of the day the skeleton iconography is too strong. So, Undead Missa! More specifically a Reborn, because it allows for him to be a full-on skeleton and they have a whole thing about losing long stretches of time from their memory and come on. As for class, Bard feels obvious but College of Satire gives it that "wet cat" feel we were missing by having their entire skill set based on dumb luck and stumbling around.
Philza: Now, THIS ONE was hard. Aarakocra and Kenku were both deeply tempting but nothing makes more sense for The Angel of Death than an Aasimar. More specifically a Protector Aasimar, what with their short-use divine wings and their labor to guard the weak and strike down evil. Makes sense, right? Class was also very hard to decide, but among many options, Paladin kind of makes the most sense. A Paladin with an Oath of the Ancients plays really well with q!Phil's connection to the higher beings of his HC4 world and Mumza.
Now please imagine this semi-divine man imbued with great power by his direct connection to higher beings, being hopelessly endeared by the silliest skeleton court jester and... well, yeah, that's basically them.
123 notes · View notes
jazzfordshire · 1 year
Note
What dnd characters do you think the superfriends would play as?
I have two thoughts for this! I think if I was writing them playing a game together, I would do:
Brainy as the DM
Cleric for Kara, wizard for Lena, rogue for Alex, also a cleric for Kelly but a different subclass, bard for Nia, fighter for J’onn (he isn’t sure what’s going on but he’s happy to be here)
BUT, if I was writing them as characters existing within the D&D universe in an AU?
Kara would be an aasimar Paladin, oath of redemption. Imagine her with glowing eyes and great big wings making her hope speeches UGH so good
Lena: half-elf artificer (Battlesmith specialization), her Luthor half is elven and looks down on her for having a human mother obviously
Alex: human ranger (probably an archer, Horizon Walker specialization for all her experience rounding up creatures from other planes)
Kelly: a genasi would be cool, probably a multiclass cleric/fighter, specifically the protector fighting style that can force disadvantage on enemies using their shield
Nia: tiefling sorcerer (her bloodline is the source of her familial powers)
Brainy: warforged wizard (his school of magic would be something cool like chronurgy or graviturgy)
J’onn: Goliath barbarian (path of the ancestral guardian)
………..I’m growing attached to this idea
123 notes · View notes
wearethewitches · 3 months
Note
i will definitely take you up on that offer! although dont get too distracted, masters and education is more important so stay on track. famdoms will be here when you’re done. now this isnt really a prompt, more to ask for your opinion. IF in some bg3 universe that was normal, how would ayling and isobel be as parents? (assuming through magic and or intervention of sêlune via moon fertility or something…) how do they react? to any and all their children or Valeria- reactions, parenting styles. you’ve given me brain worms Isobel is my fav
oooooh I have been thinking on this a lot (and thank-you! i have procrastinated by gutting my room instead and playing act 1 of bg3 with my new durge bard 😭).
so, your q: what would aylin & isobel be like as parents in a canon-like(?) universe?
i think first and foremost, they'd plan it out, with isobel being the one to have their children. in a more kind of classic scenario, i'd see isobel being hesitant to bring up the subject of children, and aylin quietly being the same but also settled into the idea of Not Having Children At All, then isobel bringing it up eventually and aylin seeing right through her in an instant; all for it, the both of them. then, they'd get selune's blessing, etc., and voila:
moon baby.
the vibe is very much VW road trip, because they're still actively doing good in the selunite community, and i have these images in my head of a silver-haired toddler, arms akimbo, riding about in a sling. aylin is showing them off constantly, and isobel is very pissed off that someone is attacking her while she's on a walk with her child.
i'd think that as time went by, there would be a veritable swarm of children, and no, isobel never gets tired of it. aylin is ecstatic. selune likes to visit them all and give them honeyed treats and like,, those sweet almond pastries. and occasionally a lemon, or something sour, just to keep them on their toes.
in a less classic scenario (i.e. "we tried to get pregnant and it turned out that aylin is the one having the kid, here, rather than isobel like planned"), i think they're more cautious? the difference here is that aylin can't be the big protector, not as far as she's used to, to there's a bit of role swap going on. their kids, plural, would have significant age-gaps.
