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#your race/subrace and your soul magic
syekick-powers · 4 months
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the struggle as a queer+trans fantasy/sci-fi writer is that you want to represent queer and trans people in your stories and also mess with the frameworks of sex and gender and sexuality to call attention to the inherent ridiculosity of how our understanding of sex/gender/sexuality is constructed, but then once you've created this framework you realize that means that none of your characters would describe themselves in ways that are anywhere close to modern terms, which means that some people are going to be INCREDIBLY stupid about how they interpret your characters' queerness and/or transness.
#sye's babbles#like in my newest story idea tsip theres like#four sexes instead of two#and 'traditional family values' dictate four-person groups as the best way to raise a family#so polyamory doesn't even really have a special name and is completely socially accepted#additionally#since polyamory is expected and the gender/sex ratio can be what the hell ever in a relationship#there aren't also really terms for 'gay' or 'straight'#hell since there are four sexes there isn't even really a term for 'bisexual' either#in this world having an exclusively-focused sexuality is like#basically treated as a very exacting and specific bodily preference#more than it's treated as foundational to one's identity#as well.... gender and sex are already believed to be two separate categories that only occasionally overlap#in the society it's treated as the difference between like#your race/subrace and your soul magic#where your sex is your body's physical traits and your gender is your innate identity#and one's gender being different from one's sex is treated as completely normal and mundane#but there isnt so much the terms 'cis' and 'trans'#so much as there are like#'cross-gender' and 'aligned gender'#so someone transitioning from one gender/sex to the other is just. completely mundane#what's considered socially unacceptable is rejecting the gender quaternary entirely and identifying as something else#so with this framework it is Completely Impossible for me to really describe characters with modern queer terminology#this is just the grave ive dug for myself.
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here-there-be-drag0ns · 2 months
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Okay I have had this theory for months but I never actually laid it out before now. However it's well past time I actually do that considering episode 115 all but confirmed its truth (theres still wiggle room for me to be wrong, but honestly not much)
THE FERIN FAMILY ARE AASIMAR, AND HERES WHY:
The thing that originally made me go Hey Wait A Damn Minute was the visions of the original prophecy and its history that gillion got from that tree: "Another flash, and you see these red-haired olympian looking humans and elves and all kinds of different races that are flying with their own wings". And I heard that and thought about how much that sounds like aasimar, and then the weird dreams jay had and then captain widow insisting she has powerful blood and then star saying she sensed divinity on jay and then the whole ferin family's affinity for fire magic and everything just clicked into place.
Then in episode 114 we got the recording of Faye Ferin saying "hail the solar mother" and i was like no fucking way- BUT i set it aside because it felt like I could be reaching with that evidence. It could just be a religious phrasing, not necessarily something literal.
Then episode 115 happened and I got confirmation of my theory.
Grizzly doesn’t outright say "yes the ferin are aasimars”, but he gives us all the last few pieces of the puzzle.
Here's a link to the episode that should start where the confirmation is - the two tablets: https://youtu.be/M9ig9XCUrvU?si=oYdisYFxTqx6ogbb&t=868
Transcript of the tablets: Tablet One: Shards of the divine, these words are for you and you alone. We are descendants of the sun. Thus, we are the light - the beacon that will eradicate the dark. We are the flame to which all will yield. We are the shining justice that will always prevail. Our steps illuminate the way forward and our hands spark the tales of history. Tablet Two: Shards of the divine, these words are for you and you alone. Know your kin, recognized by the manes of flickering flame, wings that rival dragons, the golden suns in our eyes. Unity is the key to prosperity. Our elders will raise generations that burn with vigorous radiance.
NOW ON TO MY EXPLANATION!!
The thing that confirmed it outright for me is literally the line "We are descendants of the sun", because there are no ifs ands or buts about it - aasimar are descended from celestials. The aasimar entry for Monsters of the Multiverse states "Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls." the tablet Jay stole from her grandmother is written in celestial, and says they are descended from the sun(aster), ergo, descended from a celestial.
