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#undying light/celestial warlock
92kronus · 4 months
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Random D&D Character Generator on R
I have been doing a lot of work on R for my research and decided to give it a go and write the script for a random D&D character generator.
It is a very simplified version and there is definitely room for improvement and expansion, but I wanted to share it with everyone for those who want to tinker with it:
#Install Packages#
install.packages("randomNames") library("randomNames")
#Function to generate a random character sheet#
generate_random_character <- function() {
# Sample races, classes, and backgrounds# races <- c( "Dwarf", "Elf", "Halfling", "Human", "Dragonborn", "Gnome", "Half-Elf", "Half-Orc", "Tiefling", "Aasimar", "Firbolg", "Genasi", "Goliath", "Hobgoblin", "Kenku", "Kobold", "Lizardfolk", "Tabaxi", "Triton", "Bugbear", "Goblin", "Hobgoblin", "Orc", "Fairy", "Satyr", "Yuan-ti Pureblood", "Aarakocra", "Aasimar", "Changeling", "Kalashtar", "Shifter", "Warforged", "Centaur", "Loxodon", "Minotaur", "Simic Hybrid", "Vedalken", "Gith (Githyanki, Githzerai)" ) classes <- c( "Barbarian", "Bard", "Cleric", "Druid", "Fighter", "Monk", "Paladin", "Ranger", "Rogue", "Sorcerer", "Warlock", "Wizard", "Artificer", "Blood Hunter" ) subclass_Barbarian <- c( "Path of the Berserker", "Path of the Totem Warrior", "Path of the Ancestral Guardian", "Path of the Storm Herald", "Path of the Zealot" ) subclass_Bard <- c( "College of Lore", "College of Valor", "College of Glamour", "College of Swords", "College of Whispers", "College of Eloquence" ) subclass_Cleric <- c( "Knowledge Domain", "Life Domain", "Light Domain", "Nature Domain", "Tempest Domain", "Trickery Domain", "War Domain", "Forge Domain", "Grave Domain", "Order Domain", "Peace Domain", "Twilight Domain" ) subclass_Druid <- c( "Circle of the Land", "Circle of the Moon", "Circle of Dreams", "Circle of the Shepherd", "Circle of Twilight" ) subclass_Fighter <- c( "Champion", "Battle Master", "Eldritch Knight", "Arcane Archer", "Cavalier", "Samurai" ) subclass_Monk <- c( "Way of the Open Hand", "Way of Shadow", "Way of the Four Elements", "Way of the Drunken Master", "Way of the Kensei", "Way of the Sun Soul" ) subclass_Paladin <- c( "Oath of Devotion", "Oath of the Ancients", "Oath of Vengeance", "Oath of the Crown", "Oath of Conquest", "Oath of Redemption", "Oath of the Watchers" ) subclass_Ranger <- c( "Hunter", "Beast Master", "Gloom Stalker", "Horizon Walker", "Monster Slayer" ) subclass_Rogue <- c( "Thief", "Assassin", "Arcane Trickster", "Mastermind", "Swashbuckler", "Inquisitive", "Scout" ) subclass_Sorcerer <- c( "Draconic Bloodline", "Wild Magic", "Divine Soul", "Shadow Magic", "Storm Sorcery", "Aberrant Mind" ) subclass_Warlock <- c( "The Archfey", "The Fiend", "The Great Old One", "The Undying", "The Celestial", "The Hexblade", "The Raven Queen" ) subclass_Wizard <- c( "School of Abjuration", "School of Conjuration", "School of Divination", "School of Enchantment", "School of Evocation", "School of Illusion", "School of Necromancy", "School of Transmutation", "War Magic", "Bladesinging" ) subclass_Artificer <- c( "Alchemist", "Artillerist", "Battle Smith", "Armorer" ) subclass_BloodHunter <- c( "Order of the Ghostslayer", "Order of the Lycan", "Order of the Profane Soul" ) backgrounds <- c( "Acolyte", "Charlatan", "Criminal", "Entertainer", "Folk Hero", "Guild Artisan", "Hermit", "Noble", "Outlander", "Sage", "Sailor", "Soldier", "Urchin", "City Watch", "Clan Crafter", "Cloistered Scholar", "Courtier", "Far Traveler", "Inheritor", "Knight", "Knight of the Order", "Mercenary Veteran", "Urban Bounty Hunter", "Uthgardt Tribe Member", "Waterdhavian Noble", "Haunted One", "Anthropologist", "Archaeologist", "Azorius Functionary", "Boros Legionnaire", "Dimir Operative", "Izzet Engineer", "Rakdos Cultist", "Selesnya Initiate", "Simic Scientist", "Criminal (Spy)", "Gladiator", "Knight (Free Agent)" ) gender <- c("Male", "Female")
# Randomly select a race, class, subclass, gender, name and background# race <- sample(races, 1) character_class <- sample(classes, 1) # Select subclass based on the character class subclass <- character_class switch(character_class, "Barbarian" = subclass <- sample(subclass_Barbarian, 1), "Bard" = subclass <- sample(subclass_Bard, 1), "Cleric" = subclass <- sample(subclass_Cleric, 1), "Druid" = subclass <- sample(subclass_Druid,1), "Fighter" = subclass <- sample(subclass_Fighter,1), "Monk" = subclass <- sample(subclass_Monk, 1), "Paladin" = subclass <- sample(subclass_Paladin, 1), "Ranger" = subclass <- sample(subclass_Ranger,1), "Rogue" = subclass <- sample(subclass_Rogue,1), "Sorcerer" = subclass <- sample(subclass_Sorcerer,1), "Warlock" = subclass <- sample(subclass_Warlock,1), "Wizard" = subclass <- sample(subclass_Wizard,1), "Blood Hunter" = subclass <- sample(subclass_BloodHunter,1) ) background <- sample(backgrounds, 1) gender <- sample(gender, 1) name <- gender switch(gender, "Male" = name <- randomNames(gender = 0,ethnicity = 5,name.order = "first.last", name.sep = " "), "Female" = name <- randomNames(gender = 1,ethnicity = 5,name.order = "first.last", name.sep = " ") ) # Generate random ability scores# ability_scores <- sample(6:18, 6, replace = TRUE)
# Create a character sheet data frame# character_sheet <- data.frame( Name = name, Race = race, Class = character_class, Subclass = subclass, Background = background, Gender = gender, Strength = ability_scores[1], Dexterity = ability_scores[2], Constitution = ability_scores[3], Intelligence = ability_scores[4], Wisdom = ability_scores[5], Charisma = ability_scores[6] )
return(character_sheet) }
#Generate a random character sheet#
random_character_sheet <- generate_random_character()
#Print the character sheet#
print(random_character_sheet)
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zenaquaria · 2 years
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Vamptober 2022: Day 26
I have discovered that I have a hard time not keeping Cleric characters, the same level of difficulty I have with vampire characters. xD
Anyway! This vampire Tiefling is a Death Cleric/Undying Warlock! A veritable sunshine, all considered, but hoo boy that necromantic magic lean! Not that they’re cruel, necessarily, perhaps, but it is fun to throw people off when they might expect a Celestial Warlock or Light/Life/almost any other Cleric.
Do not repost, edit, alter, trace/copy, use/redistribute my artworks without my permission.
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demifiendcruithne · 2 years
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name: Nishant No-Heart
race: Aasimar (Scourge/Radiant Consumption)
class: Blood Hunter (Profane Soul - Undying)
characterisation: A forlorn wanderer, locked in a determined pursuit. He shows little in the way of emotion besides an odd sense of sorrow, but doesn’t like to burden others with his troubles. He is quiet and introspective, musing on both the problems at hand and those of his past. While for most, heartbreak is a metaphor, for him it’s a bit more literal. As a younger, bright-eyed celestial, he fell deeply in love with a mortal being, who seemed to reciprocate. But in fact - they were using him, draining and corrupting his divine soul with the ultimate goal of becoming a lich. And as the ritual concluded, the lover fled, abandoning Nishant to his fate. He woke up drained and hopeless, remnants of light seeping from the wound on his chest. An order of blood hunters had come to investigate the necromantic energy and pulled him from the rubble - while he survived thanks to their intervention, light was prone to explode from his wound without warning and an odd trace of necromantic energy (from his ex-lover, he presumed) washed through his blood. With the help of the order, he gained enough control over his condition to safely train: it was thanks to him that the lich had achieved their goal, he wanted to atone for it by any means necessary. He now journeys in search of them, willing to take them down at any cost - even his own life.
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inspiration: Zero Two first blood hunter AND first non-mon, heckers! in honour of kirby 64 getting on the switch n64 emulator (and a friend 100%ing it day it arrived), we got... who I think is a pretty cool concept. was a heck to make, though. anyway. blood hunter, obvious. literally shooting blood to attack. aasimar, pretty obvious from the angelic appearance - I went with scourge/radiant consumption rather than fallen/necrotic shroud for More Bullet Hell originally but it worked very nicely with the concept. so the main issue was which profane soul to use because none of the other subclasses fit. I ended up going with undying because it’s actually good as a profane soul option unlike the warlock because it also fit nicely with the concept, and bestow curse is something I think fits especially nicely, while the healing can be akin to dark matter absorbing stuff. sort of. it’s always a heck making a halo like that though. but the actual halo just...  didn’t look right to me here.
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share link: https://www.heroforge.com/load_config%3D31067652/
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bearsandswears · 2 years
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Well I was pretty finished and then accidentally reduced the resolution when I cropped it so it is for real finished.
Maggie Pye! I negotiated Flick into a familiar since he was hanging around anyways, which adds the slight threat that if something happens to him she could lose her magic.
Not pictured: her sling which is what the pocket full of rocks is technically for; her yellow coat which is also super embroidered; the immovable rod the other party members wouldn’t help her shoplift even though her plan would’ve totally worked.
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raeynbowboi · 3 years
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How to Build Apollo in DnD 5e
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That’s right, today we’re tackling a herculean task by trying to build the golden boy of the Olympic Gods: Apollo. Now, obviously, we can’t build Apollo as an actual factual literal god, it would break the game and it would be preposterous. However, Apollo translates really nicely into DnD. He has many skills, multiple powers so that we don’t have to pad his spell list with crap, and he’s also shown off his fighting style across multiple myths and legends. Keep in mind that while I am using Apollo himself as our template, this is also a GREAT resource for if you want to play as a Demigod child of Apollo (such as Will Solace), a worshipper of Apollo, Apollo’s chosen champion, or if Zeus has condemned your godly gloriousness into the pimply awkward adolescent body of one Lester Papadopoulos. 
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To start things off, we should examine Apollo’s many skills, abilities, and his MANY MANY MANY domains as a god.