(yeah there's no way i am not imagining isobel being gifted an elongated lifespan, somehow. no fucking way.)
hmmmmm...... parenting style-wise, they're very openminded, but i think they'd treat their kids like those no-socials celebrities do it, where their children are not blatant about their heritage, though unfortunately dnd rules state that aasimar (descendents or otherwise) are pretty much identifiable on sight, so i don't know how effective that would be.
either way, they'd really love their kids - though i think aylin misjudges what's appropriate sometimes. isobel hasn't had children before so she's equally in the dark, but aylin can be wildly right and wildly wrong in the kind of way that is "you cannot have hot things until you can speak full sentences" and "why wouldn't i teach my baby how to cast an upcasted Moonbeam spell, it should be innate anyway". but for some reason, she draws the line at giving them weapons, though not a specific some reason, aylin just has the page -> squire -> knight pipeline imprinted into her brain, and only one of those gets a sword full-time.
tfw isobel watches her babies bathe each other in magical moonlight and gets a creeping sense of dread, because one day - one day - she knows her children are going to have temper tantrum that could potentially level the house, and it's all because aylin thought it appropriate for their divine children to learn magic.
(i mean. it is? but also, they're children, who grow up being loved and adored and treated well, and those kinds of kids thrive. it's really not all that surprising they'd be brilliant at anything they chose to be.)
i had so much fun writing this, though i think i'll keep it at that for this ask. there were so many thoughts i had about Valeria specifically, but that's coming in the next chapter or so of (selune, thou).
genuinely loved this ask, 10/10 would do again.
4 notes · View notes
emahriel · 4 months
Note
Hi! First of all I just want to say that I adore your blog and Fjorn! One of my favorite tumblrs 100% (:
I have a question about oc’s and development and backstory. I have a Female high elf (rogue) and i’m trying to write a backstory for her, like where she comes from, her family, past lovers etc what happened before she met the companions basically. But its SO hard and usually i have no problem with this but with bg3 i feel like i’m more limited with the ideas, because i want it to make sense with the bg3/dnd universe. Like the place she grow up in etc, i feel like that has to be a place related to high elfs in the bg3/dnd universe if that makes sense? Anyway do you have any tips when writing backstorys for your oc? Thanks a lot!
Hello there! Thank you so much for the love, I appreciate it! I’m gonna be honest, I don’t have very good tips when it comes to writing backstories and I feel like I’m still in the process of figuring that out myself – but I’ll share tidbits from my process if it can help!
Generally speaking, I take specific concepts or ideas from other medias/characters I like to start with (for instance, the idea of a tragic past and trying to escape from someone for years until a nautiloid snatches my Tav away – a miracle in disguise, aka the beginning of bg3). I also knew I wanted my character to somewhat go through the following states: good – evil – neutral.
Thus began the process of reading! So the first thing I did was figure out if there was a good race that would work with that. I was thinking of a Drow or maybe a Tiefling, but I eventually settled for Aasimar despite them not being in the game. Then I stumbled upon Fallen Aasimar and was like damn… this is perfect for the concept of a ‘‘damned’’ character. After figuring that out, I thought about the class and what would fit the best. Tbh I had just watched The Witcher: Blood Origin (wasn’t great) so a big inspiration for Fjorn was Merwyn and Fjall (with Fjall being assigned as her protector, and Merwyn – an Empress- being evil), so I settled for Paladin since they swear Oaths and it worked with that concept. It wasn’t until Larian announced Paladins and showcased Oathbreakers during the Panel from Hell for Patch 9 that I decided that’s what I would choose for him. Dark Knight is one of the most interesting classes for me in FFXIV, and I really wanted to have something similar for Fjorn; I thought it fitted the idea of ‘‘sometimes you have to do bad in order to do good’’.
So yeah, I take characteristics from other characters that I really love and just combine all of my favorite things together! It’s not really a tip, but something worth mentioning is that the different Wikis out there are extremely useful: Forgotten Realms Wiki, DnD 5th Edition Wikidot, Baldur’s Gate Wiki, DnD Beyond, (wouldn’t recommend Fextralife), etc. I also spent quite some time on reddit just looking up other people’s DnD OC concepts, which did spark some ideas! I wouldn’t worry tooooo much about things not making sense though, the one thing I love about DnD is that you can go absolutely wild and get away with almost anything.
In your case, would probs start reading up about high elves, although I feel like they could come from nearly anywhere. According to different wikis, there are different kinds of high elves in the Forgotten Realms: moon elf, sun elf, star elf, dark elf and llewyrr. There’s most likely way more info about them out there, possibly also more kinds, but this could serve as a base. Click on one and then read about them until one catches your eyes and just go from there since they may have different cultures, different upbringing, different characteristics, etc.
Sorry this is kinda all over the place, but I hope this helps you a bit more!
2 notes · View notes
ghost-bard · 1 year
Text
Ok so like ive been thinking about this since i glanced specifically at Peters character sheet. Peter is a protector aasimar. Like. Everything about him is so. Like i feel like we as a society dont talk about this. Cuz like exandroth possessing him wouldnt change peters race, so. Anyway im normal about this dungeons and dragons my beloved.