Next up is the whole "Thus we are the light - the beacon that will eradicate the dark. We are the flame to which all will yield. We are the shining justice that will always prevail." bit. The entry for Protector Aasimar (the subrace i believe Jay fits best) in Volos Guide to Monsters reads "Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness."
Then there's "Our steps illuminate the way forward and our hands spark the tales of history." Which then in the MotM entry it says "aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens."
THEN THERES THE REAL FUCKING GIVEAWAY!!! THIS LINE: "Know your kin, recognized by the manes of flickering flame, wings that rival dragons, the golden suns in our eyes."
MotM says "They resemble their parents, but … often have features that hint at their celestial heritage." and VGtM says "They are a people of otherworldly visages, with luminous features that reveal their celestial heritage."
OF THE CELESTIAL FEATURES OPTIONS OFFERED BY MOTM, ENTRY 2 IS "METALLIC, LUMINOUS, OR DARK EYES" AND ENTRY 3 IS "STARKLY COLORED HAIR". THE FERINS ARE WELL KNOWN FOR HAVING BOTH.
The tablets are, of course, not my only evidence.
the ferins arent born with The Ferin Eye as revealed by Jay having to earn hers and Drey talking about when he got his. "now icarus," i hear you say "wouldnt that mean they dont actually fit the celestial features requirement?" and to that i answer "NO! IT IN FACT FITS IT BETTER!"
In discussing aasimar celestial features, MotM says "These [features] often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature." Jay didn’t have the Ferin eye until she earned it and its subsequent abilities. And we all remember how she earned it, right?
A weird ass fucking dream.
Now let’s look at that. According to VGtM “An aasimar, except for one who has turned to evil, has a link to an angelic being. That being … provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.”
In Jay's first sun dream (Juice Roll With It // Episode #88), Grizzly describes the sun and says "You feel like its presence is trying to reach you. And as you notice, you feel almost like you want it to.”
And then the core of the dream itself:
Grizzly: “Do you think Jay can withstand this impossible heat of the sun as you get just barely one step closer?” Condi: “I’m gonna say no… but she would try anyways, if that is, like, what the feeling is kinda giving her, you know?” Grizzly: “This powerful presence, as hot as it is - you can’t help but think of your sister. You can’t help but think of your friends. But then, you think of your mother, and then you think of your father, and then you think of your grandmother” (makes condi roll con save with disadvantage, condi got an 11) “with an 11, you take that step forward, but this overwhelming pressure, anxiousness, fear, handcuffs your spirit, closes your mind, and you just feel the heat of the sun overcome you. And you are jolted awake back in the reality. … but you know that in this dream you lost. You lost to the heat.”
Then the second dream (Happy Wife Happy Life // Episode 102), where the sun is hotter and larger than before and excruciatingly painful:
Grizzly: “You just can’t help but stare at it with both eyes wide open. And behind you you feel another heat.” (Condi asks if Jay can see this heat or if Jay is too focused on the sun) “You know that this heat signifies that backing away and falling is not an option this time. But as you look at the sun, you once again think about your family: your mother, who said she was sick; your father, who called you naive; your grandmother, who threatens the safety of your friends. You think of your friends. So I ask again, this time: do you think Jay can withstand that heat? That pressure and that fire?” Condi: “I think as Jay is staring up at this sort of immense fireball that represents… obviously her pressure, and she feels that heat at her back… I don’t think she would look at the heat as, like, something preventing her from stepping back and falling anymore. But in this metaphorical sense - since a lot of this is a metaphor - she’d probably look at it as what she basically can’t turn her back on, what she can’t leave behind. Basically like her new hope. You know, what she wants to protect. So she’s in between this and this giant fireball. Um. And I think with that in mind she would take a step forward and, um. While maybe not fully confident in herself, she would jump into the fireball with all her might, doing her best. ... I think she can handle it. She thinks she can handle it.” Grizzly: “Fair enough. That’s all I asked. You jump in- go ahead and roll a con save with advantage.” (Condi got a 19) “You leap with almost like a raging fire of conviction even if you doubt yourself, jay. And the sun almost seems to open up to welcome you in. And at first, the searing pain of the fireball’s heat feels like it’s melting your skin. You scream until it feels like it’s melting away that doubt. And then, all of the pain subsides. There’s a calming sense that kind of overtakes, jay, in your subconscious. And it’s all white at this point - your whole vision.”