Athletics - Apollo is the god of athleticism, though he shares this domain with Hermes. The original Olympic Games were held in his honor, young Greek boys held him up as the ideal of masculine physicality, and they still crowned winners with his sacred laurel wreath long after the games stopped being held for him.
Animal Handling - Before giving them to Hermes, Apollo was a pastoral god with a herd of cattle, and he also has horses that draw his solar chariot across the sky. There’s also art showing Apollo riding on the back of a swan, and he had a crow as his sacred messenger at least until he got angry and burned its feathers black.
History - Apollo’s been around a long time, and more importantly, he’s the second smartest and the second wisest of all the gods after only Athena herself. He invented mathematics, and two of his muse daughters embody history and astronomy, big staples of Ancient Greek scholarly rhetoric. A third daughter covers epic poetry which by modern standards would make her the muse of novels and plot-driven storytelling.
Intimidation - Diomedes carved a bloody canyon through the Trojan forces, but one threat from Apollo was all it took for him to scamper off with his tail between his legs.
Medicine - Apollo is the god of medicine, and as such, would be good at healing and checking for injuries.
Performance - This one’s a no-brainer, Apollo is the god of music, the father of the muses and the demigod Orpheus, and beat pan in a well-known musical battle.
Perception - Apollo is the god of prophecy, it’s hard to get the drop on a guy who may have seen your attack coming 30 years before you tried anything.
Persuasion - With the possible exception of Zeus and Aphrodite, Apollo is definitely a contender for the largest list of lovers by a single Olympian God. They had a terrible penchant for ending poorly, and he didn’t always pass his persuasion checks, but dang it if he didn’t try his hardest.
Religion - Apollo is a god. This is where I’d put any skill check for knowledge of Greek mythology, such as remembering myths, legends, heroes, demigods, the weaknesses of monsters, and mythological artifacts.
Now that we’ve covered Apollo’s skills that we should aim to provide him with, let’s examine his domains and abilities for appropriate spells, and figure out what spell lists he needs to be pulling from.
Magical Abilities
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Archery/Athleticism
Divine Favor (Paladin, War Cleric) Heroism (Bard, Paladin, Battle Smith Artificer, Order Cleric, Peace Cleric) Hunter’s Mark (Ranger, Vengeance Paladin) Jump (Artificer, Druid, Ranger, Sorcerer, Wizard) Longstrider (Artificer, Bard, Druid, Ranger, Wizard) Zephyr Strike (Ranger) Cordon of Arrows (Ranger) Enhance Ability (Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Glory Paladin) Conjure Barrage (Ranger) Crusader’s Mantle (Paladin) Flame Arrows (Artificer, Druid, Ranger, Sorcerer, Wizard) Haste (Artificer, Sorcerer, Wizard, Land Druid (Grassland), Glory Paladin, Vengeance Paladin) Lightning Arrow (Ranger) Skill Empowerment (Artificer, Bard, Sorcerer, Wizard) Conjure Volley (Ranger) Steel Wind Strike (Ranger, Wizard) Swift Quiver (Ranger)
Disease
Inflict Wounds (Cleric, Oathbreaker Paladin) Ray of Sickness (Sorcerer, Wizard, Death Cleric) Ray of Enfeeblement (Warlock, Wizard, Death Cleric, Grave Cleric) Vampiric Touch (Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric) Blight (Druid, Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric, Oathbreaker Paladin, Alchemist Artificer) Sickening Radiance (Sorcerer, Warlock, Wizard) Vitriolic Sphere (Sorcerer, Wizard) Contagion (Cleric, Druid, Oathbreaker Paladin, Undying Warlock) Harm (Cleric)
Fire
Create Bonfire (Artificer, Druid, Sorcerer, Warlock, Wizard) Firebolt (Artificer, Sorcerer, Wizard) Burning Hands (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Genie Warlock (Efreeti)) Hellish Rebuke (Warlock, Oathbreaker Paladin) Aganazzar’s Scorcher (Sorcerer, Wizard) Dragon’s Breath - Fire* (Sorcerer, Wizard) Flaming Sphere (Druid, Wizard, Alchemist Artificer, Light Cleric, Celestial Warlock) Heat Metal (Artificer, Bard, Druid, Forge Cleric) Scorching Ray (Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Wildfire Druid, Fiend Warlock, Genie Warlock (Efreeti)) Fireball (Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Fiend Warlock, Genie Warlock (Efreeti) Flame Stride (Artificer, Ranger, Sorcerer, Wizard) Fire Shield (Wizard, Wildfire Druid, Armorer Artificer, Battle Smith Artificer, Fiend Warlock, Genie Warlock (Efreeti)) Wall of Fire (Druid, Sorcerer, Wizard, Artillerist Artificer, Light Cleric, Forge Cleric, Celestial Warlock, Fiend Warlock) Flame Strike (Cleric, Wildfire Druid, Devotion Paladin, Glory Paladin, Celestial Warlock, Fiend Warlock, Genie Warlock (Efreeti)) Immolation (Sorcerer, Wizard) Investiture of Flame (Druid, Sorcerer, Warlock, Wizard) Delayed Blast Fireball (Sorcerer, Wizard) Firestorm (Cleric, Druid, Sorcerer) Incendiary Cloud (Sorcerer, Wizard)
Healing
Spare the Dying (Artificer, Cleric) Cure Wounds (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock) Healing Word (Bard, Cleric, Druid, Alchemist Artificer) Healing Spirit (Druid, Ranger) Lesser Restoration (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock) Prayer of Healing (Cleric) Aura of Vitality (Cleric, Druid, Paladin) Beacon of Hope (Cleric, Devotion Paladin) Mass Healing Word (Cleric, Alchemist Artificer) Greater Restoration (Artificer, Bard, Cleric, Druid, Celestial Warlock) Mass Cure Wounds (Bard, Cleric, Druid, Battle Smith Artificer) Heal (Cleric, Druid) Regenerate (Bard, Cleric, Druid) Mass Heal (Cleric) Power Word Heal (Bard, Cleric)
Light/Sun
Dancing Lights (Artificer, Bard, Sorcerer, Wizard) Light (Artificer, Bard, Cleric, Sorcerer, Wizard, Aasimar Race) Sacred Flame (Cleric) Faerie Fire (Artificer, Bard, Druid, Light Cleric, Twilight Cleric, Archfey Warlock) Guiding Bolt (Cleric, Glory Paladin, Celestial Warlock) Branding Smite (Paladin, Battle Smith Artificer, Hexblade Warlock) Blinding Smite (Paladin) Daylight (Cleric, Druid, Paladin, Ranger, Sorcerer, Celestial Warlock) Dawn (Cleric, Wizard) Destructive Wave (Paladin) Holy Weapon (Cleric, Paladin) Wall of Light (Sorcerer, Warlock, Wizard) Sunbeam (Cleric, Druid, Sorcerer, Wizard) Crown of Stars (Sorcerer, Warlock, Wizard) Holy Aura (Cleric) Sunburst (Cleric, Druid, Sorcerer, Wizard)
Music, Sound, Etc.
Vicious Mockery (Bard) Word of Radiance (Cleric) Thunderwave (Bard, Druid, Sorcerer, Wizard, Armorer Artificer, Artillerist Artificer, Tempest Cleric, Fathomless Warlock, Genie Warlock (Djinni)) Knock (Bard, Sorcerer, Wizard) Shatter (Bard, Sorcerer, Warlock, Wizard, Armorer Artificer, Artillerist Artificer, Tempest Cleric) Thunder Step (Sorcerer, Warlock, Wizard) Divine Word (Cleric) Power Word Pain (Sorcerer, Warlock, Wizard) Power Word Stun (Bard, Sorcerer, Warlock, Wizard) Power Word Kill (Bard, Sorcerer, Warlock, Wizard)
Prophecy/Divination
Guidance (Artificer, Cleric, Druid) Detect Magic (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard) Identify (Artificer, Bard, Wizard, Knowledge Cleric, Forge Cleric) Augury (Cleric, Druid, Wizard, Open Sea Paladin) Find Traps (Cleric, Druid, Ranger) Locate Animals or Plants (Bard, Druid, Ranger) Locate Object (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Clairvoyance (Bard, Cleric, Sorcerer, Wizard, Great Old One Warlock) Divination (Cleric, Druid, Wizard) Commune (Cleric, Glory Paladin) Legend Lore (Bard, Cleric, Wizard, Undying Warlock) Contingency (Wizard) True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard) Foresight (Bard, Druid, Warlock, Wizard)
SPELL DISTRIBUTION
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In order to determine the best way to play Apollo, I’m going to showcase how many spells they get from each group, and add on additional spells based on class features, subclass spell lists, et cetera. The ultimate goal is to try and find a balance between as many of Apollo’s spells as possible.
Bard: (4,0,1,7,3,6,8) 29 + Magical Secrets (6-8): 35-37 Cleric: (1,3,2,14,9,2,10 ) 41 + Light (6): 47, Death (4): 45, Grave (3): 44 Paladin: (3,0,0,3,5,0,2) 13 + Devotion (2): 15, Glory (5): 18, Vengeance (2): 15 Ranger: (11,0,1,3,1,0,4) 20 Sorcerer: (5,5,14,0,5,3) 32 + Divine Soul (32) 64 Warlock: (0,4,3,0,2,5,2) 16 + Celestial (8): 24 Wizard (7,6,15,0,7,7,10) 52 + Theurgy (26): 78
RACES, BACKGROUND, AND ALIGNMENT
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Racial Options
As an Olympian, Aasimar is a good fit for Apollo. He gains a resistance to Radiant and Necrotic damage, healing hands, and the light cantrip. Since Apollo doesn’t fly around on his own, the best choice for Apollo would the Scourge Aasimar.
Another good choice would be Variant Human. Give Apollo +1 DEX, +1 Casting Stat, take Athletics, Performance, or Perception for your skill of choice, and give him the Alert feat so he can never be surprised or Fighting Initiate to give Apollo the Archery Fighting Style if you’re not planning on giving him any Fighter levels.
Viable Backgrounds
Acolyte (Insight, Religion) Athlete (Acrobatics, Athletics) Entertainer (Acrobatics, Performance) Noble (History, Persuasion) Custom Background: Olympic Athlete (Athletics, Performance)
CLASSES, SUBCLASSES, AND BUILD OPTIONS
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BARD
In terms of raw flavor, Bard is probably the best choice for Apollo, as being the god of music and poetry, as well as his numerous romantic entanglements, fits the image of the classic DnD bard. The Bard’s magical secrets also ensures that any non-Bard spell you really want can still be collected. While Bard doesn’t have the highest count of compatible spells, Bard has a nice, even distribution of Apollo’s abilities, with a little bit of almost everything. Casting with Charisma is also very on-brand for Apollo’s general depiction in media. The bard’s ability to steal any spell also means that it can exploit the Paladin and Ranger spell list specifically and swipe their high-level spells much closer to the bard’s early-to-mid level.