9 notes · View notes
grailfinders · 2 years
Text
Fate and Phantasms #278: The Dioscuri
Tumblr media
alright, let’s get the obvious jokes out of the way. “you were expecting Jojo, but it was me!” “muda muda muda”, something about “za warudo”... yeah, I think we’re good.
Now that that’s out of our system, here’s the build for the Dioscuri, Castor and Pollux. Don’t expect me to remember which one’s which, it barely matters anyway when they’re joined at the hip.
These two are Tempest Clerics for a little bit of backing from Zeus, as well as Hunter Rangers for extra fighting style and attacks. And of course they’re... Eldritch Knight Fighters? That must be a typo. I mean obviously they’re echo knights, right? Nnnnope, definitely Eldritch. We’ll get to the bottom of this in the build breakdown.
If you want to read that breakdown, it’s below the cut. Otherwise, check out their character sheet over here!
Next up: I’ve heard of “thick skinned”, but this is ridiculous!
Race, Background, and Piety
One of them’s a god, one of them’s human, together that balances out to a demigod, a.k.a. an Aasimar. A Protector Aasimar specifically to guide sailors on stormy seas. Or to fly around kicking ass, either or. You get Darkvision so you can see which way you’re going in a storm, Celestial Resistance to necrotic and Radiant damage which... isn’t how lightning works, last time I checked. On the plus side your Healing Hands gives you a little more tenacity by letting you heal your level in HP once a day, and you learn the Light cantrip to lead the way for others. Also when you hit level three your Radiant Soul will light up, letting you transform for a minute by spending a bonus action. You can deal extra radiant damage once a turn equal to your level, plus you gain a flying speed. Yes, I’m using the Volo’s version of Aasimar because it’s stronger, die mad about it WotC.Oh, you also get +2 Wisdom and +1 Strength.
“God” isn’t a background, but fortunately you had a day job on the Argo so Sailor is a pretty solid backup. That gives you Athletics and Perception proficiency.
I know we made Zeus Heliod in Europa’s build, but you’re more on his “zap the unworthy” side than she is so we’re picking up on Keranos’s Klironomia instead. You gain some when you solve puzzles, smite the foolish humans, plan for threats, and build temples in his name. You lose some when you make rash decisions or give into rage, subvert wise actions, or fail to prepare for a situation. If you gather up 3+ points of piety, you can add 1d6 Lightning damage to your weapon attack Intelligence modifier times a day. At 10+, you can re-roll a failed wisdom or intelligence save once a day (great to avoid getting lost). At 25+, you have advantage on initiative checks to move faster than most people. And finally at 50+, you can increase your Intelligence or Wisdom by 2, and for once either is a good pick.
Ability Scores
Number one is Strength, it’s almost like you’re as strong as two people. After that is Constitution, a big part of your fighting style is just never getting tired. I would’ve gone for the Deft Explorer feature specifically for that, but moving faster than light is high level stuff, who knew. Your Dexterity is also pretty solid, since tripping at light speed probably would kill you. You’re not particularly dumb or smart, so your Intelligence is just okay. Your Wisdom is once again torn in two directions. You see good, but you get goaded easily. Er, one of you does. Regardless, we need it for multiclassing so we can’t dump it too much. That spot’s reserved for Charisma. The whole “siscon” thing y’all got going on is creepy, and it’s not like you’re a huge fan of other people anyway.
Class Levels
Fighter 1: Starting off as a fighter gets you a little more HP as well as proficiency with Strength and Constitution saves to stay on the ship. Heracles is driving that thing, it’s a miracle nobody’s been flung off yet. You also get Intimidation for the avenger side and Survival for the wait-maybe-I-dont-want-to-kill-everyone-around-me side. You also get a Fighting Style, and the only way to defend yourself and kinda-sorta your sister is to pick up a Superior Technique, specifically Parry. Once per short rest you can spend your reaction upon taking a melee hit to reduce the damage by 1d6 plus your dexterity modifier. Defense requires armor, which you clearly don’t wear, and Mariner prevents you from using a shield, which is what I assume that floaty disc thing is supposed to be. You definitely have the strength for heavy armor though, I’d highly recommend using that instead in your home game. Also you can use a Second Wind as a bonus action to chill out with your sibling for a bit for some extra health.
Fighter 2: Second level fighters can use an Action Surge to take a second action on their turn once a short rest. I mean. There’s two of you. Just kinda makes sense, don’t it?