So the sun reached out to jay through a dream, as aasimar’s celestial links tend to do, and gave her a test of strength that she had to figure out for herself (“as such, the guidance is not a direct command or simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.” - VGtM). She only passed it by remembering she had people she needed to protect (“Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness.” - VGtM). And when she passed this test given to her in a dream: “speaking of your vision, you begin to feel a warmth behind one of your eyelids. And the next day comes as you’re the first to wake at the very crack of dawn. The sun rises, and you rise with it. And you blink a few times - you feel something different. … This time, you look into a mirror and, just like your dad, just like Drey, you see this bright orange glowing eye on one of the sides. And you feel whatever that was: you passed it.”
This, therefore, perfectly fits Jay into the aasimar’s celestial features description that “these [features] often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature.” Jay had to prove herself to the goddess to earn another celestial trait.
And once more, “Icarus!” I hear you cry. “You keep saying Jay fits the Protector Aasimar subrace, but don’t Protector Aasimar have incorporeal wings that come from their celestial heritage? Jay’s wings are from a tattoo! That doesn’t work!” To which I say, “Are you sure?”
The Protector Aasimar’s subrace ability is called Radiant Soul and allows the aasimar to “unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.”
Jay’s wings come from enchanted tattoos with which she can cast Fly. These were a deliberate choice Jay made and are not celestial in origin. However, in the first sun dream, when Jay reaches out for the sun Grizzly says “You begin to feel the tattoo on your upper back sting.” When condi asks to clarify if it’s the Niklaus tattoo, Grizzly only says “Just the upper back.”
This, of course, leads me to believe that those dreams will or already have affected her wings in some way - perhaps leaving space for her to unlock more of her celestial heritage and power as she earns it. It’s something we’ll just have to watch and see for.
Either way the Ferins are aasimar, Jay's gonna be the first one in generations to earn their true celestial power from Aster, and i will Die On This Hill
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rpgsandbox · 7 months
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kickstarter
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raeynbowboi · 3 years
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Disney Villains in DnD
With the Disney Princesses and Princes, I put them into parties, but for the villains, I’m going to start by listing the ones powerful enough to be a Warlock Patron in descending order of power (by their base form). The rest are ordered by the release date of their film. I’m not going to cover all of the Disney villains in this one post, as there’s just too many, and not all of them map easily onto DnD.
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CHERNABOG THE DARK MASTER
AS BIG BAD: Archfield Patron Warlock (Asmodeus)
As Playable Character:
Race: Asmodeus Tiefling Background: Courtier Class: Divine Soul Sorcerer (Evil) Skills: Insight, Deception, Intimidation, Persuasion
The Devil on Bald Mountain, Chernabog stands as Satan and Lucifer incarnate, the Disney-Canon equivalent to the Prince of Darkness, and the ruler of Hell. Like with Maleficent and Hades, Chernabog lacks a stat block, being a Greater Deity, and King of the Archfiends, Ruler of the Nine Hells. As a playable character, Chernabog doesn’t lend out his hellish powers or get them from an outside source. Instead he is a Tiefling with the infernal bloodline of Asmodeus (Lawful Evil) running through his veins. When he was an angel, Lucifer would have been a courtier, standing in the shining Court of Heaven before he was banished to Hell. His skills make him adept at lying to and manipulating people, as Insight lets him learn a person’s desires, and then use lies and honeyed words to lead them astray in his service. Consider this a free “how to play as satan” build.
