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#you can SEE the 1d4 psychic damage hit.
mazeyphaedra · 1 month
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love seeing brennan get rocked so hard in the dome that he has to physically sit back down
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Hammer of Whispers
Weapon (light hammer), uncommon (requires attunement) ___ This dark silver hammer is miraculously light. It has the finesse property, and any target hit with it takes an extra 1d4 psychic damage. Hitting a target with the hammer produces no sound. 𝘾𝙪𝙧𝙨𝙚. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the hammer, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. When you reduce a creature to 0 hit points using this weapon, make a DC 10 Wisdom saving throw. On a failed save, your mind is plagued with mysterious whispers; you take 2d6 psychic damage and are incapacitated until the end of your next turn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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paperanddice · 1 year
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A bythos is a towering figure of mist, with a rough, four armed humanoid shape and a swirling pattern like a great eye on its torso. Despite its apparent composition, it's body is completely solid and in fact has the consistency and texture of dry stone. They are mysterious creatures that hunt the planes and worlds for those who abuse planar and time travel, another emotionless multiversal repair being like the akhana.
As with that other creature, the bythos communicates through singular psychic images, often confusing and terrifying those it seeks to interrogate. They lack the ability to travel through time themselves, and beings or items capable of time travel are exceptionally rare, so the majority of their time is spent hunting for damage to planar boundaries. While over a great time the bythos can channel its energy into repairing this damage, stabilizing ares of planar overlap or leaking gates, its more common solution is to simply destroy the person responsible for it, or failing that, lock them in stasis. It uses this stasis as a last effort, if it is apparent that it's unlikely to be able to defeat its target conventionally, and then the bythos attempts to flee to ensure the stasis remains until such a time that it can figure out a method of destroying the threat.
Originally from the Pathfinder Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Bythos Large celestial (aeon), true neutral Armor Class 18 (natural armor) Hit Points 231 (22d10 + 110) Speed 0 ft., fly 40 ft. (hover) Str 22 (+6) Dex 19 (+4) Con 21 (+5) Int 22 (+6) Wis 24 (+7) Cha 21 (+5) Saving Throws Con +10, Wis +12, Cha +10 Skills Arcana +11, Insight +12, Nature +11, Perception +12, Religion +11, Stealth +9 Damage Immunities cold, poison Damage Resistances fire, lightning, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities poisoned, prone Senses blindsight 60 ft., darkvision 90 ft., passive Perception 22 Languages envisaging Challenge 16 (15000 XP) Confusion Gaze. When a creature that can see the bythos starts its turn within 30 feet of the bythos, the bythos can magically force it to make a DC 18 Wisdom saving throw, unless the bythos is incapacitated. On a failed save, the creature can't take reactions and rolls a d10 to determine what it does for the next 1d4 rounds. On a 1, the creature does nothing. On a 2-6, the creature uses all its movement to move in a random direction. On a 7-8, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. On a 9-10, the creature can act and move normally. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the bythos until the start of its next turn, when it can avert its eyes again. If the creature lookas at the bythos in the meantime, it must immediately make the save. Envisaging. The bythos communicates through a form of telepathy, nearly incomprehensible to non-aeons. It sends psychic projections of a single concept with a combination of visual and aural stimulation, and expects the target to interpret the meaning it intended. This otherwise functions like telepathy. Extension Of All. The bythos has advantage on Arcana, Nature, and Religion checks. It can also communicate telepathically with any aeon on the same plane as it, and can send empathetic messages to aeons on other planes of existence. Regeneration. The bythos regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The bythos makes four Slam attacks. If two of these attacks hit the same creature, it must succeed on a DC 18 Constitution saving throw or age 2d20 years. The aging effect can be reversed with a greater restoration spell. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 10 (3d6) cold damage. Temporal Strike. The bythos can target a creature or Huge or smaller object within 10 feet of it. The target must succeed on a DC 18 Charisma saving throw or it disappears from the present moment and reappears in the same space 1d4 rounds later at the end of the bythos' turn as if no time had passed. If a creature or object occupies that space, the creature appears in the closest unoccupied space to the original location. Spellcasting. The bythos casts one of the following spells, requiring no material components, and using Wisdom as the spellcasting ability (spell save DC 20): At will: augury, slow, teleport 3/day each: haste, plane shift 1/day: imprisonment (when the bythos casts imprisonment, it traps the target in a form of temporal stasis. The target is frozen in place and can't be harmed or affected by any spell or effect. If the bythos is destroyed or casts imprisonment on a second creature, the imprisoned creature is immediately freed)
13th Age
Bythos  Large 8th level spoiler [celestial]  Initiative: +12 Aging Strike +13 vs. AC (2 attacks) - 25 damage plus 10 cold damage. Natural 16+: The target is vulnerable to all damage (save ends) as it suddenly ages 1d10 years. Natural 18+: The target also can’t add the escalation die to its attacks while it’s vulnerable. Dual Hits: If both attacks hit during the same turn, the bythos can make a temporal strike attack as a free action against a target it hit this turn. [Special Trigger] Temporal Strike +13 vs. PD - The target is pushed ahead in time. It is removed from the battlefield. At the start of each of the target’s turns, it rolls a hard save (16+). On a success, it reappears in the spot it disappeared from. On a failure, it gains a cumulative +5 bonus to saves against this effect. C: Confusion Gaze +13 vs. MD (1d3 nearby enemies) - The target is dazed (save ends). First Failed Save: The target is instead weakened (save ends). Second Failed Save: The target is instead confused (save ends). Quick Use: This attack only requires a quick action (once per round) when the escalation die is even. Stasis Lock +13 vs. PD - The target is trapped in a temporal stasis. Nothing can harm or affect it in any way, until a specific event chosen by the bythos is completed. This event must be reasonable, but the bythos doesn’t communicate it to any creature, requiring powerful rituals to decipher. If the bythos uses this attack against another creature, or is destroyed, the effect immediately ends. Limited Use: The bythos can only make this attack when the escalation die is 6. Flight. Resist Cold 16+. AC 23 PD 19 MD 22 HP 290
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dungeon-strugglers · 2 years
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✨New item!✨ Fiddlehead of Frondescence Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose an unoccupied space on the ground within 60 feet of you. Roll a d8 and consult the following table to discover what happens. A plant or fungus produced by this wand withers away after 8 hours.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
A beautiful flower grows from the ground. The flower has 4 petals. As an action, you can pluck a petal and force a creature within 30 feet of you that you can see to make a DC 13 Wisdom saving throw. On a failure, roll a d4. If you roll an even number, the target is charmed by you for 1 minute. While the creature is charmed in this way, it believes itself to be infatuated with you. If you roll an odd number, the target becomes hostile to you for 1 minute. A creature prone to violence might attack you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
A bulbous melon, 5 feet in diameter and weighing 100 lb., emerges from the ground. The sweet, juicy flesh of the melon provides no nourishment but contains 10 gallons of fresh water.
A tiny weed springs from the ground. 1d4 + 1 goodberries dangle from its stalk.
A puffball, 3 inches in diameter, sprouts from the ground. You can use an action to throw the puffball up to 60 feet. The puffball explodes on impact and creates a 20-foot-radius cloud of dense black spores. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute, or until a strong wind disperses it.
A cluster of 1d4 + 1 dandelion puffs pop up from the ground. While holding a dandelion puff, you fall at a safe speed, as if under the effect of the feather fall spell. Each puff can slow your fall for 1 minute before dissipating. A strong wind instantly destroys a dandelion puff.
An awakened shrub grows from the ground. It is friendly to you and your companions and it will obey your commands. (There is a 10% chance that a hostile awakened tree will appear instead).
A bioluminescent mushroom emerges from the ground, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
A small hole appears in the ground, just wide enough for you to put your hand into. The hole is too dark to see into, and it cannot be illuminated. Reaching into the hole as an action will reveal one of the following things (roll a d8):
The hole closes suddenly, severing your hand. You take 2d10 psychic damage and cannot use that hand for 1 hour, after which you realize it was an illusion. Nobody can convince you otherwise until the illusion passes.
Your hand is stung by an unseen venomous creature, you must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, you cannot regain hit points.
Your hand is submerged into a viscous, numbing goo. You cannot feel that hand for 1 hour and any attack rolls using it have disadvantage.