Fighter 3: Okay, here’s the part where I defend Eldritch Knight. Echo Knight’s great, I love it and all its flavor but it’s all about being in two spaces at once. The Dioscuri don’t do that. Castor’s so over-protective they’re never seen more than a few feet apart. Medb summoned expendable lovers to protect her. Bonny and Read had vastly different fighting styles. Castor and Pollux practically fight as a single unit, so they’d barely use any of the Echo Knight’s features. Plus there’s a late-game feature for Eldritch Knight that works really well for moving faster than light, and uses less setup than what echos could do. For right now though, they get Weapon Bonds. You can bond up to two weapons to you over a short rest, and while bonded you can’t be disarmed against your will, and you can summon them to your hands as a bonus action, one at a time. Technically a shield isn’t a weapon, but it’s cool so I’d allow it. Boom, now you can summon Pollux’s longsword and Castor’s shield...thing wherever you are. You can also cast Spells using your intelligence modifier. That’s not good though, so most of these are gonna be the kind that don’t care about it. Booming Blade uses your weapon attacks so that’s fine. And if you want to protect your sister use Mage Armor to make her AC 13 plus your dexterity modifier or Shield to add 5 to your AC for a round. We’ll also pick up Lightning Lure for some klironomia-free lightning, and Catapult to make shield-throwing a reasonable tactic. Just make sure to get it back again.
Fighter 4: Use your first Ability Score Improvement to round up your Dexterity for stronger parries and armor, and grab a point for Wisdom too so we can multiclass. You can also Absorb Elements to be even deadlier on a storm-slicked deck. How cool would it be to parry lightning and then hit someone with it next turn? Very, that’s how cool it would be.
Fighter 5: Fifth level fighters get an Extra Attack. Again, two of you. Two attacks. Makes sense.
Cleric 1: With our melee settled, it’s time to diversify. With the help of Zeus you become a Tempest cleric, getting a second set of Spells (check the PHB to figure out the slots you get from multiclassing) that you cast and prepare using your Wisdom. Pick up Guidance to help sailors find their way, Resistance to beef up your own saves, and Thamaturgy to let your godly side loose. You also get first level spells like Bless to help with long-term journeys, Guiding Bolt to empower your allies while smiting fools, and Inflict Wounds for an option for Pollux’s sword even if you can’t summon it.
Cleric 2: Second level clerics can Channel Divinity once a short rest, choosing one of two options. Turn Undead is the generic option, sending undead creatures running if they fail a wisdom save. The reason we’re here though is for Destructive Wrath, letting you max out the damage of any sort of lightning or thunder damage you deal. Right now your biggest options are Booming Blade, but once we get some save-dependent stuff this will help keep the damage up even if someone makes their save.
Ranger 1: One last stop before we head back to fighter, I swear. As a ranger, you get proficiency in Nature to tell when it’s gonna be stormy. You also have a Favored Enemy (Like humans) that you’ll have advantage on tracking and recalling information about. I don’t know why they gave a whole class hateboners, but w/e. We’re also finally picking up Natural Explorer for all sorts of travel bonuses while moving on the Coast. And hopefully the ocean too. This gives you expertise in all intelligence and wisdom skills while on the sea, you can ignore difficult terrain while sailing, you can’t get lost, you remain alert while performing other tasks, you can sail stealthily at a normal pace while alone (idk why that wouldn’t work with friends? maybe Herc’s just loud.), and you can fish twice as effectively. There’s also something about tracking, but... it’s water.
Ranger 2: Second level rangers get another Fighting Style, and Dueling will put a little power in Pollux’s arms giving her a +2 to damage done with one-handed weapons. Since her other hand is taken up by your shield, this works out so her longsword’s just as deadly as it would be in two hands. You also get another another spell list which also uses your wisdom. Been a while since we’ve had a spell list this convoluted, huh? Hunter’s Mark adds extra damage to attacks you do to a specific creature, and Longstrider makes you a little bit faster without concentration. We’ll get there, I promise.
Ranger 3: At third level you become a Hunter, turning everyone around you into Hunter’s Prey. Specifically we’re picking up the Horde Breaker option, so you can make an extra attack once per turn as long as you target a different creature than the one you just hit. To make that easier, you can cast Zephyr Strike to avoid opportunity attacks for up to a minute, and during that time you can give yourself advantage on your next attack, dealing extra damage on its hit and increasing your walking speed by 30′. It’s pretty hard to block light, and everyone you’re killing is about to figure that out first-hand! Also Primeval Awareness lets you spend a spell slot to find weird creatures nearby. I’m sure that’ll be useful on the Argo. Running into Scylla and Charybdis would suck.