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MALEFICENT THE WICKED FAIRY
As Big Bad: The Raven Queen
As Playable Character:
Race: Hexblood Background: Noble (History, Persuasion Intimidation) Class: Wildfire Druid Skills: Arcana, History, Intimidation, Perception
Lore-wise, Maleficent uses “All the Powers of Hell”, but in terms of Dungeons and Dragons, the Wildfire Druid gives Maleficent the best parallels to her powers, as she’s able to grow a wall of thorns, call a bolt of lightning, Polymorph into a fire-breathing dragon, and spread fire. It also works lore-wise as the Wildfire Druid destroys the very forest they swore to protect. As a Hexblood, Maleficent becomes a fey hag, able to curse princesses and disguise herself as a racial ability. As the Big Bad, Maleficent maps perfectly onto the Raven Queen, ruling over the shadowfell, summoning the Heartless to do her biding, and loaning Diablo to those who worship or swear fealty to the Raven Queen.
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HADES GOD OF THE UNDERWORLD
As Big Bad: Hades/Death God
As Playable Character:
Race: Mephistopheles Tiefling/Reborn Background: Charlatan Class: Death Cleric Skills: Deception, Insight, Persuasion, Sleight of Hand
For Hades, the God of the Dead, making him into a Cleric was a no-brainer. But Clerics have very limited options for fire magic. Sacred flame and Flame Strike both deal radiant damage, and their only other fire spell is Searing Smite which they got in the spell list expansion. But as a Mephistopheles Tiefling, Hades can also gain temporary access to Burning Hands and Flame Blade, along with Mage Hand. Mephistopheles is also the demon best known for making a deal with Faust, a trait shared by the deal-making Hades. If you’re not feeling the fire theme, or your DM doesn’t like the tiefling subraces, Hades can also work as a Reborn.
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THE HORNED KING MASTER OF THE CAULDRON BORN
As Big Bad: Undead/Undying Warlock Patron (Lich)
As Playable Character:
Race: Reborn Background: Noble (History, Persuasion Intimidation) Class: Necromancy Wizard Skills: Arcana, History, Intimidation, Investigation
Ironically, there is a new magic item that maps perfectly onto the Black Cauldron, the Cauldron of Rebirth. But oddly, it can only be attuned by a Druid or Warlock, and the Necromancy Wizard creates the strongest undead thralls, as he adds his Proficiency Bonus to their attack and damage rolls. But if you’d rather have the Horned King be able to use the Cauldron of Rebirth, then make him a Spores Druid. If you absolutely must go warlock, make him an Undead Warlock. As a Warlock Patron, he would be a Lich. In the Chronicles of Prydain books, he served Arawn, God of Death. But the Horned King serves no such master in the Disney film.
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JAFAR THE GRAND VIZIER
As Big Bad: Genie Warlock Patron (Efreeti)
Race: Human/Fire Genasi Background: Courtier (Insight, Persuasion) Class: Genie Warlock (Djinni)/Wild Magic Sorcerer Skills: Arcana, Deception, Insight, Persuasion
Jafar is the only one of the patron villains who themselves is a warlock to another patron. In his human form, Jafar has little to no powers. Everything Jafar is able to do is through either his magic snake staff or Genie’s magic. It’s only once he becomes a genie himself that Jafar has his own powers. So, Jafar here is split between two builds. As a human, he’s a warlock relying on a djinni. As a genie himself, he’s a wild magic sorcerer. Technically, he could be both. Play Jafar however you want. As a big bad, Jafar is stuck as one of the most subserviant types of warlock patron, which isn’t so surprising why he’s this low on the patron scale. Only Ursula is technically weaker than him, but that’s only true when she’s in her base form. Once she wields the trident, Ursula is even more powerful than The Horned King.