LORE
The Lore Bard specializes in learning and recounting tales of myths and legends, collecting information and gossip, and sharing insights to those who seek it. A rather fitting choice for the master of the Oracle of Delphi and the father of the muses. The added magical secrets is also a great choice to give Apollo more versatility in his magical abilities. The Lore bard also expands its skill list, which is fitting for the overly talented god of music.
VALOR
The bard of the Battlefield, the added focus on melee combat means that this build option is a good fit for not neglecting Apollo’s mastery of archery as a major component of combat without needing to take levels of fighter.
CLERIC
A very good contender for the build, Cleric is the only class out of all of the options that got at least 1 spell in all 8 categories. As Apollo is the god of healing and medicine, Cleric provides the biggest selection of healing spells, as well as the most radiant damage. Clerics have good Hit Die, and with enough Constitution can withstand damage long enough to aid and heal themselves and others. They get access to plenty of divination spells to call upon the help of the gods and the forces of luck and fate at play in the universe to guide them. On the character level, Apollo does seem like the sort of god that would worship himself.
LIGHT
Far and away Apollo’s best choice for building him as a Cleric, Light gives Apollo access to more fire spells to fit his solar theme, and the ability warding flare is rather fitting for the god of light to use.
RANGER
If Apollo didn’t have so many other abilities, Ranger might have been a great choice for him. If you want to fixate entirely on his role as an archer and a hunter god, then by all means, Ranger is a fitting choice for Apollo in that respect. But when taking the whole of his mythos into consideration, it leaves too much on the cutting room floor, and the only real reason I’d consider giving him Ranger levels is that Hunter’s Mark helps encourage him to use his archery skills more.
SORCERER
Honestly, this one might have had a chance if not for Sorcerer’s abysmally small spells known. Thanks to a lack of subclass spells and having to stretch 15 spells across 9 spell levels, the Sorcerer walks away with the smallest spell list of ALL the primary casting classes. It doesn’t matter that Divine Soul Sorcerer gives Apollo access to a wide variety of spells because his miniscule spell book means that he can’t flex that variety whatsoever.
DIVINE SOUL
I wouldn’t advise building Apollo as a sorcerer, but if you’re set on Sorcerer, the Divine Soul is the best possible origin for Apollo, as it gives him access to radiant, fire, divination, healing, and ‘disease’ spells.
WARLOCK
Warlock is a surprisingly decent pick, especially if you’re playing a mortal that obeys Apollo, or even if you’re as Apollo himself swearing fealty to Zeus, Helios, or some other celestial entity. By making Apollo’s pact boon the Pact of the Blade, Apollo can make his pact weapon a bow and arrow, and unlike the Paladin smites, the Warlock can Eldritch Smite with their bow.
CELESTIAL
Like Ranger, the Warlock prioritizes Apollo’s skill with a bow over a lot of flashy magic, but unlike the Ranger, by following the Celestial patron, Apollo gets a rather decent assortment of radiant spells and healing spells. It can’t compare to the shere volume of the full casters, but it certainly works in Apollo’s favor.
WIZARD
Due largely to the Wizard’s massive spell list, it’s not surprising that Apollo actually has an impressive variety of spell options that work for a Wizard build. Lore wise, Apollo as a wizard makes some sense, as Apollo is considered to be clever and wise, even if he is not the single smartest god on Olympus. However, that wide range of magical power comes with two shortcomings: Wizards can’t learn healing spells, and it abandons his archery skills by the side of the road.
BLADESINGER
While the bladesinger does seem to favor melee combat, nothing says that you couldn’t multiclass a little with Fighter or Ranger to give Apollo Archery fighting style and prioritize Apollo’s bow as a bladesinger. Everything else works rather nicely, giving Apollo additional speed, AC, magical power, striking power, and attacks. If you’re hellbent on Apollo being a Wizard, but you still want to give him the melee option, the Bladesinger is the best option to do this with.
DIVINATION
Probably the wizard subclass everyone would assume for Apollo, Divination is one of Apollo’s primary gimmicks, and the portents of the Divination Wizard are ridiculously overpowered. It’s amazing, and the kind of game-breakingly good skills you’d expect when fighting the god of prophecies.
THEURGY
Although technically UA and no longer valid, if your DM will permit the Theurgy Wizard, this is the only way to play Apollo as both a Wizard, and as a god of healing and medicine. Furthermore, Apollo can straight up steal domain features from the cleric domain he chooses, and unlike the Cleric where the choice of Light is obvious, the Theurgy Apollo has a little more wiggle room, since he already gets access to most of the spells we chose Light for. As such, Apollo could choose Life to supercharge his healing, Grave to keep people from dying, or even War to be better adept at fighting with a bow. The choice is really yours and how you feel Apollo works best as a build.
BUILDING APOLLO AS: A VALOR BARD
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Race: Scourge Aasimar (+2 CHA, +1 CON) Background: Entertainer (Acrobatics Athletics, Performance) Class: Fighter (1), College of Valor Bard (19) Skills: Animal Handling, Medicine, Perception, Survival Alignment: Chaotic Good
Fighting Style: Archery Number of Attacks: 2 Damage Resistances: Necrotic, Radiant Instrument Proficiency: Lyre
STATS STR 10 DEX 20 CON 14 INT 8 WIS 10 CHA 20
Skill Expertise (4): Athletics Medicine Perception Performance
Bardic Magical Secrets (6): 4 Divination 5 Swift Quiver 5 Contingency 6 Sunbeam 8 Sunburst 9 Mass Heal
Apollo’s Spell List
C Dancing Lights, Light, Mending, Message, Vicious Mockery 1 Cure Wounds, Detect Magic, Hunter’s Mark, Faerie Fire, Thunderwave 2 Lesser Restoration, Locate Object, Shatter 3 Clairvoyance, Mass Healing Word  4 Locate Creature 5 Greater Restoration, Mass Cure Wounds  6 True Seeing 7 Regenerate 8 Power Word: Stun 9 Foresight
BUILDING APOLLO AS: A LIGHT CLERIC
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Race: Variant Human (+1 Wis, +1 CON) Background: Entertainer (Acrobatics Athletics, Performance) Class: Ranger (2), Light Domain Cleric (18) Skills: Animal Handling, Medicine, Perception, Survival Alignment: Chaotic Good
Fighting Style: Archery Feats: Alert
STATS STR 8 DEX 16 CON 18 INT 8 WIS 20 CHA 10
Domain Spells:
1 Burning Hands, Faerie Fire 2 Flaming Sphere, Scorching Ray 3 Daylight, Fireball 4 Guardian of Faith, Wall of Fire 5 Flame Strike, Scrying
Apollo’s Spell Book
C Light, Sacred Flame, Spare the Dying, Thaumaturgy, Word of Radiance 1 Cure Wounds, Detect Magic, Guiding Bolt, Hunter’s Mark, Inflict wounds 2 Augury, Lesser Restoration, Locate Object 3 Aura of Vitality, Clairvoyance, Revivify 4 Aura of Life, Divination, Locate Creature 5 Contagion, Dawn, Greater Restoration, Mass Cure Wounds 6 Harm, Heal, Sunbeam 7 Fire Storm, Regenerate 8 Sunburst 9 Mass Heal
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I won’t go through the process of building the Warlock or the Wizard, as I only decided to build the two I felt had the strongest case, but I think Apollo came out fairly well considering the monumental task of cramming so many skills and abilities into a single playable character without cheating. Apollo is certainly a tricky god to build, but one that I feel came out pretty well.
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theworldbrewery · 4 years
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multiclass your... WARLOCK!!
your spell slot count might leave much to be desired, but you’re a BAMF and you know it.
No matter what, I recommend multiclassing no sooner than 9th level--your best benefits are going to come once your warlock spell slots are 5th level. You’ll also have gotten a few bonuses from your patron, your pact boon, and your 5 eldritch invocations, so you’ve rounded out your full skillset by then.
In this post, I’ll take a look at what happens with each potential combination and which patrons will mesh with each multiclass the best.
Warlock + Barbarian
Once again, you can’t cast spells or concentrate on them while raging. Since warlocks are basically designed for explosive casting, this multiclass, unfortunately, won’t do much good mechanically. You can gain the Unarmored Defense feature to up your AC...but you’re better off getting some magic armor instead. If you’re still committed, you’d better hope your patron is the Hexblade, because you’ll need all the melee perks you can get.
Warlock + Bard
Bards rely on Charisma, which you should have in spades, so this is already a good start. Early-level bard abilities are great with their bonus action Bardic Inspiration and their added spell slots and cantrips. The subclasses I most recommend are warlocks of the Archfey, which lets you beguile opponents, or of the Celestial, which can give a little boost to your bardic healing.
Warlock + Cleric
This is interesting mostly because of the Divine Domain you choose, as usual. It’ll shape those early cleric levels greatly, so choose it wisely. You’ll get two first-level spell slots and three cantrips, as well. I recommend warlocks of the Undying to consider this multiclass because your ability to restore hitpoints to yourself when you succeed on a death saving throw can make the difference between a TPK and the party’s survival if you can then throw in some Cleric healing.
Warlock + Druid
I know that warlocks and wisdom don’t traditionally mix, but hear me out. Right off the bat, you get two cantrips and two first-level spell slots. If you use a big warlock slot on a concentration spell (like Witch Bolt or Hex), you can use cantrips and the littler slots to hit--and at second level, you can continue concentrating while wild-shaped. It’s the only casting-first multiclass that doesn’t conflict wildly with Wild Shape, because your spell slots are so few it’s not as necessary to be able to cast. I recommend Archfey or the Great Old One-patron warlocks for this option due to their pact spells and the sixth-level benefits from each--one granting a reaction to turn invisible and teleport while the other offers the ability to impose disadvantage on attacks against you (letting you keep concentration longer).
Warlock + Fighter
A fighting style rocks if your warlock does any weapons fighting, but the key components to this multiclass are the Second Wind (restoring your HP is always a plus) and the Action Surge. Theoretically, using your action surge would let you cast Eldritch Blast twice, for a total of 4 attack rolls! Otherwise, there’s nothing wrong with using the action surge to take the simple Attack action. I recommend Hexblade here, of course--nothing like using a fighting style with a pact weapon!--but the Fiend is also great because it essentially boosts you with an analogue for the fighter’s Indomitable feature.