Fighter 6: Finally back in fighter! For your next ASI pick up the War Caster feat so you can cast all those cool spells you just got without needing an empty hand. You also get advantage on concentration saves and you can use spells as opportunity attacks if they target one creature.
Fighter 7: Seventh level Eldritch Knights can cast War Magic, so if you spend your action casting a spell you can spend your bonus action making a weapon attack. Except not, since being a Horde Breaker lets you make an extra attack even on your bonus action. Synergy is the name of the game here. Also you can cast Gust of Wind. In order to guide sailors, they first have to be moving. It’ll also push creatures away from your beloved sister, and can disperse gases or vapors and small flames.
Fighter 8: Eighth level fighters get another ASI, and let’s bump up that Strength score for harder hits. And for those of you really sold on the Echo Knight thing we’ll also pick up Mirror Image for ya. Admittedly four Dioscuri is a bit too many, but every time one of the fakes gets hit they poof away so it’ll fix itself eventually.
Fighter 9: Ninth level fighters are Indomitable, so you can re-roll a failed save once a day. I’d save this for saves you’re good at, but preventing failed death saves is always a good idea.
Fighter 10: A tenth level eldritch knight can make Eldritch Strikes, giving creatures you hit disadvantage on their next save against your spells. You also pick up Mage Hand since you sadly only have two hands as one person and Shatter for a bit of thunder. The lightning is coming, promise.
Fighter 11: Eleventh level fighters get an Extra Attack, so now you have three per action, up to six with action surge, and up to seven if you can pull off a horde breaker. You also pick up some St. Elmo’s Fire with Continual Flame. You can technically make this come out of literally any object you touch, so setting a whole ship on fire would be a really neat effect.
Fighter 12: That odd wisdom score’s been bugging me, so use this ASI to round up your Wisdom thanks to the Resilient feat. Now you’re proficient in wisdom saves too as a freebie.
Fighter 13: Thirteenth level fighters get another use of Indomitable per day, but more importantly you get third level spells like Lightning Bolt! Upcast this with your fourth level spell slot and use Destructive Wrath, and you’ve got a guaranteed 60 Lightning damage at anyone who fails their dex save!
Fighter 14: Use your last ASI to bump up your Intelligence for more electrifying attacks and stronger spell saves for your lightning bolts. You also learn one last spell, Ashardalon’s Stride. You get 20′ more movement, don’t provoke opportunity attacks by moving, and moving within 5′ of a creature or object deals fire damage to it once a turn. It’s a shame we can’t just call it lightning damage, but lightning does set stuff on fire, so it kind of works!
Fighter 15: With our final level you can push yourselves past your limits and move faster than light with an Arcane Charge. Immediately before or after using your Action Surge you can teleport up to 30′ feet away.
Pros and Cons
Pros:
Thanks to your spells, speed, and flight, you have tons of options for slipping in and out of combat at will. Pick your fights wisely and you’ll always have the advantage.
You can also deal consistent damage with a nearly-capped attack modifier and a pretty consistent four attacks per turn. Toss in a hunter’s mark and you’ve got solid output on a single target, or you can use your Horde Breaker and Ashardalon’s Stride to deal damage over a large number of creatures each turn.
While you can’t rely on your spells with the limited amount you get, they give you just enough variety in a fight to keep yourself from having any one glaring weakness. Roast flying enemies with spells, or fight them up close with swordplay. Protect yourself from spells with Absorb Elements, then shield yourself from weapon attacks with a solid Parry.
Cons:
Multiclassing really hurt this build with the stat requirements, which gives us a couple weaknesses. None of your spells are that strong, and without putting on heavy armor your AC and HP aren’t quite high enough to fight on the front lines without relying heavily on your ability to bounce out of combat, which requires your spells or Action Surge, both of which are limited use abilities.
You also come packing low charisma and no proficiency in charisma skills, so don’t be surprised when people don’t warm up to you after you threaten to murder them over and over again, Castor.
Your various features don’t work perfectly together, giving you some mixed signals. Horde Breaker wants you to fling yourself headfirst into a mob of enemies, but again that makes it hard to escape without spending limited resources. It also doesn’t sync well with Hunter’s Mark (ironically). And despite Natural Explorer boosting your intelligence and wisdom skills we’re not really a skill build to capitalize on that. Shocker, the variety build doesn’t have much focus.