Your hand is submerged into honey. A creature that licks the honey off of your hand as an action regains all lost hit points. The honey will attract an angry swarm of wasps every minute until it is gone.
You retrieve a Percussive Pinecone.
You retrieve a Scryer Beetle.
You grasp hair and pull. The head of a pleasant, but filthy, man is revealed. He seems to be submerged up to his neck, but unbothered. By talking to him for 1 minute, he remarks upon your plans and grants you an omen, as if you’ve cast the augury spell. Then he is sucked back into the hole and it closes.
You retrieve a leafy satchel filled with various gems worth 1d10 x 10 gp.
The hole closes after you remove your hand. Items retrieved from this hole don’t wither away after 8 hours like the other effects produced by this wand.
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dels-and-dragons · 2 months
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Character #2: Belle
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Race: Human (Variant: Mark of Handling
Beast tamer’s intuition: when Belle makes an Animal Handling or Nature check, add 1d4 to the roll.
Primal Connection: Belle can cast Animal Friendship once per short rest.
Skill proficiencies: Medicine, History, Animal Handling, Insight, Persuasion
Ability scores:
Strength: 11 (0 mod)
Dexterity: 14 (+2 mod)
Constitution: 15 (+2 mod)
Intelligence: 16 (+3 mod)
Wisdom: 13 (+1 mod)
Charisma: 16 (+3 mod)
Level: 9 (Artificer - Battle Smith Level 4, Bard - College of Stories Level 5)
Magical Tinkering: Years of watching her father’s inventing has given Belle a working knowledge of creating and modifying objects. Using her trusty set of tools, she can imbue her animated servants with certain abilities. Her candelabrum can emit 5 feet of bright light without flame. Her clock can record a ten-second message, which it will recite with a chiming voice when tapped. Her teacup can emit any scent or wordless sound. And her teapot, when filled with water, can turn it into either tea or soapy water.
Artificer infusions known: Homunculus servant, mind sharpener, returning weapon, replicate magic weapon.
Battle Smith Feature: Steel Defender - Belle has learned how to breathe life into her father’s latest invention. It no longer needs coal to run, and can follow basic commands. This construct of steel and wood is fully loyal to Belle and her allies. It can melee attack with its axe or throw logs with a 20ft range.
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Bravery will follow: Belle’s presence inspires goodness in others. Three times per long rest, she can grant inspiration to another creature; for the next 10 minutes, this creature may add 1d8 to an ability check, attack roll, or saving throw of their choice.
Book of Tales: Belle draws inspiration from her favorite tales, which she can impart on her allies. With her book of stories in hand, she can roll her inspiration die to choose a tale from her book. Using an action, she can give the effect to an ally of her choice.
1 Tale of the Tod: For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2 Tale of the Jilted Fairy. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Tale of the Golden Hair. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tale of the Glitch. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tale of the Brother Bear. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tale of the Draft Horse. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7 Tale of the Facilitator. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8 Tale of the Czernobog. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
Spells known:
Cantrips: Mending, Spare the Dying, Blade Ward, True Strike, Friends, Guidance
1st: Catapult, Expeditious Retreat, Identify, Comprehend Languages, Cure Wounds, Heroism, Shield
2nd: Enhance Ability, Heat Metal, Borrowed Knowledge, Calm Emotions, Aid
Feats: Eldritch Adept (Eyes of the Rune Keeper - can read all languages), Keen Mind
My Reasoning: Admittedly, the idea for Artificer!Belle came from two different DnD characters I’ve come up with. Given her father being a tinkerer/inventor, it makes sense that she would learn at his knee. But also, a key part of Belle’s character is bringing out - inspiring, if you will - goodness in others. This suits Bard class. Bard and Artificer don’t multiclass all that well, but given Belle’s main stats being Intelligence and Charisma, it fits.
Obviously, her magical tinkering objects were based off of the Beast’s servants, and her Steel Defender is based off of Maurice’s wood-chopping invention. I went with College of Spirits for her, but I would flavor it (and have named it accordingly) less as ghosts and more as other Disney/fairy tale characters. No tarot cards, no spirits, no rituals - just stories. Taking the stories that formed her into the person she is, and using them to help her in battle just seems very Belle.
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pathfinderunlocked · 1 month
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Psychopix - CR16 Fey
Penny for your thoughts? No refunds!
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Artwork by TheAxael on Deviantart.
A psychopix is a genius fey creature made of animated intelligence. Psychopices steal knowledge from humanoids, and occasionally other intelligent creatures, by asking them questions and then taking the answers for themselves, erasing the knowledge from the victim's mind. Instead of the classic fey trick of "Can I have your name?" it's more like "Can I have your thoughts on the Vorsean-Laforian war of 902 to 908 R.T.?"
When a psychopix acquires enough duplicate knowledge, it extracts that knowledge from itself and shapes it into a new psychopix; this is how they reproduce.
This creature has abilities similar to my two-phase boss template, but not quite the same.
Unlike the standard advice for most bosses, I don't recommend giving this creature minions; if you do, make sure they have at least 10 points of force damage resistance. When engaged in combat, or perhaps beforehand, the first thing this creature should do is cast etheric shards across the entire battlefield except for its own space. Its strategy thereafter involves forcing enemies to move through the etheric shards while it stands still. If it needs to escape, it waits until it's at low hit points and then moves through the ceiling or floor after turning ethereal with its Ethereal Escape ability.
Psychopix - CR 16
Iridescent energy makes up the form of this human-sized fairy, whose sharp crystalline wings spread out from her back. She wields a circular blade made of the same mesmerizing crystals as her wings.
XP 76,800 CN Medium fey Init +9 Senses low-light vision, see invisibility; Perception +32 Aura mental static (DC 24, 30 ft.) (only during phase two)
DEFENSE
AC 25, touch 25, flat-footed 20 (+5 Dex, +10 insight); +5 deflection during phase two hp 304 (24d6+120+100) Fort +13, Ref +19, Will +19 DR 10/cold iron Immune sleep Weaknesses intelligence formed Resist cold 10, electricity 10, force 30
OFFENSE
Speed 30 ft., fly 40 ft. (perfect) Melee +4 starknife +23/+18/+13 (1d4+6/×3) plus mindshock Ranged +4 starknife +23 (1d4+6/×3) plus mindshock Melee (Phase Two) +4 starknife +28/+23/+18 (1d4+11/19–20/×3) plus mindshock Ranged (Phase Two) +4 starknife +28 (1d4+11/19–20/×3) plus mindshock Special Attacks ethereal escape, phase two, psychic starknife, studied combat
Psychic Magic (CL 16th; concentration +26)     32 PE—dancing lights (0 PE), detect mindscape (2 PE), etheric shards (4 PE, DC 24), greater create mindscape (5 PE, DC 25), hypercognition (3 PE), message (0 PE), mindscape door (3 PE), mindwipe (4 PE, DC 24), psychic crush (5 PE, DC 25), thought shield IV (6 PE)
Spell-Like Abilities (CL 16th; concentration +18)     Constant—detect thoughts (DC 15), mindshock, see invisibility
STATISTICS
Str 12, Dex 20, Con 20, Int 31, Wis 20, Cha 14 Base Atk +12; CMB +26; CMD 46 Feats Craft Magic Arms and Armor, Critical Focus (only during phase two), Deadly Aim, Improved Critical (starknife) (only during phase two), Improved Initiative, Piranha Strike, Point Blank Shot, Psychic Sensitivity, Spell Penetration, Staggering Critical (only during phase two), Weapon Finesse, Weapon Focus (starknife) Skills Appraise +22, Bluff +17, Craft (any 9 types) +15, Diplomacy +17, Fly +28, Knowledge (all) +34, Linguistics +26, Perception +32, Spellcraft +34, Stealth +16, Use Magic Device +29 Languages Aboleth, Aklo, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Dark Folk, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sylvan, Sphynx, Terran, Treant, Undercommon Gear +4 voidglass starknife
SPECIAL ABILITIES
Ethereal Escape (Su) Once per day as an immediate action, when subjected to an attack roll or forced to make a saving throw, a psychopix can evade the incoming attack or effect by escaping into the ethereal plane for 1 round.  This negates the incoming attack or effect unless it can hit ethereal creatures (such as a force effect).