Warlock + Monk
Hopefully you don’t mind falling behind on the spells a little bit here, because the monk + warlock multiclass does have its benefits, although common ability scores is not one of them--you need a minimum 13 in charisma, dex, and wisdom for this to work. You can use the unarmored defense and unarmored movement perks to help yourself remain flexible and concentrating on your spells during combat, and employ Ki points to further enhance yourself--warlocks have only a few bonus actions, so Ki points fill a good niche for you. I actually want to recommend this one to warlocks of the Great Old One, whose telepathy feature and Entropic Ward fit well into the Monk’s skillset.
Warlock + Paladin
I’ll admit, being a paladin won’t do much for you at first level -- the nice bit is the Lay on Hands, which lets you do light healing. This multiclass becomes worth it when you hit second level, when you can use Divine Smite with a fifth-level-spell slot (see being 9th level or higher in warlock). Plus you’ll gain a handful of paladin spells and new spell slots, but fifth-level smites. As a bonus, your charisma works in your favor, as it’s the spellcasting ability for both classes. Best option for this multiclass is Hexblade, as you’ll be able to attack with your Charisma rather than Strength or Dexterity and deal additional damage. Regardless, if you have pact of the blade with a few of its related invocations, this can work in your favor.
Warlock + Ranger
If you’re a Great Old One warlock, this could be right for you. The reason? You can choose a favored enemy language that will greatly affect your telepathy feature. Use the ranger’s fighting style to give yourself an AC boost, and take those two first-level spell slots as a treat. Take care: like the monk, ranger requires a score of at least 13 in both wisdom and dexterity, so while the benefits are good, the prerequisites are more demanding.
Warlock + Rogue
You best be a Hexblade warlock for this one. Reason being, sneak attack only works if you strike with a ranged or finesse weapon, which means to be worth it, you hopefully have a weapon on hand. Outside combat, you’ll get expertise, which is hopefully a boon to those who often run out of spell slots and need to do things the old fashioned way. And naturally, the Cunning Actions are a gift.
Warlock + Sorcerer
Although these two are quite similar, the issue lies in that they may be too similar. A sorcerous origin and an otherworldly patron can overlap strongly, and make your multiclass feel redundant. Still, you’ll get 4 new cantrips, the first-level perks of the origin, and the sorcery points at second level that you can use to create new spell slots, or use spell slots to become sorcery points (which will develop other potential uses at 3rd level with the Metamagic feature). One additional benefit is that both classes rely on Charisma. I propose Archfey warlocks consider this multiclass because of your Fey Presence feature helping to keep your concentration up (with regard to being harmed by enemies)
Warlock + Wizard
Once again, a tough call to make. The nice part here is that your wizard spells are affected by Arcane Recovery, so not only do you regain warlock slots on a short rest, but you also regain at least one wizard slot. Speaking of spell slots, at first level you’ll gain two of those, as well as three cantrips. It’s not outstanding or anything, but Warlock is probably the best class to mix with Wizard, especially if you’re Pact of the Tome. I would favor Celestial for this multiclass; the ability to do light healing is something wizards normally can’t access, but you can still use wizard slots and save your big Warlock slots for more badass maneuvers.
And that’s everyone! Please drop us a line in our ask box if you’re interested in seeing non-Core classes evaluated (such as Blood Hunter or Artificer).
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starryrogue · 3 years
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Self Indulgent Warlock Story Idea
Gay Warlock Patron Harem
Ok Hear me out, A wannabee Warlock/Arcane Scholar, during a late night of study on figures of high magical prowess accidently completes 8 rituals of binding to the 8 Otherworldly Patrons at the same time. Either a cut finger splattered across 8 contracts or something more coincidental (Breaking a fey mirror while drinking fathomless potions while finishing a celestial dance etc etc). And all the Patron want the scholar for themselves but cant agree on who gets them as a warlock so they all compete for his soul and live on the material plane in an attempt to tempt and woo him with power and pact boons (Weapons, Books, Talismans and Familiars) Gayness, and hijinks ensue. 
Yes this is an excuse for self indulgent fiction with 8+ monster bfs. No I am not sorry. 
More Ideas Below
Archfey is a stuckup rich prettyboy (elf)
Fiend is a jock himbo who pretends to be mean (Teifling)
GOO is a professor and total thicc daddy (Dargonborn)
Celestial is a Sweet rule following upperplanes boy (Asamir)
Hexblade is the strong silent type with a heart of gold (Warforged)
Fathomless is a surfer bro (and tentacle lover) (Triton)
Undying is big bara tiddie goth bf (Half Orc)
And Genie is either party boy and sugar daddy djinn (since most of the elements are cover other than air) or fluxates elements based on mood (Genasi)
All of the 4 pact boons take on distinct forms based on patron (Blades from the celestial is a bow of light, Undying is a scythe, Hexblade is greatsword etc) 
Like I said this is just so I can make a self insert and be an 8times monster fucker and huge slut for warlocks in D&D
Alternatively the Warlock is magical girl esque and each patron has a different  outfit/weapon. 
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utilitycaster · 4 years
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freckledmccree
replied to your post
“Cumulus Rocks reminds me that once I made a list of the most goth...”
okay, but i'm gonna need to see that list
Oh believe me I wrote this with this list on hand just in case. I split it by class and to an extent alignment and I’ve updated the commentary (and in the case of the rogue, the subclass itself). I had forgotten about Yasha, Fig (kind of), Vax (kind of) and Liam (Wilhemina, not O’Brien). Liam W. is not quite as pastel but he is a very pink boy and Fig ended up changing to college of lore but she is more of a punk goth. I posit that as soft lovers of flowers who also happen to be very good at killing, while Vax and Yasha are more classic goth in their aesthetic they could be swayed into the romantic goth category, if not full pastel. Oh and also I believe Emily’s character on NADDPod’s recently finished campaign, which I will start listening to very soon as I’m almost caught up on RQG, is Circle of Spores but in a very not goth way, but don’t @ me or spoil me on that.
Barbarian:
Inherent gothness of the class: unless you want to make easy jokes regarding the Germanic tribe, low, usually. You get angry and you fight things.
Path of Zealot. In addition to the necrotic damage option, you get the most goth ability of all, the ability to keep fighting while raging even when you are technically speaking, dead. You are also very hard to kill and easy to bring back from the dead.
Bard: 
Inherent gothness of the class: very low in the classic interpretation although between the spell list as is, magical secrets, and RP you can do a pretty good job. I’m of the opinion, however, that it’s best to lean into the glam influences here, since bards are pretty glam. Think Lovecats Cure, not A Forest Cure.
College of Whispers. You can capture the shadow of a fucking dead person and cause all kinds of fear effects.
Cleric:
Inherent gothness of the class: medium to high. D&D is rife with religious imagery and having a cleric in the party is an opportunity for the DM to put you up against all kinds of undead, have you explore catacombs, etc, etc. Plus, all clerics get plenty of necrotic and radiant damage access plus resurrection spells and similar.
Grave Domain, in which you respect death as a part of the life cycle and hate undeath. (note: Death Domain is only in the DMG so usually players can’t pick it and it’s also pretty explicitly Evil Only).
Druid: 
Inherent gothness of the class: as in the PHB pretty low - you turn into animals, and you can’t even turn into a bat until like, 8th level. Outside of the PHB it gets a little more Fey and a lot more goth.
Circle of Spores, which is into death and decay and okay with undeath to an extent, so a good way to be sort of neutral on vampires without going full evil. Circle of Twilight is a very close second.
Fighter: 
Inherent gothness of the class: I would have said super low back in the day before I saw the continuum of Goth v. Prep rather than Goth v. Jock. For truly, these are the jocks of D&D. As such I’ll still say low, but not unheard of.
Monster Hunter. It is literally in the Unearthed Arcana: Gothic Heroes, and it lets you slay monsters, plus engage in some light mysticism. It also provides the ability to improve your arcana skill. Do you want to play John Constantine in D&D? Yes you do.
Monk:
Inherent gothness of the class: low. You’re sort of too busy being both a nerd and a jock (martial artist) to get really deep into Cocteau Twins.
Way of the Long Death. You study death extensively (goth nerd with jock tendencies?) such that you can drain the life from others (but only after you already brought them to 0 HP, so it’s not vampiric), scare people, avoid death yourself (but not in an undead way), and do necrotic damage.
Paladin:
Inherent gothness of the class: medium. Despite the fighting nature, it’s one of the more aggressively medieval classes, plus we again get that religious imagery/catacombs option.
Oath of Vengeance. It’s also a bit more dramatic and definitely dark, and they get the Bane spell which is pretty goth. (note: the Treachery option is also pretty goth but again it’s more geared towards villainy and evil alignments only).
Ranger:
Inherent gothness of the class: medium. You live in the forest alone and have weird nature magic. Whereas Druids are a little too hippie to be goth, Rangers fit the bill.
Either gloom stalker or horizon walker. Gloom Stalker is a little more industrial and gritty; Horizon Walker is a little more ethereal. Both go into dangerous and arcane places and tend towards shadowy evasive maneuvers. I think Gloom Stalker wins, but only just.
Rogue:
Inherent gothness of the class: high. You skulk in the shadows in black leathers like, as a class.
The Revived. Not sure why this is explicitly a rogue class because presumably anyone could be revived...unless maybe the process of being brought back makes you want to be a rogue? But anyway you slowly realize that you are not on your first life and sort of channel your past life and also are sort of undead and can talk with corpses.
Sorcerer:
Inherent gothness of the class: high. The arcane casters, bar the Bards, are all pretty goth as a concept, and the innate ability of the sorcerer is a nice touch.
Shadow Sorcerer. You literally are said to exist between life and death. You can get a hound of ill omen. You can teleport between shadows. You have ties to the Shadowfell, aka the plane of gloom. It’s very extra.
Warlock:
Inherent gothness of the class: literally as high as possible without fucking Pretty much all of them. I’d argue in fact that Celestial and Archfey are the least goth, but you could get Archfey to work what with the planar magics and scaring people. As written, Hexblade has Shadowfell elements although everyone kind of ignores that piece of lore; also per mostly ignored lore the Raven Queen is the queen of the Shadowfell. Undying involves a pact with an immortal who gives you basically the top hits of the necromancy spell list, the Seeker sends you into the astral plane, the fiend is literally a being from hell, the Great Old One is all Lovecraftian and eldritch, and while I’m not a huge fan of the modern setting idea, the Ghost in the Machine sounds pretty fucking cybergoth too. I think Undying probably wins (especially since most disregard the Hexblade lore) but all can get there.
Wizard:
Inherent gothness of the class: medium. Robes and a wizard hat aren’t as fashionable as you’d think, and that nerdiness can end up being a little too cheery, but still as an arcane caster they’re naturally pretty goth.