32 notes · View notes
demigoddessqueens · 2 years
Note
HELLO HELLO HELLO! I come to you with scraps!! *Proceeds to open up large trenchcoat of brain worms(ideas)* I have been listening to the aladin remake playlist (arabiAN niGHTss) a lot so blame that. So the reader is an aasimar, a protector one to be specific. Originally they grew up in the Nine hells, and due to the way aasimar's are seen/treated there, they're very cautious with going around and spreading this information (about how their an aasimar). After escaping with your life on your shoulders, you started to unravel that shell a bit. You are very much used to having to lean on yourself a lot. You act as one of the group's big scary dogs. When you let those reins go, you are very much a snarling animal at that point. Your very much a dork around ones you trust and have no filter. Sometimes you'll say things and its just :blinkblink: "how did you think that up?" NOWW , maybe readers part of the mighty nein. Originally you had tagged along with Jester, Fjord, and Beau. You all were a pretty close nit of friends and then expanded that when stumbling into Caleb, Nott, Mollymauk, and Yasha. At first glance, I imagine it's been pretty much kept under wraps about everything. What you could hide you would and what you couldn't, you tried your damn hardest to. Now at this time, you guys all got dragged into another big fight. At this point, mostly everyone was either gravely injured or near passing out. You don't look/feel the best either. You internally realized that something (or SOMEONE) needed to step in to get this foe down. It was almost close to death and just needed a little push. That's when out of the blue, these large incorporeal wings sprouted out of your back. Billowing, they almost acted like a shield. Also, a glimmering in your eyes started to form. You try and take the last final swing to finally get this asshat down for good, erupting with radiant energy. Now... everything seems to be over? You are now pretty worse than compared before. Though you were still standing. As you lowered down to the ground, the attributes you gained started to fade. How would the Mighty Nein members react to this reveal? Who would be questioning and curious? Vs who would be like "GAH DAMN!"
(Also, there's a certain part of "Valentine Texas" that made me think of the reveal. Its the - "I'll show you who my sweetheart's never met Wet teeth, shining eyes glimmering by a fire.." ANYWAYS hehehe being a nerd over music >:D)
Ndjsjdjkfke trench coat of ideas 😂 😆 😝 no but I love this and the music refs cause I like to write some of my stuff like that
I would say that it’d be a “oh dammmnnn!!” moment for all of the Nein, but since you were closer with Fjord, Jester and Beau they’ll be more concerned about your well being but will also press more about your past and magical abilities
On the flip side, Yasha, Caleb and Nott, and Molly are going to side eyeing so hard and the last three will be asking bunch of questions about your past and intentions since that’s not an everyday occurrence for them. But ultimately they will come around to trust you.
For an added bonus, Cadeuces would be patient and understanding while also trying to help if you ever lose control of your abilities or hurt yourself
31 notes · View notes
nenestansunsthings · 2 years
Text
drew my d&d character!!
Tumblr media
this is dulcie! dulcie leagallow! ze's a dimension-hopping far traveller aasimar and also a sea sorceror! like half of zir spells are water or lightning related and the other half are for better ways to get the hell out of dodge. specifically, ze is a protector aasimar, who's hopping universes to get as far away from zir own home as possible and also explore!
ze originally started as an angel oc i had, but i repurposed zem for dnd! i figured with the tentacle tattoos a sea sorceror subclass would be very fitting.
(i know ze probably isnt whatever colour aasimars are supposed to be but i do not remember and i do not care)
4 notes · View notes
henlo! 👋
you can find my main blog here, and you can find my toyhouse with (sometimes) more information & art here
list of my tags under the cut
D&D OCs
#maia riverdraft - fighter tiefling; campaign completed
#cyra dawnseeker - clerlock (cleric/warlock) protector aasimar; campaign on pause; #cassyra is the ship tag of cyra/the party's warlock; #dragonlords is the campaign tag
#sariel xiloscient - ranger fall eladrin; campaign uncompleted
#bree hilltop - halfling fighter; campaign uncompleted
#whisper - high elf necromancer wizard; unplayed
#reita - tiefling cleric; kinda played?; sometimes spelled rieta (im undecided on spelling)
Rahi
#rahi - my main tag
#fantasy! rahi - fantasy (f!) world
#modern! rahi - modern (m!) world
#faith jordan - tag for all things faith (tho this may change soon-ish)
#willow wispmoon - tag for all things willow (tho this may change)
#SpellBook - ship tag for f! faith/f! willow
Everania (my homebrew world)
#everania - my main tag
i don't think im going to do character specific tags for this
if you notice a different character tagged on a post that is in another category, its their everania AU version thingy
Misc
#avani - undertale oc; soul: kindness; friends with vivian
1 note · View note
cosmosoracle · 10 months
Note
She has wings? What race is she?