Intelligence Formed (Ex) If a psychopix takes Intelligence damage, drain, or penalties, it also takes hit point damage equal to 10 times that amount. This hit point damage cannot be healed normally, but is healed if the Intelligence damage, drain, or penalty is removed.
Mental Static Aura (Su) While in phase two (see the Phase Two ability), a psychopix gains a mental static aura, described below.
A creature with the mental static aura ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC 24, Charisma-based) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters within the aura must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect.
Creatures with the Mental Static Aura ability are immune to its effects and can cast spells normally.
Phase Two (Ex) A psychopix has 100 bonus hit points; this is already included in its statistics above.
Once per day, when a psychopix is reduced below half of its maximum hit points (usually 152), it can react by entering a mode called "phase two" for the next minute. When entering phase two, it automatically ends all negative conditions on itself that could be removed by the cleanse or heal spells, and attempts to end harmful magic effects on itself as if using the targeted dispel option of greater dispel magic with a caster level equal to its hit dice. This does not require an action, and can be done even while helpless.
When it enters phase two, the psychopix also releases a burst of energy that pushes enemies away and inhibits their spellcasting. Enemy creatures within 30 ft. of the psychopix are subjected to a cognitive block effect, as per the spell (caster level 16; DC 22 Will negates), and are pushed back 20 ft., to a maximum distance of 30 ft. from the psychopix, forcing them to release any grapples they are controlling. This counts as extremely violent motion for the purpose of concentration checks. A Fortitude save (DC 32) reduces the distance pushed to 10 ft. The save DCs are Intelligence-based.
While in phase two, a psychopix gains a +5 deflection bonus to AC, gains a +5 bonus to attack and weapon damage rolls (but not with its spiritual weapon), gains its Improved Critical, Critical Focus, and Staggering Critical feats, and gains the Mental Static Aura special ability.
Psychic Starknife (Su) After being used in a ranged attack, a psychopix's starknife turns into a spiritual weapon (as per the spell; caster level 16) and immediately continues to attack the same target (typically with a +22/+17/+12 bonus, dealing 1d8+5 force damage). A psychopix can teleport its starknife back to its hand as a move action, which ends this effect and negates the starknife's status as a spiritual weapon.
Slow-Homing Force Spike (Su) As a swift action, a psychopix can launch slow-moving spikes of force energy which slowly home in on up to three different targets within 20 ft.  If a target does not move at least 20 feet before the psychopix's next turn, the force spike hits that target unerringly, automatically dealing 4d4+4 force damage, causing the target to glow as if by faerie fire for 1 minute, confusing the target for 2d4 rounds unless it succeeds on a DC 24 Will save, and making a special trip check to knock the target prone, using its caster level plus Intelligence bonus in place of its CMB (typically +26).  Effects such as shield that block magic missile spells block a slow-homing force spike.  The save DC is Charisma-based.
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rebelcourtesan · 2 months
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My D&D 5e Character Build for Angel Dust
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I've created a character build for Angel Dust before, but I want to redo it since I've seen him in action and with a better understanding of his character and his abilities.
Angel Dust is a skilled fighter and protective of his friends so I want to create a build that reflects that.
Long post below with spoilers.
Stats (From Highest to Lowest)
Dexterity: (Top Stat) Angel Dust is not only a flexible dancer, but is a a crackshot with tommy guns.
Charisma: (2nd Highest) Angel Dust isn't top porn star of Hell for nothing.
Constitution: (3rd Highest) Angel Dust is no push over. He's used to taking hard drugs and dealing with rough porn scenes.
Wisdom: (4th Highest) While he comes across as self-centered, he does care about his friends and looks out for them.
Strength: (5th Highest) He's not the strongest, but he can handle egg bois just fine.
intelligence: (Dump Stat)
Race
Angel is going to be a reskinned Half-Elf.
He'll gain +2 to Charisma and add the two additional Ability points into Dexterity and Constitution.
Darkvision of 60 feet
He'll have advantage on saving throws against being charmed because he knows he's the sexiest thing in Hell.
Magic can't put him to sleep. I'd say it's because he's built up a resistance to sedatives due to drug use.
Can choose two skills to be proficient in. Choose Persuasion and Acrobatics
Background
Since Angel Dust was a mobster when he was alive, we're going to give him the Criminal background. This will give him proficiency in Deception and Stealth.
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Being a porn star in Hell is akin to being a Pop Idol.
Classes
We're going to start Angel off as a Bard. He is an entertainer after all, acting and dancing are part of being a Bard.
Level 1 - Bard 1st Level
Angel adds proficiency to Charisma and Dexterity saving throws.
He gains proficiency in three skills, so select: Performance, insight, and Perception.
Angel gains Bardic Inspiration, as a bonus action he can grant an ally a 1d6 to add to any ability check, attack roll, or saving throw. He can do this equal to his Charisma modifier and they refresh after a long rest.
Angel gains spells, but I would flavor these as instead of magic, he's using skills and seduction.
Cantrips:
Friends - being seductive, Angel gains advantage on Charisma check on a target of his choice.
Vicious Mockery - (You sack of poorly packaged horseshit!) Angel insults a target forcing them to succeed on a Wisdom saving throw or take 1d4 psychic damage and has disadvantage on their next attack roll. The damage goes up as Angel levels up.
Spells
Tasha's Hideous Laughter - Angel tells a joke and the target must succeed a Wisdom saving throw or fall prone overcome with laughter.
Bane - Angel can choose up to three creatures who must make Charisma saving throws or have 1d4 reduced from attack rolls or saving throws.
Charm Person - Angel can choose a target who must succeed on a Wisdom saving throw or be charmed by Angel. They perceive him as a friendly until attacked or harmed by Angel or his allies.
Silvery Bards - If Angel sees an enemy make a successful attack roll on an ally, as a reaction he can force the enemy to reroll and take the second result. Then he can give an advantage to an ally for their next attack roll, saving throw, or ability check.
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I'm addicted to the madness...
Level 2 - Bard 2nd Level
Angel gains Jack of All Trades which lets him add half his proficiency bonus to any skills that do not have proficiency.
He also gains Song of Rest. During a short rest, he gives allies an extra 1d6 to roll when they roll hit dice to regain hit points.
Angel also gains a new spell: Heroism - He can encourage an ally to be their best and they become immune to the frighten condition and gains temporary hit points equal to Angel's Charisma modifier at the start of each of its turns.
Level 3 - Bard 3rd Level
At this level Angel gains Expertise which lets him double his bonus in two proficiency skills. Choose Persuasion and Performance.
At this level, Bards choose a subclass. For Angel Dust, we're going into College of Lore.
He gains three new skills to be proficient in so choose. Intimidation, Medicine (from drug use), and Sleight of Hand.
He also gains the Cutting Words ability. As a bonus action, h e can spend a Bardic Inspiration die to subtract from an enemy's attack roll or saving throw.
Angel also gains a new spell: Suggestion - Angel can influence a creature to do as he wishes if they fail a Wisdom saving throw.
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Angel Dust loves to suck . . .popsicles . . and dicks.
Level 4 - Bard 4th Level
Ability Score Improvement - Point both points into either Charisma or Dexterity. We want these maxed out as soon as possible.
Angel also gains a new spell - Enhanced Ability: Angel encourages someone to be the best they can be by granting them advantages on one ability check while the spell is ongoing.
Level 5 - Bard 5th Level
At this level, Angel Dust's Bardic Inspiration die become 1d8s and with Font of Inspiration, he can refresh his Bardic Inspiration die after a short rest.
Angel gets a new spell - Antagonize: he can provoke an enemy into making a Wisdom saving throw. On a failure, they take 4d6 psychic damage and will attack any target of Angel's choosing or takes disadvantage on its next attack. On a successful saving, only takes half damage.
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Eat lead, sucker!
Level 6 - Fighter 1st Level
Alright, now we're switching gears. Now that we got Angel where he can self-guard his friends, we're going to make him a dangerous mobster by going into Fighter. Since most of his fighting relies on range weapons, having a high dexterity works in his favor!
Angel gains a fighting style, choose Archery. This nets him +2 to attack rolls with ranged weapons.