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URSULA THE SEA WITCH
As Big Bad: Fathomless Warlock Patron (Sea Hag/Kraken)
As Playable Character:
Race: Triton Background: Courtier (Insight, Persuasion) Class: Glamour Bard Skills: Arcana, Deception, Insight, Performance, Persuasion Items: Circlet of Human Perfection (reskin as seashell necklace)
I built Ariel as a Fathomless Warlock because in order for her to be on land, she had to make a deal with Ursula. So, with Ursula on land, she can masquerade as Vanessa, using Ariel’s voice to charm and manipulate people. We even see Ursula do this when she charms Eric, so we know that as Vanessa, Ursula could easily run a successful criminal empire using Ariel’s voice to hypnotize and manipulate people into obeying her orders. The Circlet of Human Perfection allows Ursula to maintain a perfect beautiful human disguise without having to eat up spell slots. As a Fathomless Patron, Ursula in her base form is a simple Sea Hag, being much weaker. But once she gets a hold of Dekella, the Bident of Thassa from King Triton, she can grow in both size and power to rival the might of a Kraken. And with Thassa’s divine bident, Ursula can command the tides and all the beasts and monstrosities within it, puting her nearly on par with the powers of a goddess of the sea. But unlike Hades, Maleficent, and Chernabog, even at her near godlike power, Ursula still has a stat block, her bident can still be taken from her, and she can still be slain and defeated.
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QUEEN GRIMHILDE THE EVIL QUEEN
Race: Human Background: Noble (History, Persuasion Intimidation) Class: Alchemist Artificer Skills: Arcana, History, Intimidation, Investigation
I really did consider the Transmutation Wizard for Grimhilde, as it has the power to cast polymorph for all of your Frog Prince needs, and a master transmuter can even Restore Youth. But then, the alchemist can brew a potion of transformation, and the chemistry set is clearly how we see Grimhilde using magic. The only magic she performs without the chemistry set is when she creates a gust of wind in front of her magic mirror. She doesn’t even create the lightning bolt for her transformation spell, it just happens to be storming outside, so she’s not controlling the weather either. Plus, the most powerful spell she has is the poisoned apple and she has to summon a bolt of lightning to cast Alter Self, a 2nd level spell. By DnD standards, Grimhilde’s not really that powerful. She doesn’t even fight the player herself in Kingdom Hearts: Birth by Sleep.  If you want Grimhilde to be more magical, then go with Transmutation Wizard, but if you want to be more accurate, the Alchemist is how Grimhilde does her magic. Yzma from The Emperor’s New Groove shares a nearly identical build.
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CAPTAIN HOOK THE GENTLEMAN THIEF
Race: Human Background: Pirate (Athletics, Perception) Class: Swashbuckler Rogue Skills: Athletics, Deception, Insight, Intimidation, Perception, Persuasion
While Hook’s still a putrid coward, he holds himself quite well, and is the epitome of Lawful Evil, maintaining a strict personal moral code to clash with Peter’s frankly Chaotic Neutral “heroism”. Hook’s not really good at the normal rogue skills like hiding or thieving, but he shines as a manipulative double-talking liar. Long John Silver from Treasure Planet has a similar build.
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GASTON LEGUME THE HANSOME HUNTER
Race: Human Background: Folk Hero (Animal Handling Persuasion, Survival) Class: Monster Slayer Ranger Skills: Athletics, Perception, Persuasion Stealth, Survival
As the strapping hero of Belle’s Village, Gaston has the favor of his entire community, keeping them safe from any and all beasties that lurk beyond the city. Too bad he’s as rotten as they come. Likely one of the weakest villains in terms of pure power scale as little more than a local hero, he’s still an iconic enough villain I couldn’t resist adding him. Clayton from Tarzan shares a similar build.
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SCAR THE USURPER OF PRIDE ROCK
Race: Leonin Background: Noble (History, Persuasion) Class: Oath of Treachery Paladin Fighting Style: Unarmed Skills: History, Insight, Intimidation, Persuasion
Simba was a druid because he was a wise king who could call upon his people to stand beside him. Scar is a paladin because he has devoted himself to a single goal: his own personal power. Scar shows little wisdom, but has a strong character and savvy charms about him that make him better suited as a CHA caster.