Necromancer, obviously
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fjord’s next steps (spoilers c2e72)
okay okay okay
so i have a lot of thoughts about where fjord could go next, class-wise. after talks tonight, we know that travis currently has very little agency in this choice. i fully expect matt to homebrew something better than i could ever think of. conjecturing is fun tho so i guarantee this post will be long. i’ll organize it as best i can. here we go
1. travis said early on that he picked warlock so he could stay a melee fighter while starting to get used to magic–he specifically mentioned going full math lady while looking at the sorcerer page on an early talks episode. given the current absence of yasha, i can’t see travis “tactics” willingham leaving beau alone on the front lines. this eliminates sorcerer and (sadly) bard.
2. paladin. im currently rolling my own paladin for the first time so i’ve been doing a lot of research. there are a bajillion homebrew paladin oaths, but the player’s handbook details three: devotion, ancients, and vengeance. let’s take those in reverse.
it’s not gonna be the oath of vengeance. travis seems committed to fjord’s lawful good alignment, and the oath of vengeance basically says that nothing comes between you and hunting down your enemy, not even your friends or another evil threat. despite the fact that uk’otoa (((uk’otoa))) has really messed with fjord, i don’t think he hates his old deity enough to swear an oath of vengeance.
it could be the oath of ancients, but something about it doesn’t quite fit fjord. the aesthetic of this oath is very nature-based, which fits right in with the wildmother. but the tenets of this oath involve loving and defending everything that is good and beautiful in the world, and that’s what rubs me wrong about it. he loves things that are good and beautiful (coughJestercough) but it doesn’t feel important enough to him that he would swear an undying oath in the name of protecting the light. jester might, but not fjord.
of these options, the oath of devotion feels like the best fit. paladins of devotion swear an oath to uphold and act with utmost honesty, courage, compassion, honor, and duty, all of which are things we know fjord values. the spell list would allow him to protect himself and his friends, and the options for channeling divinity would allow him to add his charisma mod to his weapon attacks for a minute, in addition to whatever divine smite he added. 
so fjord could definitely be a paladin of devotion for the wildmother. but even though there’s an oath option that fits him, it’s still an undying oath that carries serious consequences if violated or broken, and i don’t feel like fjord will want that much responsibility so soon after being freed from his old pact. he’s still trying to be accepted by his friends, let alone a god. if he does become a paladin, i’d hope that it would take some time (which works out given that fjord needs to increase his strength score by 2 before he can legally be a paladin). but there’s another option, and it’s honestly my favorite.
3. celestial warlock!!!!!!! this feels like the best fit for fjord as he is now, even if it’s an interim thing while he’s gaining the strength necessary for paladin. as a celestial warlock, fjord would have the opportunity to heal a creature within 60 feet as a bonus action using d6s, which is better than the healing word spell. he’d have access to spells like flaming sphere, daylight, flamestrike, and guardian of faith (or matt’s homebrew equivalent). if matt gives him a 10th level in warlock, he’ll be able to give himself and up to 5 others temporary hit points after any rest, short or long. it’d change his role in the party from straight DPS to something like a combat medic, but given the seriousness of the threats they’re facing now and fjord’s recent near-death experience at the hands of yasha, i doubt anyone would say no to guaranteed temporary hit points. 
so there you have it, my way too detailed thoughts on fjord. we'll see what happens friday 
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fgg5ebrewery · 5 years
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Homebrule: Always Known Caster Spells
A variant rule to maybe implement at your table, or group for those of you playing digitally. Players perhaps bring this up with your DMs. Casters get so many options for spells and such, but a very limited pool of spells they can know, especially for cantrips, though casting classes that can prepare spells can swap the spells they have during long rests.
This rule is designed to give them more access to a few more spells automatically, so it gives them more room to take some spells they just might not. I will use released content only for this list, if you are using any UA subclasses feel free to use it as a guideline.
Bard
Bard gets 2 cantrips to start off with and only gets 2 more from there, and with 13 cantrips total to pick from they are only getting access to 1/3 of them, and will likely pick the same ones every time, especially with 2 of them being blade ward and true strike. Going a little simple here we are going to give them their most iconic cantrip, Vicious Mockery automatically without counting towards their 2 starting cantrips. For 1st level I’d say give them access to choose between Charm Person or Unseen Servant to have not count against their known spells, both quiet fitting spells for a teller of tales.
Cleric
Clerics start with 3 cantrips out of their tiny 9, getting 2 more as they level. I would recommend giving them Thaumaturgy automatically, and a bonus cantrip based on their subclass:
Knowledge = Encode Thoughts (Ravnica)
Life = Spare the Dying
Light already gets Light
Nature gets an extra cantrip already
Tempest = Shocking Grasp or maybe Lightning Lure
Trickery = Minor Illusion
War = True Strike
Death gets an extra cantrip already
Arcana gets 2 extra cantrips already
Forge = Mending
Grave gets Spare the Dying already
Order (Ravnica) = Message
Solidarity (Amonkhet) = Guidance
Strength (Amonkhet) = Blade Ward
Ambition (Amonkhet) = Vicious Mockery
Zeal (Amonkhet) = True Strike.
As for 1st level spells Clerics get Domain spells automatically so they are good thanks to those.
Druid
Druids have a nice 18 cantrips to choose from, but only start with 2, getting 2 more later leaving them with not even a 1/4 of their cantrips, give them Druidcraft automatically. Circle of the Land and Circle of Spores (Ravnica) both have spells they give the Druid automatically not counting against their prepared spells, so lets give the others some as well, like all others it will be 2 for each level from 1st to 4th, I will list them in level alphabetical order going up in levels.
Circle of the Moon: Animal Friendship, Speak with Animals, Beast Sense, Locate Animals or Plants, Fear, Speak with Plants, Charm Monster, and Dominate Beast.
Circle of Dreams: Alarm, Sleep, Calm Emotions, Continual Flame, Catnap, Feign Death, Compulsion, Guardian of Nature
Circle of the Shepard: Beast Bond, Find Familiar, Animal Messenger, Locate Animals or Plants, Conjure Animals, Create Food and Water, Conjure Woodland Beings, Giant Insect
Ranger
As a half caster, Ranger’s don’t get many spells, but get a lot of spells. We are gonna give them their signature Hunter’s Mark right off the bat and not counting against their known spells just so they can branch off to other spells. Also Xanathar’s gives the subclasses within it spells already, so for PHB give the following spells, listed in order of spell level, gained at 3rd, 5th, 9th, 13th, and 17th levels.
Hunter/Hunter Conclave: Compelled Duel, Locate Animals or Plants, Fear, Compulsion, Hold Monster
Beast Master/Beast Conclave: Animal Friendship, Beast Sense, Conjure Animals, Dominate Beast, Hold Monster
Sorcerer
Sorcerers get 4 cantrips and 2 more later out of the almost 30, giving them 1/5 of their total. We are going to give them all Prestidigitation as well as a cantrip based on their Sorcerous Origin, also we will give them 2 spells to start with based on their origin as well.
Wild Magic: Magic Stone, Chaos Bolt, and Tasha's Hideous Laughter
Divine Soul: May replace Prestidigitation with Thaumatargy, also getting Sacred Flame or Eldritch Blast depending on their origin. For 1st level they get a spell already and give them Create or Destroy Water.
Shadow Magic: Toll the Dead, and Hex, since they get Darkness later on automatically.
Storm Sorcery: Thunderclap, Fog Cloud, and Thunderwave.
Draconic Bloodline: All get Chromatic Orb with the cantrip and other spell based on their chosen Ancestry. Black: Acid Splash and Cause Fear. Blue: Lightning Lure and Cause Fear. Brass: Produce Flame and Sleep. Bronze: Lightning Lure and Thunderwave. Copper: Acid Splash and Snare. Gold: Fire Bolt and Disguise Self. Green: Poison Spray and Ray of Sickness. Red: Fire Bolt and Burning Hands. Silver: Ray of Frost and Snare. White: Ray of Frost and Ice Knife.
Pyromancy (Kaladesh): Produce Flame, Burning Hands, and Hellish Rebuke.
Warlock
Warlocks start with 2 cantrips with 2 more later out of 19, though with Pact of the Tome they can learn 3 more cantrips, those come from any class. The Celestial patron gives them 2 cantrips automatically and the Undying gives them 1, so we will use that as the basis while also giving them Thaumatargy automatically, also they have expanded spell lists, so perhaps just give them those spells automatically for more options.
The Archfey: Dancing Lights and Thorn Whip.
The Fiend: Control Flames and Produce Flame.
The Great Old One: Encode Thoughts and Vicious Mockery (Mindsliver when it comes out).
The Undying: Chill Touch to go with Spare the Dying.
The Hexblade: Booming Blade and True Strike.
Wizard
Finally the “Ultimate Utility Caster,” starting with a nice 3 cantrips and getting 2 more later they.... really have a hard time being varied, since they likely will be taking Fire Bolt and Shocking Grasp, leaving only 1 space left for a utility spell, so I recommend giving them Prestidigitation and Mage Hand to start with on top of their 3, it lets them not have to fight between the two and still have a space or two open for whatever else they want. As for starting spells, pretty much all Wizards are going to have Magic Missile, Shield, and Mage Armor in their spellbook for their starting 6 spells, leaving few spaces for their large amount of spells, sure they get 2 more at each level but they quickly will be grabbing some of the same things, by giving them those three spells automatically, and letting them have them always prepared and not counting against their number of prepared spells it lets them find room for 3 other spells instead that they might not have wanted to take.
Artificer
I’m going to include them as it will be real quick, they start with 2 cantrips and get 2 more later, not counting other things they get. I’d only give them Mending automatically as they can swap their cantrips whenever they level and let them always have Detect Magic prepared and not count against them.
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cuppadoppio · 5 years
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Sketched out a new tiefling character cause tieflings are gay culture and I needed to represent.
Currently they’re name is Uriel and they’re an undying light warlock that knows nothing about themselves prior to their pact formation and believes themselves to be a celestial entity that disguised themselves as a tiefling to be more relatable on their task of assisting those that need more positivity in their lives.
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First of all, I love and appreciate your blog! Second, can you recommend some interesting bi aarakocra ideas for me to play? I looked through the two or so you have and wanted to know if you had more, because all of your ideas are so good!
Long post ahead!
If you prefer synergy with aarakocra, due to aarakocra gaining an ability score increase to dexterity and wisdom, Monks and Rangers are best, while Clerics, Druids benefit well from the wisdom increase and Fighters, Rogues, and Bards benefit the most from the dexterity increase.
Artificer: an aarakocra who chooses Alchemist could drop alchemical fire from above their enemies or one who chooses gunsmith could snipe from high ground.