She's an Aasimar. Mechanically, she used to be a Protector Aasimar in D&D, but when the campaign was moved to Pathfinder there were some changes to be made, and Aasimars in Pathfinder don't get wings from the start.
The way it was justified lore wise was that she participated in a ritual to give the Deep One, who was just a ghost before, the chance to become material, which was a huge performance in which 20 to 30 people took part in: specifically, she was key for this transition, and part of her celestial influence was drained in the process. It resulted in her becoming a Summoner instead of a Warlock.
Of course there's quite some homebrew work around this, but while it was weird to adapt to the new playstyle at the beginning, now she's my relief when Lia's being too nice tires me out~
1 note · View note
oathofmoonlight · 1 year
Text
mini-meta: re: The Wings
Tumblr media Tumblr media Tumblr media
So those of us familiar with D&D 5e will recognize that, because Kaguya is an aasimar, she has wings sometimes! (Specifically she is a legacy Protector Aasimar, because of course she fucking is.) For those of us who aren't, or who need a refresher: Aasimar have a feature that allows them to summon a spectral pair of wings. The effect depends on the Flavor(TM) of aasimar you are, but in Kaguya's case, they meant she could fly and do a little extra damage. So what about in other settings?
In most settings where magic exists, Kaguya still has her wings. Like in her original world, they are incorporeal (mostly) and only manifest at her will. And we did kind of stop giving a shit about tracking that particular feature by the end of the campaign, so there was a point in time where Kaguya basically had them constantly manifested. While that's not Officially Possible per d&d rules - fuck it. The time limit only exists for mechanical purposes. She can have them manifested for basically as long as she likes. (They do, in fact, have that galaxy graident thing going on—a minor effect of her paladin oath/Magic Sword lightly influencing her natural magic.) Again, whether she keeps them manifested or not really depends on the setting, and how weird it is for someone with big old magic wings to be walking around. She's not, like, self-conscious of them or anything, but she is aware that in some places that is MUCH weirder than others.
In settings without magic, they do not exist, nor does she Glow (though her facial markings may or may not still be present in a more muted, natural, non-fluorescent gold.)
1 note · View note
revolutioncire · 2 years
Text
*𝐏𝐈𝐍𝐍𝐄𝐃.
In Unity is a small-scale, ongoing homebrew Dungeons and Dragons campaign. This blog serves to chronicle the (mis)adventures of the brave souls on the continent of Unitas, a realm recovering from a brutal fifteen-year war.
*𝐂𝐎𝐍𝐓𝐄𝐍𝐓 𝐖𝐀𝐑𝐍𝐈𝐍𝐆.
abuse of institutionalised power, religious themes, suggestive content, violence, war character-specific trigger warnings are present on individual character posts.
*𝐍𝐀𝐕𝐈𝐆𝐀𝐓𝐈𝐎𝐍.
THE SUN — monk, way of the open hand. half-elf. radiance, exuberance, courage. tomorrow, too, the sun will rise. THE STAR — shadow sorcerer. half-elf. ambition, hunger, determination. the price of love is loss and you pay, pay, pay.
THE KITE — wildfire druid. earth genasi. prince of the jade fang, ring leader by accident. if you can’t outrun it set it ablaze. THE PANTHER — assassin. tiefling. the fangs at your throat, the claws digging into your wrist, the knife in your ribs. THE HOUND — eldritch knight. half-orc. steel on steel, hammer and anvil, chain and neck, bloody knuckles. your wish is their command. THE SPIDER — twilight cleric. aasimar. silk and brass and golden dawn, a lost child swallowed by the sky.
THE PROTECTOR — oath of the crown paladin. half-orc. shoulders the weight of the world because fate wills it. THE MOTHER — college of lore bard. tiefling. everything she never expected herself to be. THE WANDERER — genie-pacted warlock. air genasi. a magpie shaped after a human. THE GARDENER — divine soul sorcerer. half-elf. behold the mountebank to apothecary pipeline. THE CHILD — rogue. tiefling. war took from you, and then it gave you in return and you still don’t know what to make of it. THE GHOST — human. silence is so hard to come by when you hear whispers from beyond.
0 notes
Note
My first character was a Half-Dragon Sorceress! I still play her, though I don't use homebrew like I used to anymore. I also play a Half-Elf (Drow) Genie (Efreeti) Warlock with Pact of the Chain, and soon I'm going to be playing Hoard of the Dragon Queen as a Protector Aasimar Bladesinger Wizard! I gravitate towards blasty fire-based characters and those who can use magic and weapons at the same time, like Eldritch Knights. I think the character I want to play next is a Half-Elf Ascendant Dragon Monk, I've got a good bit of info about her already figured out!