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JUDGE CLAUDE FROLLO THE JUDGE OF PARIS
Race: Human Background: Investigator Class: Light Cleric Skills: Insight, Investigation, Persuasion, Religion
This was an easy villain to build. As a religious man worshipping God (who would def fall under Life, Light, and maybe Knowledge) Frollo would go for the one that lets him keep witches warm. His background was chosen as an investigator because he’s responsible for keeping the peace in Paris, and there wasn’t a background option for lawmaker. Noble or Courtier might have worked, but didn’t seem quite like the right fit as they deal more with aristocratic authority and royal court politics.
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RIKU THE HEARTLESS KEYBLADE MASTER
Race: Human Background: Soldier (Athletics, Intimidation) Class: Raven Queen Warlock/Hexblade Warlock, Shadow Sorcerer Pact Boon: Blade Skills: Arcana, Athletics, Deception, Intimidation
In the first Kingdom Hearts game, Riku spends most of the game being manipulated by Maleficent. His DnD counterpart would surely be a warlock to her. But Maleficent oddly has not one but three possible warlock patron options. As the Raven Queen, she obviously has the Raven Queen Warlock, but the Raven Queen also created the Hexblade, which come from the Shadowfell, which she rules over. The third is unique to Maleficent, as she is a fairy, and a powerful one at that. Making her a valid choice for an Archfey Warlock. Archfey doesn’t quite fit Riku, but the other two do, and as a Sorcerer, Riku draws power from the Shadowfell which his patron rules over.
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DR. FACILIER THE SHADOW MAN
Race: Human Background: Charlatan (Deception, Sleight of Hand) Class: Fiend Warlock Skills: Arcana, Deception, Persuasion, Sleight of Hand
It’s kind of hard to deny that Dr. Facilier is obviously a warlock, though his patron options don’t really come close to a neat fit. Among his choices though, fiend comes the closest to selling his soul to the Other Siders or Shadow Folk. It’s possible he could have sold his soul to the Raven Queen and his shadowy friends are the emissaries of the shadowfell, but as he has no raven or crow familiar, that’s a somewhat weak comparison.
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tigerkirby215 · 3 years
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5e Kayle, the Righteous build (League of Legends)
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(Artwork by Jessica “OwleyCat” Oyhenart and Victor “3rdColossus” Maury. Made for Riot Games.)
You know I find it funny that I haven’t made a build for Kayle yet, given that I made Morgana awhile ago sort of as a spur of the moment thing. Despite the fact that I main support I really don’t play Morgana (can’t hit skill shots omegalul), but meanwhile I really like Kayle. She was one of the first champions I played along with Sona since I was told she was very similar to Terrorblade who was one of my favorite carries in DOTA 2. I dropped her for a bit after her rework but I picked her up again and she’s still super fun! I mean, shame she’s kinda trash in the meta.
Anyways it’s about time I make a build for her since Morgana was alone for so long, especially since she’s coming back along with Pentakill! Kayle’s probably the perfect character to play if you want to go Lawful Stupid, but out of respect for everyone else please don’t play her Lawful Stupid.
GOALS
On wings of fire, hope ascends - It’s the quest of all champions to eventually transcend mortals. Hopefully we’ll at least be able to fly after this.
Fire reveals truth - Kayle is also well-known for her Zealous attack speed, so we’ll need to be able to get out as much DPS as possible.
The worthy survive! - A little bit of Divine Judgement goes a long way. An explosion of flaming swords helps too.
RACE
This may come as a surprise to you but Kayle is an Aasimar. More specifically a Protector Aasimar, which is rather fitting seeing as she’s seen as The Protector in Demacia. As an Aasimar your Charisma increases by 2, but I’m going to increase your Constitution instead of the typical Wisdom increase from Protector Aasimar, for a bit more lane sustain.