Barbarian: while path of the totem warrior with a totem spirit of eagle is a great thematic choice, what about aquatic bird type aarakocra (such as a seagull) with a path of the storm herald sea storm aura? A barbarian who can fly with wings is able to use them while raging unlike a barbarian who can cast fly, which could lead to some pretty impressive intimidation rolls.
Bard: I really like the image of a college of satire aarakocra. The embarrassing gaffes from the results of a Fool’s Luck penalty could involve accidentally knocking an important set of tinkerer’s tools off a table when you stretch your wings or getting a talon caught in a floorboard when you tried to somersault during a tumble.
Cleric: the suggested deities would be Syranita, Aerdrie Faenya, Akadi, Remnis, and Stronmaus.
Syranita suggested domains: Life, Light, Nature, Protection
Aerdrie Faenya suggested domains: Tempest, Trickery, Nature, Life
Akadi suggested domains: Tempest, Nature
Remnis suggested domains: Arcana, Knowledge, Life, Nature, Tempest
Stronmaus suggested domains: Life, Light, Nature, Protection, Strength, Tempest, War
Druid: It may be worth considering an aarakocra who finds shifting into beast shapes without flight (at least until level 8) to be restrictive. Would a thematic aarakocra go best with having a hawk spirit totem from circle of the shepard? Would an aarakocra do well with mountain circle spells from circle of the land? The most jarring idea I can think of is perhaps an aarakocra with underdark chosen from circle of the land - aarakocra are typically claustrophobic and prefer the open air, so what ideas would this one have that are so contrary?
Fighter: for the person who wants to put in the least amount of effort worrying about leveling their character, I would always suggest a fighter with archetype champion: short, sweet, and to the point. An aarakocra with arcane archer could get excellent sniping positions with their flight. Another jarring idea would be a cavalier aarakocra who rides mounted into battle - perhaps on an elephant?
Monk: having an unarmored movement bonus with a character capable of flight is very powerful. It honestly approaches levels of broken when combined with the Feline Agility feature of tabaxi. It’s certainly worth considering that you would do slashing damage with your unarmed strikes, not bludgeoning. An aarakocra with open hand technique could knock two different enemies prone at third level in a single turn of combat. A way of shadows aarakocra could use cloak of shadows to fly totally invisible at level 11 in dim light or darkness. This class synergizes with aarakocra well… perhaps a little too well, so consult with your DM.
Mystic: mystic is the most complicated class to play because of the diversity of disciplines, causing the largest range of options possible within any class. I would probably not choose order of the soul knife or order of the avatar, which grants proficiency in medium armor, since you would have to choose between whether or not you wanted to fly or use the better armor. Order of the Immortal grants some better AC when you’re not wearing armor at all, so it might be one of the better options.
Paladin: Oath options! The same deities from cleric are suggested here.
Oath of the Ancients: this works best with neutral good deities and ones with the light domain
Oath of Conquest: this works best with nongood lawful deities with war domain or strength domain
Oath of the Crown: this works best with lawful deities
Oath of Devotion: this works best with nonevil deities
Oath of Redemption: this works best with pacifistic deities due to the tenet of peace.
Oath of Vengeance: this is best for neutral or lawful neutral paladins and deities with war domain or strength domain
Ranger: the most thematic favored enemy is elementals if you are from the elemental plane of air. Very few aarakocra will pick Underdark to be the favored terrain or choose tunnel fighter fighting style/close quarters shooter fighting style. Horizon Walker would do well with aarakocra who enjoy adventuring to portals to find other worlds. Your dexterity ability score increase helps your battle stats while your wisdom ability score increase helps most with your skill checks and spells.
Rogue: kenku rogues are popular… not so much aarakocra rogues. An inquisitive aarakocra buffs their perception and insight… getting advantage with Steady Eye on perception and investigation checks is very powerful and worth considering.
Sorcerer: An aarakocra with Giant Soul sorcerous origin makes me grin because I just imagine an even larger than average aarakocra, you know? They would go well with cloud or storm giant ancestry. Otherwise I would consider a Storm Sorcery aarakocra if you’re going for thematic or perhaps even phoenix sorcery if you wanted to play with a fiery aarakocra.
Warlock: let’s talk about otherwordly patrons!
Archfey: I’m strongly Unseelie Court aligned, so I will always suggest the Queen of Air and Darkness.
Celestial: your aarakocra’s wings might be more deva in origin, more couatl like, and you might even be in a pact with either of those.
Fiend: as a DM my favorite fiends to use are Zariel, Graz’zt, Glasya (I sometimes play Graz’zt and Glasya as the same deity), and Asmodeus. The patron you pick here will drastically alter what they expect of your character.
The Ghost in the Machine: this patron only works if you are playing a modern magic campaign. I quite like the idea of an aarakocra pecking away at a keyboard to hack into a major corporation’s website.
The Great Old One: Evard’s Black Tentacles cast by an aarakocra would make a pretty fantastic battle scene. I tend to pick the Great Mother of beholders as this type of patron.
The Hexblade: medium armor is not so handy for you. Hexblade Curse is just in general really good. If you’re allowed to make your talons your hexblade, that could be fascinating.
The Raven Queen: bird related deity meets birdlike humanoid. It’s a match made in the Shadowfell.
The Seeker: you pick this one when you want to have Astral Plane related adventures.
The Undying: Legend Lore spell with a sage aarakocra works well together.
Wizard: a Lore Mastery sage aarakocra would work well, all things considered.
Let’s talk about backgrounds. Dnd Beyond suggests that outlander, hermit, and sage backgrounds are the most appropriate for aarakocra. Whenever I don’t know what background I want to make a character, I usually pick outlander. The least likely background I can think of are Earthspur Miner and Harborfolk, but any background can be pulled off if you want. It’s dnd! You get what you make of it.
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creativerogues · 6 years
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Roll A Complete Character!
HAPPY JANUARY 1ST EVERYBODY!
What’s a better way to start 2018 than sitting around a table, rolling dice, and coming up with some brand new Characters, with the potential to do anything!
With help from the Amazing CreativeRogues Community, we’ve created a Set of Tables you can use for Creating Your New Character!
Using these Tables, you can Roll for your Character’s Race, Subrace, Class, Subclass, Alignment, Background and Ability Score Array!
So All You Have To Do Is Sit Back And Roll Some Dice While Enjoying The New Year’s Festivities!
Race & Subrace: ROLL 1D30
1. Aasimar (Roll 1d4: 1 = Protector Aasimar, 2 = Scourge Aasimar, 3 = Fallen Aasimar, 4 = Roll Again)
2. Bugbear
3. Metallic Dragonborn (Roll 1d6: 1 = Gold, 2 = Bronze, 3 = Brass, 4 = Silver, 5 = Copper, 6 = Roll Again)
4. Chromatic Dragonborn (Roll 1d6: 1 = Red, 2 = Blue, 3 = Green, 4 = White, 5 = Black, 6 = Roll Again)
5. Dwarf (Roll 1d4: 1 = Duergar Dwarf, 2 = Hill Dwarf, 3 = Mountain Dwarf, 4 = Roll Again)
6. Elf (Roll 1d4: 1 = High Elf, 2 = Wood Elf, 3 = Dark Elf (Drow), 4 = Roll Again)
7. Firbolg
8. Genasi (Roll 1d4: 1 = Air Genasi, 2 = Earth Genasi, 3 = Fire Genasi, 4 = Water Genasi)
9. Gnome (Roll 1d4: 1 = Forest Gnome, 2 = Rock Gnome, 3 = Deep Gnome, 4 = Roll Again)
10. Goblin
11. Goliath
12. Half Elf (Roll 1d6: 1 = Half Aquatic Elf, 2 = Half Wood Elf, 3 = Half Dark Elf, 4 = Half Moon Elf, 5 = Half Sun Elf, 6 = Roll Again)
13. Half-Orc
14. Halfling (Roll 1d4: 1 = Ghostwise Halfling, 2 = Lightfoot Halfling, 3 = Stout Halfling, 4 = Roll Again)
15. Hobgoblin
16. Human (Roll 1d4: Odd = Human, Even = Variant Human)
17. Kenku
18. Kobold
19. Lizardfolk
20. Orc
21. Tabaxi
22. Tiefling (Roll 1d6: 1 = Feral, 2 = Devil's Tongue, 3 = Hellfire, 4 = Winged, 5 = Common Tiefling, 6 = Roll Again)
23. Tortle
24. Triton
25. Yuan-Ti Pureblood
26 - 30. Roll Again
Class & Subclass: ROLL 1D12
1. Barbarian (Barbarian Path - Roll 1d6: 1 =  Berserker, 2 = Totem Warrior, 3 = Ancestral Guardian, 4 = Storm Herald, 5 = Zealot, 6 = Roll Again)
2. Bard (Bardic College - Roll 1d6: 1 = Glamour, 2 = Lore, 3 = Swords, 4 = Valor, 5 = Whispers, 6 = Roll Again)
3. Cleric (Cleric Domain - Roll 1d12: 1 = Arcana, 2 = Death, 3 = Forge, 4 = Grave, 5 = Knowledge, 6 = Life, 7 = Light, 8 = Nature, 9 = Tempest, 10 = Trickery, 11 = War, 12 = Roll Again)
4. Druid (Druidic Circle - Roll 1d4: 1 =  Land, 2 = Moon, 3 = Dreams, 4 = Shepherd)
5. Fighter (Martial Archetype - Roll 1d8: 1 = Champion, 2 = Battle Master, 3 = Eldritch Knight, 4 = Arcane Archer, 5 = Cavalier, 6 = Samurai, 7 = Purple Dragon Knight, 8 = Roll Again)
6. Monk (Monastic Tradition - Roll 1d8: 1 = Open Hand, 2 = Shadow, 3 = Four Elements, 4 = Drunken Master, 5 = Kensei, 6 = Sun Soul, 7 = Long Death, 8 = Roll Again)
7. Paladin (Paladin Oath - Roll 1d8: 1 = Devotion, 2 = The Ancients, 3 = Vengeance, 4 = Conquest, 5 = Redemption, 6 = The Crown, 7 = Oathbreaker, 8 = Roll Again)
8. Ranger (Ranger Archetype - Roll 1d6: 1 =  Hunter, 2 = Beast Master, 3 = Gloom Stalker, 4 = Horizon Walker, 5 = Monster Slayer, 6 = Roll Again)
9. Rogue (Roguish Archetype - Roll 1d8: 1 = Thief, 2 = Assassin, 3 = Arcane Trickster, 4 = Inquisitive, 5 = Mastermind, 6 = Scout, 7 = Swashbuckler, 8 = Roll Again)
10. Sorcerer (Sorcerous Origin - Roll 1d6: 1 = Draconic Bloodline, 2 = Wild Magic, 3 = Divine Soul, 4 = Shadow Magic, 5 = Storm Sorcery, 6 = Roll Again)
11. Warlock (Otherworldly Patron - Roll 1d6: 1 = Archfey, 2 = Celestial, 3 = Fiend, 4 = Great Old One, 5 = Hexblade, 6 = The Undying)
12. Wizard (Arcane Tradition - Roll 1d10: 1 = Abjuration, 2 = Conjuration, 3 = Divination, 4 = Enchantment, 5 = Evocation, 6 = Illusion, 7 = Necromancy, 8 = Transmutation, 9 = War Magic, 10 = Roll Again)
Alignment: ROLL 1D10
1. Chaotic Good
2. Chaotic Neutral
3. Chaotic Evil
4. Lawful Good
5. Lawful Neutral
6. Lawful Evil
7. Neutral Good
8. True Neutral
9. Neutral Evil
10. Roll Again
Background: ROLL 1D30
1. Acolyte
2. Anthropologist
3. Archaeologist
4. Charlatan
5. City Watch / Investigator
6. Clan Crafter
7. Cloistered Scholar
8. Courtier
9. Criminal / Spy
10. Entertainer
11. Faction Agent
12. Far Traveler
13. Folk Hero
14. Gladiator
15. Guild Artisan / Guild Merchant
16. Haunted One
17. Hermit
18. Inheritor
19. Knight
20. Knight of the Order
21. Mercenary Veteran
22. Noble
23. Outlander
24. Sage
25. Sailor / Pirate
26. Soldier
27. Urban Bounty Hunter
28. Urchin
29. Uthgardt Tribe Member
30. Waterdhavian Noble
Ability Scores: ROLL 1D4
1. Standard Array (15, 14, 13, 12, 10, 8)
2. Good Array (16, 14, 12, 11, 10, 10)
3. Heroic Array (18, 16, 14, 12, 10, 10)
4. Epic Array (18, 17, 15, 14, 12, 10)
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campfire-pheonix · 6 years
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OC Creator Challenge
I saw posted in the dnd and inktober tag a couple tables of character options for people to draw randomized characters each day of the month.  I wanted to join in the spirit of the event but I’m no artist so I wanted to offer this as a fun alternative.  The basic premise is you roll for a randomized character and come up with a backstory each day.  You can use whatever setting you want, preconstructed or fresh off the top, I’m just eager to share and hear other people’s character ideas.