He also gains Second Wind. As a bonus action, he regains 10 + Fighter Level in hit points. He regains this after a short or long rest.
Level 7 - Fighter 2nd Level
Angel now has Action Surge. When activated, he can performed a second action on a turn. This refreshes after a short or long rest.
Level 8 - Fighter 3rd Level
Angel can go into a Fighter subclass. For this build, he'll go into Champion.
With Improve Critical, he scores a critical hit on a 19 and 20.
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Angel isn't just good at sex.
Level 9 - Fighter 4th Level
Ability Score Improvement - Put points into Charisma to improve his Bard Spells and grant him more Bardic Inspiration or into Dexterity to increase his AC or let him hit more often and deal more damage with range weapons.
Level 10 - Fighter 5th Level
Angel gets Extra Attack, which allows him to make two attacks whenever he uses the Attack Action.
Level 11 - Fighter 6th Level
Ability Score Improvement - Again, put points into Charisma and Dexterity until they are maxed out.
Level 12 - Fighter 7th Level
The Champion Subclass gives Angel Remarkable Athlete. With a long jump he can cover a distance of feet matching his Strength modifier.
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Angel draws on his past as a mobster to fight Exorcists.
Level 13 - Fighter 8th Level
Ability Score Improvement: Again, we want to max out both his Charisma and Dexterity.
However, if you already maxed out Charisma while close to maxing out Dexterity, you could take the Athlete feat instead.
Add 1 point to Dexterity
Angel can use only 5 feet of movement to stand from prone
Climbing does not cost him extra movement
He can make a running long or high jump using only 5 ft instead of 10 ft of movement
Level 14 - Fighter 9th Level
Angel gains Indomitable which will allow him to reroll a failed saving throw, but must keep the second result. He can do this once every long rest.
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Level 15 - Fighter 10th Level
As Champion, Angel Dust gets a second Fighting Style. Choose Close Quarters Shooter - This let's Angel attack an enemy within 5 ft with a range weapon without penalties. It also lets him ignore three-quarters cover of targets within range. This also grants him another +1 bonus on range attacks.
Level 16 - Fighter 11th Level
Angel gets an Extra Attack. He can now attack three times whenever he takes the attack action.
Level 17 - Fighter 12th Level
Ability Score Improvement - Put points into either Charisma and/or Dexterity. We want to improve Angel's Bard spells while improving his range attacks and AC.
Level 18 - Fighter 13th Level
Angel gets a second Indomitable (allowing him to reroll a failed saving throw). Both refresh after a long rest.
Level 19 - Fighter 14th Level
Ability Score Improvement - Like before, put points into Charisma and/or Dexterity. We want both of these stats maxed out.
Level 20 - Fighter 15th Level
Angel attains Superior Critical, allowing him to deliver critical hits on 18-20 on the die.
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Angel Dust, a charismatic mobster.
With this build, you should have the both sides of Angel's personality, the whimsical porn starlet who can stand against Exorcists and other demons.
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dungeonmastertyrant · 3 months
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Ranger (Fey Wanderer)
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Dreadful Strikes: At level 3, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach level 11.
Fey Wanderer Magic: Also at level 3, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level 3: Charm Person
Ranger Level 5: Misty Step
Ranger Level 9: Dispel Magic
Ranger Level 13: Dimension Door
Ranger Level 17: Mislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Feywild Gifts:
D6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.
Otherworldly Glamour: Additionally at level 3, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist: Beginning at level 7, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements: At level 11, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer: When you reach level 15, you can slip in and out of the Feywild to move in a blink of an eye: you can cast the Spell Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Source:  Tasha's Cauldron of Everything
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madfishmonger · 4 months
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Found this while going through old docs, I never finished making them but they amused me greatly. If you like them I'll add more.
http://lewisandquark.tumblr.com/post/159363915392# Neural Network Spells
The programmer Janelle Shane makes neural network programs with hilarious and interesting results. They did a round with D&D spells and came up with the best list of spell names I've seen in a while. I began to homebrew the spells, but got distracted, but recently I decided to challenge myself by finishing this and coming up with homebrew spells for all of the weird names on this list. <a href="http://aiweirdness.com/post/159363915392/new-dd-magic-spells-designed-by-neural-network">Click here for the original post</a>
### The Spell List
Moss Healing Word
Hold Mouse
Barking Spehere
Heat on Farm
True Steake
Finger of Enftebtemang
Fomend's Beating Sphere
Purping Lightsin
Farming
Wrathful Hound
Q's Invisibility
Cow of Auraly
Mind Blark
Stone Share
Puijune Magic Furs
Grove of Plants
Conjure Velemert
Vicious Markers
End Wall
Mous of Farts
Cursing
Gland Growth
### Cantrips
#### Finger of Enftebtemang
*Necromancy cantrip; clerics, wizards*
- **Casting Time:** 1 action
- **Range:** 30 ft
- **Components:** S, V (must be able to pronounce “Enftebtemang”)
- **Target:** one target
Roll a ranged spell attack. On a hit, a ray of sickly purple light spews forth from the pointing finger of the caster, poking sharply in to a single target (usually in the arm) dealing 1d6 necrotic damage, and the target must make a Constitution saving throw. On a fail, the target has disadvantage on any ability checks it makes until the end of your next turn. Said to have been created by a wizard with a very annoying older sibling.  This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### First Level
#### Moss Healing Word
*1st-level divination spell; druids, rangers, clerics*
- **Casting Time:** 1 action
- **Range:** touch
- **Components:** V, a handful of healthy moss & a piece of string, ribbon or cloth, which the spell consumes.
- **Duration:** 1 hour
The caster says a word of healing in to the handful of moss and places it on the skin of another creature, binding it with cloth, string, or ribbon. At any time during the next 1 hour, the target can release the tie and receive 2d4+2 healing as the moss dissolves into the skin. If the moss is exposed to flame (from a fireball spell for example), acid, being frozen, or soaked underwater, the moss will be destroyed and the spell will fail. If the tie is forcibly removed, by another creature's attack for example, the spell will go off automatically.
*At higher levels* - When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st and the moss remains for an additional hour.
#### Q's Invisibility
*1st level illusion spell; wizards, trickster clerics, arcane trickster rogues*
- **Components** somatic
- **Duration** 1 hour
- **Range** touch
- **Casting time** 1 action
This spell makes the target invisible, but leaves their clothing and other belongings visible, as well as anything picked up or carried by the target. The appearance of clothing walking around on its own is rather unusual, and anyone within sight of the target must make a DC 14 intelligence save or be stunned until their next turn.
*At higher levels* - for every level above 2nd, the caster can target one additional creature.
#### Vicious Markers
*1st level illusion; bards*
- **Components** somatic, a quill or other writing implement
- **Casting time** 1 action
- **Duration** instantaneous
The caster makes a writing gesture in the air and mentally composes a phrase or insulting remarks. Target must make a wisdom saving throw vs the caster's spell save DC or take 1d6 psychic damage from the words only they can see written magically in the air.
*At higher levels* ; For every level above first, the target will take another 1d6 psychic damage on a failed save.
### Second Level
#### Puijune's Magic Furs
*2nd level abjuration spell; druids, rangers*
- **Components** S, a scrap of fur
- **Duration** 8 hours
- **Range** touch
- **Casting time** 1 action
Casting this spell causes a warm fur hat to appear on the head of the target. If the target cannot wear a hat, it will create a hood, scarf, or closest possible approximate headgear. If a type of fur of preferred, the caster may speak it at the time of casting, otherwise a random fur type will appear. The type of fur has no bearing on the efficacy of the spell, it is purely aesthetic. The target of the spell can tolerate temperatures as low as -50 degrees Fahrenheit (-46C) without any additional protection. If the target wears additional winter clothes, they can tolerate temperatures as low as -100 degrees Fahrenheit (-73C).
*At higher levels* - for every level above 2nd, the caster can target one additional creature.