You have Celestial Resistance to both your own Radiant damage and your sister’s Necrotic damage, have the Light Bearer feature for the Light cantrip, and can give yourself or an ally a Celestial Blessing thanks to Healing Hands. It only heals up to your level but it certainly helps!
You also get Darkvision and the Celestial language, and Radiant Soul at level 3 thanks to your Protector subrace, We’ll discuss that when we get to level 3.
ABILITY SCORES
15; CHARISMA - League of Legends body types, am I right? Sure you have a bit of an “evil must be purged” personality, but D&D Paladins like that a lot.
14; DEXTERITY - Something something medium armor. I would call what you wear Half Plate, which means that for once the choice of Medium Armor is accurate!
13; STRENGTH - This feels strangely familiar...
12; CONSTITUTION - Kayle is very squishy in League but I like not dying so...
10; INTELLIGENCE - You may have lived through history but most of that time was spent up in the stars. Basically we need everything else more.
8; WISDOM - Yeah I didn’t increase Wisdom with your racial increase because I was planning to dump it. Kayle’s fatal flaw is that she’s blinded by her sense of justice, which is a sign of poor Wisdom and critical decision making.
BACKGROUND
There isn’t a great background for “Half of the Aspect of Justice” but Celebrity Adventurer’s Scion works fairly well. You get proficiency with Perception as well as Performance (you were in Pentakill, after all!), a Disguise Kit (but I’d maybe replace that with something else or ditch it entirely), and two languages of your choice. (Pick your poison.)
Your background feature Name Dropping lets you tell people that your mom was actually a god. You might be able to find people who knew your mom (or more realistically worshiped her before... you know... you became half of her?) and folk might recognize that you’re... half a god, and give you free stuff.
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(Artwork by Alvin Lee and Kan Liu. Made for Riot Games.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer because Kayle is about as useless as a level 1 Sorcerer at level 1. (Also because CON saves are nice.) But you can also grab proficiency with Religion (you are a god, after all) and Intimidation. (Because you aren’t exactly nice.)
Sorcerers get to choose their Sorcerous Origin at level 1 and Divine Soul is like being a Cleric but you get to dump your Wisdom because you’re blind to morality. You get one free spell from your Divine Magic and I guess Bless makes sense since its attached to Law? Honestly there are other spells I’d recommend (Protection from Evil and Good would be helpful, and you can’t go wrong with either Healing Word or Guiding Bolt) but it’s honestly easier to just take Bless and call it there.
But of course since you get Divine Magic that means you get Spellcasting! You learn 4 cantrips from the Sorcerer list at level 1 such as Firebolt to smite the wicked, Sacred Flame for enemies with a lot of armor (but hopefully bad Dexterity), Thaumaturgy to make sure your words are heard, and Guidance because it’s good to provide aid to those who need it.
You also learn two spells from the Sorcerer list: we’ll be taking Mage Armor for the same reason you buy Doran’s Shield as a top laner (because laning phase sucks and you’re weak as hell at level 1), and we’ll also grab Healing Word for your Celestial Blessing. As a treat.
You are also Favored by the Gods, so if you miss an attack roll or fail a saving throw you can add 2d4 to the roll to potentially turn it into a success. Given that you’ll likely be making a lot of attack rolls later in this build it’s very useful to be able to give yourself some insurance.
LEVEL 2 - SORCERER 2
Second level Sorcerers get a Font of Magic for Sorcery Points equal to your Sorcerer level. For now all you can really do with them is get one of your spell slots back, but they’ll be more useful later on.
For something that’s useful right now take Ice Knife for the AoE burst of your Starfire Spellblade. Yes it does Cold damage, but you also shouldn’t have an AoE E by level 2. Hell you technically shouldn’t even be a ranged champion yet. We have to make compromises here.
If you want a single target Starfire Spellblade Guiding Bolt is a decent choice I suppose.