I expanded the original list a bit to include various Unearthed Arcana, Planeshift, and other unmentioned options and this by no means is exclusive, you can add or remove options, but these are the tables I will be using to create the randomized characters.
                                              Class d12
1 Barbarian : 1 Beserker                      2 Bard: 1-2 Lore                      2 Totem Warrior                          3-4 Valor         d6         3 Battlerager                    d10     5-6 Glamour                      4 Ancestral Guardian                  7-8 Swords                      5 Storm                                       9-0 Whispers                      6 Zealot  
3 Cleric:   1 Knowledge                      4 Druid: 1 Land  d12          2 Life                                  d4          2 Moon   12 Reroll 3 Light                                              3  Dreams                   4 Nature                                           4 Shepard                  5 Tempest                  6 Trickery                          5 Fighter: 1 Champion                  7 War                                                2 Battlemaster                  8 Death                                   d8      3  Eldtritch Knight                  9 Arcana                             8 Reroll  4  Purple Dragon Knight                 10 Forge                                            5  Arcane Archer                  11 Grave                                           6  Cavalier                                                                            7 Samurai 
6 Monk: 1 Open Hand                       7 Paladin: 1 Devotion                          2 Shadow                                             2 Ancients  d8         3 Four Elements                         d8      3 Vengeance  8 Reroll 4 Long Death                        8 Reroll   4 Oathbreaker               5 Sun Soul                                            5 Crown               6 Drunken Master                                 6 Conquest               7 Kensei                                                7 Redemption
 8 Ranger: 1-2 Hunter                         9 Rogue:  1 Thief                   3-4 Beast Master                               2  Assassin  d10           5-6 Gloom Stalker              d8           3  Arcane Trickster                   7-8 Horizon Walker           8 Reroll    4  Mastermind                   9-0 Monster Slayer                           5  Swashbuckler                                                                            6 Inquisitor                                                                            7 Scout
 10 Sorcerer: 1-2 Draconic                12 Wizard: 1 Abjuration                       3-4 Wild                                         2 Conjuration   d10              5-6 Storm                                       3 Divination                       7-8 Divine                                      4 Enchantment                       9-0 Shadow                       d10      5 Evocation                                                                             6 Illusion  11 Warlock 1 Archfey                                         7 Necromancy                     2 Fiend                                            8 Transmutation                     3 The Great Old One                      9 Bladesinging     d6             4 Undying                                      10 War                     5 Celestial                      6 Hexblade 
                                                     Race d20
1 Aquatic: 1-2 Merfolk        2 Avian: 1-2 Aarakocra     3 Coldblooded:1 Grung                    3-4 Triton                         3-4 Kenku                                   2 Lizardfolk                                                         5-6 Siren                                  3 Salamander                                                                                                           4 Tortle
4 Aasimar: 1-2 Protector   5 Draconic: 1-2 Dragonborn  6 Dwarvish: 1-2 Hill                            3-4 Scourge                        3-4 Kobold                          3-4 Mountain                   5-6 Fallen                                                                        5-6 Grey
 7 Genasi: 1 Air                 8 Elvish 1 High                  9 Largefolk: 1-2 Firbolg                  2 Water                          2 Wood                                    3-4 Goliath                  3 Earth                           3 Dark                                      5-6 Warforged                  4 Fire                             4 Eladrin
10 Gnomish: 1-2 Forest      11 Goblinoid: 1-2 Goblin         12 Half Elvish: 1 High                      3-4 Rock                               3-4 Hobgoblin                       2 Wood                      5-6 Deep                               5-6 Bugbear                         3 Dark                                                                                                                 4 Aquatic
13 Halfling: 1-2 Lightfoot   14 Hooved: 1-2 Centaur       15 Humanoid 1-2 Human                    3-4 Stout                            3-4 Minotaur                      3-4 Changeling                    5-6 Ghostwise                                                              5-6 Psionic
16 Tiefling: 1-2 Demonic   17 Mammalic 1-2 Tabaxi       18 Orcish:  1-2 Full                   3-4 Devilish                            3-4 Shifter  (Ebberon)       3-4 Half                   5-6 Winged                             5-6 Khenra (Amonkhet)
19 Serpentine: 1-2 Yuan-Ti          20 Undead 1-2 Revenant                          3-4 Naga (Amonkhet)            3-4 Vampire (Ixalan)                                                                         5-6 Aetherborn (Kaladesh)
                                                   Background
1-4 Acolyte              5-8 Charlatan                    9-12 Citywatch/investigator 13-16 Clan crafter   17-20 Cloistered scholar   21-24 Courtier 25-28 Criminal/Spy  29-32 Entertainer             33-36 Faction Agent 37-40 Far Traveler   41-44 Folk Hero              45-48 Gladiator 49-52 Guild artisan/merchant   53-56 Hermit   57-60 Inheritor 61-64 Knight          65-68 Mercenary Veteran  69-72 Noble 73-76 Outlander     77-80 Pirate                      81-84 Sage 85-88 Sailor           89-92 Soldier                    93-96 Urban bounty hunter 97-00 Urchin
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raeynbowboi · 4 years
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How to Play as Princess Zelda in DnD 5e (Version 2.0)
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I’ve made a build of Princess Zelda before, but I’ve improved as a player and DM since last, and I’m eager to give this a second chance. I’ve also decided that since Zelda and Shiek are separate characters in Smash, this rebuild of Zelda is omitting Shiek from her build. Frankly, Shiek should have been omitted last time too, which is why I’m retooling Zelda’s build. So, let’s delve back into the powers and abilities of Princess Zelda and see if we can’t build her better than before.
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For Race, Zelda is a Hylian, which seem perfect as High Elves. You get +2 Dex and +1 INT. However, the Eladrin Elf gets something very useful. The automatic ability to Fey Step. Considering you only get 1 teleportation spell until you unlock 5th level spells, this is a very useful racial feature for increasing your teleportation ability. So, you can choose either the Eladrin Elf for the built in Fey Step, or you can choose High Elf for more useful stats.
For alignment, Zelda is the embodiment of lawfulness in Hyrule, and the Triforce of Wisdom gives her the decision-making knowledge to rule wisely and justly. So, she’ll work nicely as Lawful Good.
For a Background, the top contenders are either Noble if you want proficiency in History and Persuasion, or an Acolyte for proficiency in Insight and Religion. 
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Gifts of the Goddesses
In Super Smash Bros., Zelda’s moveset is comprised of gifts from the three goddesses of Hyrule: Din, Nayru, and Farore. Din’s Fire creates a small sphere of fire that builds up and deals damage on a hit. Nayru’s Love creates a jewel-shaped shield around Zelda that not only protects her from harm, but can also reflect projectile attacks back, and harms opponents that get too close. Finally, Farore’s Wind lets her teleport. If an opponent is standing where she lands, she deals damage to that opponent. 
Din’s Fire (Fire Damage)
   Create Bonfire (Artificer, Druid, Sorcerer, Warlock, Wizard)    Firebolt (Artificer, Sorcerer, Wizard)    Sacred Flame (Cleric, Paladin)    Burning Hands (Sorcerer, Wizard, Light Cleric, Fiend Warlock)    Aganazzar’s Scorcher (Sorcerer, Wizard)    Flaming Sphere (Druid, Sorcerer, Wizard, Alchemist Artificer, Light Cleric, Clestial Warlock)    Scorching Ray (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)    Fireball (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)    Flame Strike (Cleric, Wildfire Druid, Paladin, Celestial Warlock, Fiend Warlock)    Immolation (Druid, Sorcerer, Wizard)    Investiture of Flame (Druid, Sorcerer, Warlock, Wizard)    Delayed Blast Fireball (Sorcerer, Wizard)    Firestorm (Cleric, Druid, Sorcerer)    Incendiary Cloud (Druid, Sorcerer, Wizard)
Nayru’s Love (Warding)
  Mage Armor (Sorcerer, Wizard, Warlock: Armor of Shadows)   Shield (Sorcerer, Wizard, Artillerist Artificer, Battle Smith Artificer, Hexblade Warlock)   Shield of Faith (Cleric, Paladin)   Warding Bond (Cleric, Paladin, Ranger, Battle Smith Artificer)   Protection from Energy (Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard, Ancients Paladin,  Heroism Paladin, Vengeance Paladin, Noble Genie Warlock)   Otiluke’s Resilient Sphere (Wizard)   Wall of Force (Wizard, Artillerist Artificer, Redemption Paladin)   Globe of Invulnerability (Sorcerer, Wizard)   Investiture of Wind (Druid, Sorcerer, Warlock, Wizard)   Invulnerability (Wizard)
Farore’s Wind (Teleportation)
  Fey Step (Elf Racial Feat, Eladrin Elf Feature)   Misty Step (Sorcerer, Warlock, Wizard, Coast Land Druid, Ancients Paladin, Vengeance Paladin)   Far Step (Sorcerer, Warlock, Wizard)   Teleportation Circle (Bard, Sorcerer, Warlock, Wizard, Arcana Cleric)   Arcane Gate (Sorcerer, Warlock, Wizard)   Word of Recall (Cleric)   Teleport (Bard, Sorcerer, Wizard)   Gate (Cleric, Sorcerer, Warlock, Wizard)
Phantom Knight (Summoning)
   Guardian of Faith (Cleric, Crown Paladin, Devotion Paladin, Celestial Warlock)
Smash Ultimate (Banishment)
  Banishment (Cleric, Paladin, Sorcerer, Warlock, Wizard)
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Triforce of Wisdom
The Triforce imparted by the goddess Nayru carries with it unique abilities including the power to heal, telepathic communication, magical disguises, and protects the bearer from certain conditions. The Triforce also makes whoever holds it wise, better at making decisions, and possibly gives them the divine right to rule Hyrule.