#### Fomend's Beating Sphere
*2nd level evocation ; wizards, warlocks, bards*
- **Casting time** 1 action
- **Range** 30 ft
- **Target** One target
- **Concentration**
- **Component** verbal, somatic, a miniature drum
Make a ranged spell attack. On a hit, a shimmering sphere of magical energy surrounds the target, filling the inside with the deafening sound of beating drums. Target takes 2d6 psychic damage on the first round and cannot benefit or be targeted by any spell, ability, or effect that relies on sound, as they are surrounded and deafened. Each round afterward, if concentration is held, the target may make a WIS save versus the spellcaster's DC, or suffer 1d6 psychic damage and remain deafened.
*At higher levels* - When you cast this spell using a spell slot of 3rd level or higher, the target suffers an additional 1d6 initial damage and another 1d6 damage each subsequent round.
#### Cow of Auraly
*2nd level conjuration spell; druids, rangers*
- **Components** somatic
- **Duration** 1 hour
- **Range** 30 ft
- **Casting time** 1 action
This spell conjures a full size (~500 lbs/kg) cow and so must be cast in a space large enough to fit it. If the area is not large enough, the spell will fail. The cow is corporeal, but cannot be harmed, nor can she harm others, however she can block a path, push or pull objects, or provide three quarters cover. The cow has a speed of 15 ft per round, and can be commanded to move or stay by the caster. The cow has a strength of 20 (+5) and a dexterity of 10 (+0). If attacked, the cow utters a loud moo of annoyance but remains unharmed. The cow is stubborn and the caster will use its abilities more efficiently if they take the time to befriend the cow. The same cow is summoned each time, and will remember how the caster behaves toward her. She fades away with a soft moo after one hour or when dismissed by the caster. The intelligence of the cow is debatable, and it can be difficult to determine how she perceives her surroundings. Some say she was the cow of a great druid farmer in times of old, so steadfast and devoted she transcended to the astral plane. Others say the cow is a wise old monk taking the form of the cow to observe the world. Either way, her origin remains mysterious, and this spell is uncommonly found.
#### Stone Share
*2nd level evocation; wizards, clerics, bards, warlocks, rangers, sorcerers, druids*
- **Components** verbal, somatic, a fist-sized rock which the spell consumes
- **Duration** 3 hours held, 1 action to use
- **Casting time** 10 minutes
The caster spends the casting time infusing the stone with a first-level spell of their choice. Once the caster has finished, the stone splits in half. The caster may then give half the stone to another creature. The creature must have an INT of at least 8 to be able to use the stone. The creature may then use the stone within the next three hours to cast the held spell with an action, even if they are not a spellcaster. Use the statistics for the initial caster's spells. While this infused stone is shared, the initial caster does not have access to this spell and cannot cast it. If the stone of either creature is removed from their possession, the half-stone crumbles and the spell ends.
#### End Wall
*2nd level conjuration, druids, wizards*
- **Components** verbal, somatic, a pebble
- **Casting time** 1 action
- **Duration** five minutes
- **Concentration**
This spell needs to be cast between objects that can support the wall on at least two sides. The spell creates a shimmering magic wall measuring no more than 20 feet on each side that will fill and fully block a space. The wall is made of shimmering magic and is one foot thick. It has 20 HP and an AC of 11. It will completely fill the space and will not allow water or air through, though it is semi-transparent. Spells cast through the wall must beat its AC.
*At higher levels* - for each level above second you can create 10 more feet of wall in every direction.
\page
### Third Level
#### Cursing
*3rd level necromancy, clerics, warlocks, sorcerers*
- **Components** a long series of curse words
- **Casting time** 1 action
- **Duration** 1 minute
- **Target** one target
- **Concentration**
The target must make a Constitution saving throw vs the caster's spell save DC. On a fail, the target takes one level of exhaustion until the concentration is broken. The target will also emit involuntary curse words once per round.
*At higher levels* - When cast at 5th level, it causes 2 levels of exhaustion. 7th level: 3 levels of exhaustion. 9th level: 4 levels of exhaustion
### Fifth Level
#### Barking Sphere
*5th level illusion spell, wizards, clerics*
- **Components** a jar containing a glass marble and the bark of a dog
- **Duration** 8 hours
- **Range** touch
- **Casting time** 1 action to cast, 1 reaction to trigger
The caster touches themselves or another creature, and the target is protected for the next 8 hours. If the spell has not been triggered by the end of the 8 hours, it fades. The spell is triggered by any hostile weapon or magical attack on the target. When triggered, the target is encased in an invisible sphere of protection, which barks loudly, able to be heard up to 60 ft away. Any creatures within 5 ft not hostile to the target are gently pushed to the nearest unoccupied space. Any creatures hostile to the target within 5 ft are forcibly pushed in to the nearest unoccupied space and must make a DC 15 DEX save or be knocked prone. The triggered sphere and the barking are active for 1 minute after being triggered. or until the caster or the target speak the command word to end the spell early. Only the caster can end the spell on the target before the spell has been triggered, and if they choose to end it the spell slot is still expended. The person inside the sphere cannot cast spells, attack, or interact with items. They also cannot be attacked, affected by spells, or have items interact with them.
### Wrathful Hound
*5th level conjuration spell, Wizards*
- **Casting time** 1 action
- **Range** touch
- **Duration** 8 hours, once triggered - concentration, up to 1 minute
- **Components** verbal, somatic, material: an item on the target's body to hold the spell
The caster casts the spell on to a mundane item on the target's body such as a piece of clothing, jewelry, or nonmagical weapon. To cast the spell is one action, and it will cost a reaction to trigger it. Any hostile physical or magical attack on the target from within 30 ft will trigger the spell. Once triggered, a ghostly hound leaps from the item and viciously attacks the nearest hostile target within 30 ft. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. The hound cannot be surprised. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to the caster's spellcasting ability modifier. On a hit, it deals 4d8 piercing damage. As a bonus action on each of your turns, you can command the hound to move up to 30 ft. The hound cannot be harmed or attacked but will disappear if concentration is broken or one minute has passed. Each creature can only have one Wrathful Hound on them at all times. If the item the Wrathful Hound is cast in to is removed from the target, it must be returned within one minute or the spell will fail. If the hound has not been triggered within the 8 hours, the spell fades. If the caster is concentrating on another spell when the hound is activated, that spell will drop and be replaced by the hound.
This spell cannot be stored in any spell storing item.
*At higher levels* - for every level above 5th, the caster can cast the hound on an additional object for another recipient.
### Sixth Level
#### Conjure Velemert
*6th level conjuration spell, wizards, warlocks*
- **Components** verbal, somatic, incense and chalks worth at least 10 gp which the spell consumes
- **Duration** 10 minutes
- **Range** 10 ft
- **Casting time** 10 minutes
Use the chalks to draw a magical circle in a 10 foot radius in a clear, unoccupied space, then stand outside of the circle and light the incense. Inside the circle, a counter and shelves will appear around them filled with the typical goods in a provisions shop with Velemert as merchant. Velemert appears as a different race and gender each time, but is always dressed in the same brightly-coloured clothing and outrageous hat. It is up to the DM if Velemert carries magic items, but they carry common items such as equipment packs, torches, water skins, rations, etc. Velemert will also purchase excess equipment and sell items to the players at the suggested cost. If Velemert or their shop is attacked, or the magic circle is damaged or destroyed before the spell is complete, the shop will disappear. Velemert cannot leave the circle, and nothing from the shop may be removed from the circle until a transaction is complete. If shoplifting is attempted, the item simply disappears from the thief's hands and reappears on the shelf. Velemert has a perfect memory and may increase costs toward those who are unkind, but will also reward those who show them respect.
### Eighth Level
#### Grove of Plants
*8th level transmutation spell, druids*
- **Casting time** 8 hours
- **Range** 60 ft radius
- **Components** somatic, at least a gallon (4 litres) of water, which the spell consumes
The caster must sit in a comfortable pose in an unoccupied space with a 60ft radius. The spell will conjure a grove of healthy plants local to that region over the course of the spell. The earth must be capable of sustaining life (not salted or otherwise destroyed), but it may be low-quality earth. At the end of the spell casting, the caster will be surrounded by a beautiful grove of plants, the tallest ones reaching 10 ft. These can be any plants that grow naturally in the area of the caster's choosing - food-bearing plants, spiked thorns, coniferous trees, or a mix of all the local plants. If there already is plant life there, it is enhanced and bolstered by the spell. If there are large rocks within range, plants will grow around them on on them as best as possible (moss or ivy will cover it, for example). The grove leaves a flat, grassy or mossy space in the centre around the caster in a 15 ft circle. Once grown, the plants will remain in the area, and will need to be maintained and sustained as if they had grown naturally. If the caster brings seeds for non-native plants, they may be placed in the water and will grow as part of the grove in the location of the caster's choosing, but as it will be subject to the environment once grown these seeds must be chosen wisely (for example, a tropical plant in a cold wintery climate would not survive).