They sound wonderful! I tend to lean toward specific stuff with my characters too. I think people just like playing what they like playing you know? What sort of things do you have planned out for your Dragon Monk? I love a good back story.
Tell me about your OCs/D&D/RPG characters.
1 note · View note
omgkalyppso · 1 month
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
From left to right, top to bottom: Satraphine, Jeanne-Thérèse, Sparrow, Lyde, Harrier, Eleonora, Étoile, Namanyla, Zoltan.
I decided that the next chapter of my Étoile x Astarion fic that's been in limbo forever could use some more dialogue / context and that this is why it wasn't feeling right to me. So I'm thinking I'll include Étoile and Shadowheart discussing who they were travelling with before the nautiloid abduction and do my best to use that to give Astarion even more introspection, as I do, for comparison with Szarr family oc's and his siblings and whatever.
This meant giving myself more excuses for more oc's.
Étoile is 166 at the start of bg3 and has been in Baldur's Gate for 30 years. Presumably working in the Adventurer's Guild for much, if not all of that time.
Namanyla is my head of the Adventurer's Guild oc. She and Étoile don't / didn't interact much — she's got shit to do, nobles to petition, factions to moderate, but Étoile wasn't an entirely unknown asset / peer. She would know them to look at them, and their work on paper, if nothing else. I would place her around 462.
Satraphine is about 234 at the start of bg3, she's an archfey warlock and whether because of wanderlust, or because of being incidentally a fugitive for various reasons, or because of requests from her patron, she doesn't spend more than a few weeks at a time in Baldur's Gate, annually or every few years.
She is often, if not always, followed by her partner Jeanne-Thérèse whom she (and Étoile) met through the guild. Jeanne-Thérèse calls Namanyla Auntie and is generally very familiar with authority and the inner workings of the various guilds in the Sword Coast. She's an enchantment wizard and approximately 299 years old, so she says.
Sparrow makes up the last of the four-man party that was Étoile, Satraphine, Jeanne-Thérèse and himself at the time Étoile was taken by the nautiloid. He's the youngest by a large margin at 26 years old, a protector aasimar fighter. He had summoned his halo and wings in combat which would reveal his nature to his colleagues though he used to be able to pass for human as he did not have the facial markings previously, though between Étoile's abduction and their reunion in act 3 bg3 there's been An Incident with his brother so that now the facial markings are also present during combat.
Sparrow's partner, Lyde (lie-dee), 24, has been a frequent presence at the guild hall since she and Sparrow arrived in town on rumors of his missing twin brother. She makes tea and performs tarot tarokka readings, and gossips up a storm. She worries loudly and loves big and can be a comforting presence to newer adventurers or anyone who's had a hard day.
Corrupted by forces unknown, Sparrow's twin brother Harrier is a fallen aasimar vengeance paladin who is motivated to power and violence for "the greater good." I was playing with the idea of killing him, but instead Sparrow can power-of-friendship him back into society 2+ years post-canon.
Eleonora, 29, is even more naive than Harrier and follows / loves him Despite The Warning Signs. She is based on two characters from something but I'm embarrassed to make it any more obvious than it might be at first glance.
Zoltan, 47, is a receptionist / clerk for the guild. The guy handing out the jobs.
.
I was struggling previously with the observation that the Chosen Three turned who they needed and exactly who they meant to, with Wyll and Karlach being surprises in Avernus, with many being numbers in Baldur's Gate and at Moonrise, and with Gale, Ulder and Minthara as examples of those being specifically selected. Because I could not conceive of a reason I liked for Étoile to be in their radar. But like this, I think Sparrow would stand out and would have been the nautiloid's target at the start of Étoile's journey.
They were setting camp near a quest objective to be ready for whatever it was that was worth Jeanne-Thérèse's (level 13) time, when late in the night Sparrow (level 6) was out reflecting on his brother and Étoile (level 8) rushed their shield to defend him from an unexpected sky tentacle and is magicked away. Leaving Jeanne-Thérèse with Sparrow and Satraphine (level 8) to make the hard reactionary decision to Teleport them away. It does not go well.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
But it does save them from ceremorphosis the bg3 adventure (sad).
I made Satraphine a warlock entirely because her chest looks amazing in this outfit.
Tumblr media Tumblr media
5 notes · View notes
chrisrin · 2 years
Photo
Tumblr media
PEARL! BUT SHE’S A D&D CHARACTER!
the second in my “Boatem Crew but they’re D&D characters” series!
Grian
Impulse
Scar
Mumbo
Full Group!
3K notes · View notes