The Right to Rule (Control)
   Command (Bard, Cleric, Paladin, Fiend Warlock)    Hold Person (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Conquest Paladin, Redemption Paladin, Vengeance Paladin)    Zone of Truth (Bard, Cleric, Paladin)    Hold Monster (Bard, Sorcerer, Warlock, Wizard, War Cleric, Redemption Paladin, Watchers Paladin)    Forbiddance (Cleric)
Wit Beyond Measure (Foreknowledge)
   Detect Evil and Good (Cleric, Paladin)    Detect Magic (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Warlock: Eldritch Sight)    Identify (Artificer, Bard, Wizard, Knowledge Cleric, Forge Cleric)    Detect Thoughts (Bard, Sorcerer, Wizard, Great Old One Warlock)    Locate Animals and Plants (Bard, Druid, Ranger)    Locate Object (Bard, Cleric, Druid, Paladin, Ranger, Wizard)    See Invisible (Artificer, Bard, Sorcerer, Wizard)    Locate Creature (Bard, Cleric, Druid, Paladin, Ranger, Wizard)    Commune (Cleric, Devotion Paladin, Heroism Paladin)    Legend Lore (Bard, Cleric, Wizard, Undying Warlock)    Contingency (Wizard)    True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard)    Foresight (Bard, Druid, Sorcerer, Warlock, Wizard)
Sheik and Tetra (Deception)
   Disguise Self (Artificer, Bard, Sorcerer, Wizard, Trickery Cleric, Warlock: Mask of Many Faces)
Mercy of the Gods (Healing)
   Spare the Dying (Artificer, Cleric)    Cure Wounds (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock)    Healing Word (Bard, Cleric, Druid, Alchemist Artificer)    Prayer of Healing (Cleric)    Aura of Vitality (Cleric, Druid, Paladin)    Life Transference (Cleric, Warlock, Wizard)    Mass Healing Word (Bard, Cleric, Alchemist Artificer)    Revivify (Artificer, Cleric, Druid, Paladin, Ranger, Celestial Warlock)    Aura of Life (Cleric, Paladin)    Greater Restoration (Artificer, Bard, Cleric, Druid, Ranger, Celestial Warlock)    Mass Cure Wounds (Bard, Cleric, Druid, Battle Smith Artificer)    Reincarnate (Druid)    Heal (Cleric, Druid)    Resurrection (Bard, Cleric)    Mass Heal (Cleric)    Power Word Heal (Bard, Cleric, Druid)    True Resurrection (Cleric, Druid)
Mind over Matter (Communication)
   Telepathic (feat)    Message (Artificer, Bard, Sorcerer, Wizard)    Sending (Bard, Cleric, Wizard, Great Old One Warlock)    Rary’s Telepathic Bond (Bard, Wizard)    Telepathy (Wizard)
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Class
Theurgy Wizard
After evaluating the spell list, with only the Druid exclusive outlier of Reincarnation, every other spell easily falls into either the Cleric or Wizard spell list, meaning that the best option for Zelda’s class is actually a Theurgy Wizard. Last time, I chose the Divine Soul Sorcerer because the Theurgy Wizard never got past the UA stage and isn’t official. However, upon reexamination, I’ve decided that I don’t care. Theurgy Wizard is the best subclass you can choose for Princess Zelda. Sure, you’re still not casting with Wisdom, but now you’re casting with Intelligence, which is much closer than Charisma, and is still a mental stat.
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Stats and Proficiencies
In order to be a powerful castor, we’ll want a maxed out Intelligence stat. As a squishy Wizard, our Theurgy will save us somewhat by giving us healing spells, but we still want a maxed out Constitution because dying isn’t very fun. While it might not be maxed out because we don’t need it for casting, we can still put some points into Wisdom for character authenticity, since Zelda is the Wise Queen archetype. Dexterity is helpful in improving our AC, but Shiek is more flexible than Zelda, and Zelda is only that flexible in Ocarina of Time. No other version of her is that trained in ninja tricks. Charisma will make us better at appealing to people, but doesn’t need to be that high, while Strength is utterly unnecessary and can be dumped.
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Name: Princess Zelda Race: High Elf Background: Noble Alignment: Lawful Good Class: Light Domain Theurgy Wizard (20) Base Stats: Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (0) Saving Throws: Strength: -1 Dexterity: +2 Constitution: +5 Intelligence: +11 Wisdom: +8 Charisma: 0 Combat Stats: HP: 180 AC: 12 Speed: 30 Initiative: +2 Proficiency Bonus: +6 Passive Perception: 18 Dark Vision: 0 feet Proficiencies and Expertise:   Insight   History   Perception   Persuasion   Religion Skills: Acrobatics: +2                Medicine: +2 Animal Handling: +2       Nature: +5 Arcana: +5                      Perception: +8 Athletics: -1                     Performance: 0 Deception: 0                   Persuasion: +6 History: +11                    Religion: +11 Insight: +8                      Sleight of Hand: +2 Intimidation: 0                Stealth: +2 Investigation: +5            Survival: +2
Spell Slots
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (2) 8th (1) 9th (1)
Zelda’s Spellbook
C Fire Bolt, Light, Message, Sacred Flame, Spare the Dying, Word of Radiance 1 Burning Hands, Command, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Guiding Bolt, Identify, Shield 2 Aganazzar’s Scorcher, Flaming Sphere, Hold Person, Misty Step, Scorching Ray 3 Aura of Vitality, Beacon of Hope, Daylight, Fireball, Protection from Energy, Revivify, Spirit Shroud 4 Aura of Life, Banishment, Divination, Guardian of Faith, Resilient Sphere, Wall of Fire 5 Commune, Dawn, Far Step, Flame Strike, Legend Lore, Mass Cure Wounds, Wall of Light 6 Contingency, Globe of Invulnerability, Heal, Sunbeam, True Seeing 7 Resurrection, Teleport 8 Holy Aura, Sunburst 9 Invulnerability
Actions:
Arcane Recovery. Recover up to 10 level 5 or lower spell slots on a short rest.
Features:
Arcane Acolyte. Gain access to 1st level domain features.    Warding Flare. Impose disadvantage on attacking creatures by WIS mod. Arcane Initiate. You can replace Wizard spells with Cleric spells. Arcane High Priest. Gain access to 17th level domain features.    Corona of Light. When you emit a bright light, enemies roll throws at disadvantage against Fire and Radiant spells. Arcane Priest. Gain access to 6th level domain features.    Improved Flare. Use Warding Flare for another creature within 30 feet of you. Channel Arcana. Select one of the following to envoke    Divine Arcana. Your next spell gets +2 on any attack roll or DC.    Radiance of the Dawn. Dispel magical darkness and deal radiant damage. Divine Inspiration. Choose a Cleric Domain to study   Light Domain Fey Ancestry. Resist charms and immune to magical sleep. Position of Privilege. You are welcome in high society, commoners go out of their way to make your comfortable, and you can get an audience with nobles. Signature Spells. Cast Fireball and Aura of Vitality once per rest without slots. Spell Mastery. Cast Cure Wounds and Misty Step without using spell slots.
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Since this is my second time building Zelda, I hope it’s an improvement over the original. It’s still disappointing that she can’t cast with Wisdom, but it simply decimates her spell list to deny Zelda the ability to cast Wizard spells. Hopefully, the ability to cast with Intelligence is at least closer to her Triforce of Wisdom than the original build, which had her casting with Charisma.
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dunmouth-chars · 3 years
Text
Pacts
Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.
Additional Abilities
Sleep Inducement. You can cause others to suddenly fall asleep.
Calm Inducement. You can cause others to calm.
Misty Teleportation. You can teleport short distances in a puff of mist.
Invisibility. You can fade into invisibility.
Animal Manipulation. You can bend the mind of one animal to your whims at a time.
Fey Presence. You can project the charming or frightening presence of the fey at will.
Celestial
Your patron is a powerful being of the Radiant Rift. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent.
At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
Additional Abilities
Light Healing. Celestial light is used to heal yourself and others.
Guiding Bolt. You can release a bolt of light to guide you to your target.
Resurrection. You can raise an ally from the dead.
Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Additional Abilities
Water Manipulation. You can control water.
Elemental Summoning. You can summon a water elemental to do your bidding.
Aquatic Breathing. You can breathe in both air and water.
Fiend
You have made a pact with a demon of the Abyss or a devil of the Infernal Rift, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.
Additional Abilities
Fire Manipulation. You can control and generate fire.
Fiendish Teleportation. You can send an enemy hurling through the Abyss or the Infernal Rift. The enemy will return, but almost always worse for wear -sometimes ending up dead.
Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Further Void. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Additional Abilities
Psychic Torture. You can break and torture others psychologically.
Telepathic Communication. You can open up secret mental conversation with others.
Telekinesis. You can control objects with your mind.
Mind Control. Your can bend one person or animal to your will. One entity at a time.
Mind Shield. You are immune to mind control.
Hexblade
You have made your pact with a mysterious entity from the Shadow Rift – a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadow Rift. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Notes
Hexblade Warlocks can choose any martial melee weapon if they choose this pact.
Additional Abilities
Shadow Infusion. You can infuse your hexblade with negative dark energy that saps the strength from others.
Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
Additional Abilities
Lichhood. You slowly exhibit undead qualities as you use your magic.
Soul Summoning. You can summon the souls of the dead to do your bidding.
Life Drain. You can sap the life force from others, healing yourself simultaneously.
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