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creativerogues · 3 years
Text
1d30 Critical Fumbles!
Discombobulated. You become Incapacitated for 1 round.
Revealed Intentions. You suffer disadvantage for your next attack. 
Psychic Nose Bleed. You gain 1 Level of Exhaustion.
Exposed Defences. Your attack unbalances you so much that your target may take one attack against you as a reaction. 
Shook Up. You are stunned for 1 round. 
Bad Timing. You drop to last in the Initiative Order for the combat and do not act again this round. 
Wind knocked out of You. You gain 1 Level of Exhaustion. 
Costly Mistake. Your target may re-roll all 1s and 2s on the damage roll for the next successful melee attack against you. 
Your own worst Enemy. You suffer the effects of a Bane spell for the next three rounds. 
Slipped. You must make a successful DC 10 Dexterity Saving Throw or immediately fall Prone.
Lose your grip. Your drop anything you had in hand and it falls 10’ from your location in a random direction. 
Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used on their next attack. 
Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction. 
Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. 
Bruised knuckles. You suffer disadvantage for the rest of the encounter. 
Stuck! Your foot becomes lodged in the floor or a nearby object. You are Restrained. You must make a DC 14 STR check to remove it as an action. 
Panic attack. You immediately suffer the effects of the Confusion spell for 1 round. 
Overcharged. Take 2d6 force damage.
Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save, and gain a +1 to the roll for every +1 of the weapon.
Bad recoil. You lose your grip and your weapon recoils back behind you. It lands 10’ behind you.
Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.
Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your target.
Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.
Deep cut. You start bleeding. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd. until healed.
Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an action.
Dropped weapon. You fumble and drop your weapon and ammo at your feet.
Draining Spell. You lose one additional spell slot.
Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage. 
Oops! You clonk your head or hand on something, take 1d4 damage. 
Faerie Fire. You are afflicted as if by the faerie fire spell for 1d6 rounds.
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paperanddice · 2 years
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Another of the Janus creatures, this noble looking knight is not human. Its armor is its skin, or is so tightly bonded that it's impossible to remove one without the other. Any attempt to remove or destroy the armor of a knight of strife and joy just reveals raw, bloody muscle and inhuman organs below. Beyond that, the creature is driven to bring both strife and joy to all around it, magically compelling such events if it must.
The creature's shield is no mundane object, instead being an extension of the knight's mind and will. The faces upon it see and have wills of their own, and so long as the knight carries the shield it benefits from their presence. Stealing or destroying the shield greatly weakens the knight, leaving it near helpless, but if it can survive it can craft another out of its own body while the old one is destroyed.
Outside of my dream monster setting, the knight of strife and joy is most likely a celestial or fiend, depending on what morality you want to assign it. Despite looking humanoid, it is not well suited to that type without some adaptation or a very intriguing explanation for the bond to the shield. In combat it's intended as a front line disruptor, using its high defenses to tank attacks and its magic to shatter enemy formations and strength.
Originally from the Dreamblade Base Set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I'm working on, consider backing me there!
5th Edition
Knight of Strife and Joy Medium aberration (janus), unaligned Armor Class 20 (plate, shield) Hit Points 105 (10d8 + 60) Speed 30 ft. Str 15 (+2) Dex 9 (-1) Con 22 (+6) Int 10 (+0) Wis 10 (+0) Cha 16 (+3) Skills Perception +6 Senses passive Perception 16 Languages any two languages Challenge 5 (1800 XP) Face Shield. While holding its shield the knight has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. If it is not holding its shield, it instead has disadvantage on any of those checks or saves and cannot cast spells. The knight can create a shield whenever it completes a short or long rest. It's previous shield dissolves into powder when it creates a new shield. Strife And Joy. Creatures of the knight's choice within 30 feet of it have advantage on saving throws against being charmed or frightened. Each time a creature enters that area for the first time on a turn or starts its turn in that area, the knight can choose to force the creature to make a DC 14 Charisma saving throw; on a failure, it has disadvantage on saving throws against being charmed or frightened. If the target is immune to being charmed or frightened, it instead loses that immunity but does not have disadvantage on saves against that effect. This lasts until the knight is incapacitated, or the creature is no longer within 30 feet of the knight. Actions Multiattack. The knight makes one melee attack and casts one spell with its Spellcasting, or makes two Slam attacks. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 7 (2d6) psychic damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Spellcasting. The knight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: bless, command, hideous laughter 1/day each: compulsion, confusion, dissonant whispers, fear Reactions Defender. When a creature the knight can see attacks a target other than the knight within 5 feet of the knight, the knight can make itself the target of the attack instead.
13th Age
Knight of Strife and Joy  4th level spoiler [aberration]  Initiative: +6 Slam +8 vs. AC (2 attacks) - 5 damage Shield Bash +8 vs. AC - 5 damage plus 5 psychic damage Natural 16+: The target also takes a -4 penalty to MD (save ends). C: Bringer of Strife and Joy +7 vs. MD (1d4 nearby enemies) - 5 psychic damage Natural Even Hit: The target is also confused (save ends). Natural Odd Hit: The target is also weakened with laughter (save ends). Limited Use: The knight can only use this attack when the escalation die is even. Face Shield: As long as it is holding its shield, the knight has a +5 bonus to saves against being confused, dazed, or stunned. If it loses its shield (due to a clever maneuver, ritual, or other act), it has a -5 penalty instead and can’t use bringer of strife and joy or shield bash. AC 22 PD 18 MD 16 HP 44
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Note
Cursed idea: Would you make statblock of "ml salter" as dnd monster?
Ayo bet
Miraculous Salter (Medium Fiend(shape changer), Chaotic Evil)
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Armor Class: 10(natural armor), because they can’t take the idea that a character is literally just a teenager
Hit Points: 12(2d6)
Speed: 30 feet
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Stats-
STR: 8(-1)
DEX: 8(-1)
CON: 9(-1)
INT: 8(-1)
WIS: 6(-2)
CHA: 7(-2)
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Skills: Deception to trick you into hating a good character +3, Persuasion to make you feel awful about loving a character +4 
Damage Resistances: Canon Evidence
Senses: Passive Perception low enough to miss the fact Alya is a good friend, Passive Perception high enough to cling onto any character flaw.
Languages: Salt Tag, Batman, Common
Challenge 4 (1,100 XP)
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Actions:
Salt- The character of their choosing has their most negative attributes blown up to 100 million if they lose a Wisdom Saving Throw. This can only be cured via Greater Restoration. They also take 2d10 points of Psychic Damage.
Vicious Mockery- They unleash a string of insults at a creature they can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Hit-While-Down- If a creature is below half it’s health from a terrible plot decision in the show, the Salter can enact a painful 1d6 hit to destroy the character even more.
.
This is just satire, mostly.
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Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have “suped-up” versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight! 
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didn’t have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7) Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a class’s unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicity’s sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunter’s Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar.  Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8)   Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creature’s abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Don’t use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually don’t want a cannon in your players’ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature has...
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature is...
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, can't stand getting dirty
Irrationally terrified of something in the players' arsenal (magic, animals, fire, etc)
Biased against one of the players' species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition
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thecreaturecodex · 3 years
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Thri-Kreen
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Image by Brian Despain, © Wizards of the Coast. Accessed at the Monster Manual II Art Gallery here
[The thri-kreen was never meant to be a PC race. At least, not originally. They originally appeared in the AD&D Monster Manual II with 6 Hit Dice and a load of special abilities. In Dark Sun, thri-kreen player characters didn’t get all of these abilities all at once, but were partitioned out over the first six levels. The ones with racial HD were called “tohr-kreen”... which then got retconned when 6 HD thri- and tohr-kreen both existed separately later in 2nd edition. The tohr-kreen were forgotten for a long while. 3e made thri-kreen a race with 2 HD and used their level adjustment system. I certainly played a thri-kreen character that abused the heck out of the Multiweapon Fighting chain. 4e toned them down to be a bit more in tune with the player powers of the rest of their Dark Sun races, and 5e went back to the AD&D 1e model, where they are just monsters, not player characters at all.
So I had a lot of history to choose from. I wanted to make them PCs, but that required toning them down significantly from their 3e levels. I created feats that help them get more towards that value, but still not entirely. PFRPG is much stingier with multiple attacks than 3.x was, and a PC race with five attacks from the get-go is right out. A lot of their mechanical flavor has already been swiped by Pathfinder races (the kasatha got the deserts and four arms; the trox got the big bugginess and natural attacks), so I wanted to make sure they were differentiated. I consulted with my friend @bowelfly​ for what they thought were vital to the feel of a thri-kreen, as they are a connoisseur of bug people.]
Thri-kreen CR ½ CN Monstrous Humanoid (kreen) This humanoid mantis is a dusty yellow color. It has four arms, but two seem to be its primary ones. It wears little clothing and carries multiple strange weapons.
The thri-kreen are sometimes called “mantis warriors”, as this describes both their physical appearance and their cultural values. Thri-kreen are nomadic hunters, and combine keen loyalty with a fierce need for competition. Members of a clan would hardly consider betraying one another, but they jockey constantly for position, and fights to the death are not unheard of to obtain a leadership role from a leader considered past their prime. They are skilled and patient hunters, moving frequently to avoid depleting prey items or causing undue ecological stress. Thri-kreen mate for life, and the care of the young is shared between all members of the clan. They grow to adulthood quickly, being mature within 5 years of age, and are considered ancient if they live to the age of 35. Thri-kreen often decorate their chitin exoskeletons with etchings and paints, the latter only for special occasions.
Thri-kreen prefer to attack from ambush, using their ability to change color to hide and their remarkable leaping ability to spring to the attack. The weapons of a thri-kreen are among their only possessions, and are thus well cared for. The primary melee weapon used by thri-kreen is a two-headed, crescent-bladed polearm called a gythka (treat as an orc double axe). As ranged weapons they use oversized shuriken known as chatkcha (treat as a starknife). Unusually, armor is only worn by the boldest and most confident thri-kreen, as it interferes with their camouflage abilities.
Thri-kreen advance by character class. Most of them choose classes with a full base attack bonus, like fighter, ranger or brawler. Their spellcasters are typically psychics, especially with the lore or self-perfection disciplines. Those that cast divine spells are usually druids—they do not trust gods, which they cannot see or taste, as opposed to natural forces which they can.
Thri-kreen as Player Characters Thri-kreen do not have racial Hit Dice, and advance by character class. A thri-kreen character has the following attributes
+2 Dex, +2 Con, -2 Cha Thri-kreen are nimble and tough, but have alien minds and emotions. Monstrous Humanoid Thri-kreens are not subject to spells and effects that target humanoids only Medium Size A thri-kreen gains no benefits or penalties from its size Low-light vision +1 natural armor Normal Speed Bite A thri-kreen gains a bite attack as a primary natural weapon that deals 1d4 points of damage Chameleon Skin (Ex) A thri-kreen can change the color of its carapace to match its environment. It gains a +4 racial bonus to Stealth checks if it is wearing no armor and only light clothing. If wearing light armor, or clothing that covers the body, it gains a +2 racial bonus on Stealth checks. If wearing medium or heavy armor, it gains no bonus. Master Leaper (Ex) A thri-kreen gains a +4 racial bonus on Acrobatics checks made to jump. It takes no penalty to Acrobatics checks made to jump without taking a running start. If it does take a running start, it doubles the distance covered. Secondary Arms (Ex) The secondary arms of a thri-kreen cannot be used to wield weapons or shields, but can be used to draw or stow small objects as a swift action. They can be used to provide somatic components even if both hands are full. Weapon Familiarity (Ex) A thri-kreen treats starknives as a simple weapon, and treats orc double axes as a martial weapon. Languages Thri-kreen start play speaking Kreen. A thri-kreen with an Intelligence bonus may choose from the following languages: Common, Dwarf, Elven, Gnoll, Halfling, Sylvan.
Statistics for a sample thri-kreen character, and feats for thri-kreen characters, under the cut
Thri-kreen ranger 1           CR 1/2 XP 200 CN Medium monstrous humanoid (kreen) Init +3; Senses low-light vision, Perception +5 Defense AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 12 (1d10+2) Fort +4, Ref +5, Will +1 Offense Speed 30 ft. Melee double axe +3 (1d8+3/19-20), bite -2 (1d4+1) or double axe +1 (1d8+2/x3), double axe +1 (1d8+1/x3), bite -2 (1d4+1) or bite +3 (1d4+3) Ranged starknife +4 (1d6+2/x3) Special Attacks favored enemy (magical beasts +2) Statistics Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 16 Feats Two-Weapon Fighting Skills Acrobatics +4 (+8 when jumping), Climb +6, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +11, Survival +5 (+6 following tracks); Racial Modifiers +4 Acrobatics when jumping, +4 Stealth Languages Kreen SQ chameleon skin, mighty leap, track +1, secondary arms, weapon familiarity, wild empathy -1 Ecology Environment warm deserts and plains Organization solitary, pair, gang (3-6), patrol (7-12 plus 1 leader of 3rd level) or clan (13-40 plus 50% noncombatants, plus 1-3 leaders of 3rd-7th level) Treasure NPC gear (double axe, two starknives, other treasure)
Thri-kreen Feats A thri-kreen’s body and mind can develop in unexpected ways over the course of their lives, enhancing their natural abilities. Thri-kreen may choose from the following feats
Chitinous Claws (Combat Feat) Your fingers end in sharp claws instead of dull points. Prerequisites Improved Unarmed Strike, kreen subtype Benefit: Your unarmed strikes can deal bludgeoning, piercing or slashing damage, as you choose.
Effective Limbs (Combat Feat) You have trained your secondary limbs until they are as strong as ordinary arms Prerequisites Str 17+, base attack bonus +6, kreen subtype Benefit You may use your secondary limbs to wield weapons, hold shields and do anything else a limb can do.
Improved Chameleon Skin You have great control over your ability to change color Prerequisites Wis 13+, character level 3rd, kreen subtype Benefit Your racial bonus to Stealth checks when unarmored increases to +8. When wearing light armor or covering clothing, it decreases to +4.
Improved Venomous Bite (Combat Feat) You can produce paralytic enzymes at an incredible rate Prerequisites Con 15+, base attack +9, kreen subtype, Venomous Bite Benefit You may use the poison from your  Venomous Bite feat a number of times per day equal to your level + your Constitution modifier.
Tohr-Kreen Casting You can tap into the magic of the mantis nobles Prerequisites Intelligence 13+, character level 5th, kreen subtype Benefit You gain the following spell-like abilities. 3/day—mage hand; 1/day—blur, invisibility. You use your Hit Dice as your caster level, and your Intelligence modifier for concentration checks.
Venomous Bite (Combat Feat) You can produce paralytic enzymes in your saliva Prerequisites Con 13+, base attack +4, kreen subtype Benefits You may choose to inflict poison on a creature you hit with your bite attack a number of times per day equal to your Constitution modifier Kreen Poison; bite—injury; save 10 + ½ Hit Dice + Constitution modifier; duration 1/round for 2 rounds; effect 1d4 Dex damage; cure 1 save.
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dungeonmastertyrant · 3 months
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Barbarian (Path of the Beast)
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
Origin of the Beast
1d4 Origin
1 One of your parents is a lycanthrope, and you've inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.
Form of the Beast: Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul: Beginning at level 6, the feral power within you increases, causing the natural weapons of Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Infectious Fury: At level 10, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
The target must use its reaction to make a melee attack against another creature of your choice that you can see.
Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Hunt: At level 14, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Source: Tasha's cauldron of everything
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grailfinders · 3 years
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Fate and Phantasms #Gudako: Gudako
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Happy April Fools! We were going to do Scathach today, but this thing crawled into my home and it won’t go away until I make a build of it. So here’s Gudako.
Check out her build breakdown below the cut, or her character sheet over here!
We’ll then return to our regularly scheduled Scathach.
Race and Background
Ritsuka Fujimaru is a human, but you’re an awful little gremlin with a penchant for lechery. In other words, a Lightfoot Halfling. That gets you +2 Dexterity, +1 Charisma, and makes you Lucky, Brave, Nimble, and Naturally Stealthy. This means you can re-roll ones on attacks, checks, and saves, have advantage against being frightened, can move through larger creatures, and can hide behind them as well.
We’re also making up a Gambler background for you, giving you proficiency in Deception and Insight. 
Ability Scores
Even if you’re a weird awful version of FGO’s master, you’re still FGO’s master, so your Charisma is pretty freaking good. After that is Constitution- I don’t know how you survived the end of that last book but you did, so that’s probably con based. After that is Dexterity. It might just be the art style, but you’re kind of noodly, and incredibly fast. Your Strength isn’t amazing just yet, you’re still kind of a nerd. After that is Intelligence, then Wisdom. You play a gacha game. Enough said. 
Class Levels
1. Sorcerer 1: Mages in the Nasuverse are kind of a weird mix between sorcerers and wizards, but since you never really learned about magic that means you’re 100% the former! 
Thankfully, being a sorcerer opens us up to the gacha of the magic world, Wild Magic! At first level you can cast Spells using your charisma, and first level or higher spells can activate your Wild Magic Surge. After casting such a spell, you roll a d20, and on a 1 you then roll on the big ol’ table and get weird magic stuff. If you’d rather roll more often, your Tides of Chaos can force the issue. You can spend it to gain advantage on an attack, check, or save once per long rest. That being said, you can speed things up at your DM’s discretion, recharging the tides with a mandatory roll on the wild magic surge table.
Speaking of spells, you get a bunch of cantrips here. Friends and Mage Hand will improve your relationship with Mash, Prestidigitation takes care of all of that “actual magic” stuff, and Message lets you use your phone like a phone. Weird, I thought this was a gacha console?
For first level spells, Chaos Bolt brings the gacha into your combat, with the spell’s damage type based on the damage roll you make. It also has a chance of bouncing off and hitting another target for theoretically infinite damage. Expeditious Retreat will give you that gremlin speed you’re known for.
Finally, you get proficiency with Constitution and Charisma saves, as well as the Arcana and Intimidation skills. You just kinda give off this aura, y’know?
2. Sorcerer 2: Second level sorcerers become a Font of Magic, giving them sorcery points equal to their level that they can spend to make new spell slots. You can also do the reverse, but that won’t be useful until next level. You also learn how to bring out a creature’s hidden desires with Id Insinuation, which forces a wisdom save (DC 8+chr mod+ proficiency) or the target is incapacitated and takes psychic damage. There’s a reason your little eggplant has trouble fighting you off.
3. Sorcerer 3: Third level sorcerers get Metamagic, ways to use your sorcery points to enhance your magic. You strike me as a buster meta player, so Empowered Spell will let you get the most damage out of your spells (and also let you cheat a bit on Chaos Bolt). You also learn how to skip the casting animations on your spells thanks to Quickened Spell, turning an action casting spell into a bonus action.
On top of that, Hold Person lets you hold a person down while you have your way with them. By that I mean attack them, duh. Get your mind out of the gutter.
4. Sorcerer 4: Use your first Ability Score Improvement to bump up your Strength. Trust me, it’ll help out later.
You can also cast Create Bonfire for the survivalist in you, or you can Mind Thrust on the people you’re holding. It’s still nothing lewd, it just deals psychic damage, and if a creature fails the intelligence save it can’t take reactions until the end of its next turn and has to choose between moving, taking an action, or a bonus action next turn.
5. Sorcerer 5: Fifth level sorcerers get third level spells, and Conjure Lesser Demon lets you summon Mephistopheles to the battlefield! Actually it’s just eight manes or dretches, but it sounds like it would summon Mephistopheles. Those demons are just as loyal as Mephy though, so... keep your distance.
6. Sorcerer 6: Sixth level wild mages can Bend Luck as a reaction, adding or subtracting 1d4 from any check, save, or attack you wish near you. Now you really have protagonist powers! You can also cast Haste now for additional gudaspeed.
7. Sorcerer 7: Seventh level sorcerers get fourth level spells, and Conjure Shadow Demon does exactly what you think it does. You can conjure a shadow demon- I think Cursed Arm would probably count for this? Also, this demon’s slightly more cooperative, but it will probably turn on you after the fight’s over.
8. Sorcerer 8: Use this ASI for more Charisma. You can also Conjure Barlgura, which also does exactly what you think it does; conjures a barlgura. What, you don’t know what a barlgura is? Yeah right, everyone knows barlguras! They’re so iconic I don’t even have to tell you which servant they’re like!
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What the hell? It’s been eight levels already and we haven’t even summoned a four star yet! I’m so salty I’m gonna....
9. Barbarian 1: Going into barbarian lets you turn your gacha salt into Rage, giving you extra bonus damage on attacks, getting advantage on strength saves and checks, and you get resistance to physical damage types. You also get an Unarmored Defense, letting you continue your fight even in the nude.
10. Barbarian 2: You can now make Reckless Attacks, gaining advantage on all attacks for the turn at the cost of taking attacks at advantage for the round. Your Danger Sense also gives you advantage on dexterity saves that you can see coming. You might think that’ll help when Berserker of Learning with Manga turns on you. You’d be wrong.
11. Barbarian 3: Did you think the gacha was over just because of a class change? Hah! Thanks to Tasha’s, you can set down the Path of Wild Magic at third level, giving you Magic Awareness, an action to sense magic within 60′ of you proficiency times per long rest.
More gachaly, you get a new Wild Surge when you rage. It’s a smaller table than your sorcerer surges, but it’s more consistent. It’s the friend point gacha to the other’s quartz gacha.
You also get Athletics proficiency from your Primal Knowledge, for better sprints.
12. Barbarian 4: Bring your Strength even higher so hitting people is actually a good idea.
13. Barbarian 5: You get an Extra Attack each action now, and your Fast Movement adds 10′ to your movement speed, making you not the slowest person in the party any more!
14. Barbarian 6: At sixth level, your Bolstering Magic lets you spend an action to either A) add a d3 to a creature’s attacks or checks for 10 minutes, or B) regain a creature’s spell slot, with the level based on the roll of a d3. You can use the second one once per creature per long rest, but your total number of uses is equal to your proficiency bonus each long rest.
15. Barbarian 7: Seventh level barbarians let their Feral Instinct take hold, gaining advantage on initiative rolls. You also can ignore surprise by raging. Your Instinctive Pounce lets you move up to half your speed when you rage. You like pouncing.
16. Barbarian 8: Use this ASI to bump up your Constitution for more health, more AC, and stronger rage spells.
17. Barbarian 9: Your Brutal Critical gives you an extra die of damage when you deal a critical hit, as you rub gacha salt in the enemy’s wounds.
18. Barbarian 10: Your last wild magic goody is the Unstable Backlash- when you take damage or fail a save while raging, you can roll on the wild magic table and replace your current effect. More gacha, MORE GACHA! 
You also get more Primal Knowledge for Survival proficiency. I think you kinda ended society as we know it in at least one timeline, so you’ll need it.
19. Barbarian 11: Your Relentless Rage gives you a guts skill of your very own! When you would normally drop to 0 hp you can make a constitution save to say at 1 hp instead. The DC increases each time, but resets on short rests.
20. Barbarian 12: Your final level is another ASI for more Strength. Hit people, it’s real simple.
Pros:
You are just so random, which makes it hard to strategize against you. Your enemy can’t know what you’re gonna do if you don’t!
You’re pretty beefy, but you can also send in a demon squad to cause chaos in your stead when you’re feeling lazy.
Halfling’s lucky is so useful it honestly deserves its own pros spot. Nat 1s are for nerds!
Cons:
Mixing conjuration and rages is never going to end well, especially when those conjurations want you dead.
You’re so random that you can’t really strategize for anything. Yeah, it won’t be boring, but you can’t be as precise as other builds.
For a lot of this build, your shortness can be an issue when it comes to mobility. Being the slowest person in the party when running from demons (that you may or may not have summoned) is a serious problem.
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