LEVEL 3 - SORCERER 3
Third level Sorcerers gain the power of the Aspects thanks to Metamagic. You learn two Metamagic options to change your spells in various ways: Quickened Spell will let you increase your attack speed to slay the unjust with Zealous fervor, and while it’s perhaps not the most practical choice Transmuted Spell will let you wield holy fire, instead of holy ice or whatever other damage type you pick up.
If you don’t care about doing specifically fire damage than Empowered Spell is a good choice to more effectively maximize damage.
As a Protector Aasimar your Radiant Soul lets you sprout wings as an action. For 1 minute you have a 30 foot flying speed and can add your Charisma modifier as Radiant damage to one target whenever you deal damage. It might not be much at level 3 but the extra damage from Starfire Spellblade adds up when you get more AP! Oh and to top it off you can also learn another spell like Misty Step, for Flash.
LEVEL 4 - SORCERER 4
4th level Sorcerers get the first of many Ability Score Improvements. Increase your uneven Charisma score as well as your Constitution score for nice, even, Lawful stats.
You can also learn another cantrip like Message to keep in team chat, as well as a leveled spell like Spiritual Weapon. Kayle summons hundreds of swords for her ultimate so I think it’s fine if you summon one sword for some more DPS.
LEVEL 5 - SORCERER 5
Normally I wouldn’t go out of my way to get 5th level spells but we kinda need Fly more than once per Long Rest. Sprout those wings or grant the gift of angelic ascension to an ally!
The bad witch Tasha also gave Sorcerers Magical Guidance, letting you spend a Sorcerery Point to reroll a failed ability check.
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(Artwork by Zeen Chin. Made for Riot Games.)
LEVEL 6 - PALADIN 1
I swear it wasn’t my intention to make two casters with Paladin levels one after another, but we’re doing it anyways because it’s not like Kayle wouldn’t be a Paladin. First level Paladins get Divine Sense to know of any villains who need justice, and Lay on Hands to save the righteous.
LEVEL 7 - PALADIN 2
Second level Paladins get to choose their Fighting Style. Normally I’d take Blessed Warrior for a character who’s more-or-less a pure caster but you kinda get too many Cleric cantrips as is, so we’ll settle for good ol’ Defense because you can’t go wrong with +1 AC.
Protection and Interception are also fine to help your friends if you’re willing to hold onto a shield (no reason not to), and if you want to do a funny joke you can take Blind Fighting because Justice is Blind.
But of course what we’re mostly here for is Spellcasting: sure you got the entire Cleric list at your disposal but Sorcerer spells known is very limited, so take the following from the Paladin list:
Command to force evildoers to grovel at your feet.
Detect Evil and Good to... detect evil and good.
Protection from Evil and Good to... yeah this is fairly obvious too.
Heroism to empower heroes.
Shield of Faith to protect the righteous.
You also get Divine Smite, which sure would be nice if you used your sword as a melee weapon. I mean if you want to hit someone in melee you can turn a spell slot into damage but I kinda have to wonder why would you.
LEVEL 8 - PALADIN 3
Third level Paladins get to choose their Sacred Oath. Honestly just about any Paladin Oath would work for Kayle, but an Oath of Redemption would probably be best after you failed to upkeep justice the first time. Along with adding Sanctuary and Sleep to your spell list you also get two Channel Divinity options: if you go for Emissary of Peace you can add a flat +5 to all your Persuasion checks for 10 minutes. But Rebuke the Violent works great as a recreation of Divine Judgment’s damaging effect! When a creature within 30 feet of you damages someone other than you they must make a Wisdom saving throw after you use this reaction. If they fail they will take the same amount of damage they dealt as Radiant damage, and if they succeed they will take half. This has no maximum limit so you can use it when an enemy nukes your allies to have them experience retribution! "Drown in holy fire!"
The vial witch Tasha also lets you Harness Divine Power with your Channel Divinity to regain a spell slot equal to half your proficiency bonus once per Long Rest. And finally you get Divine Health, because justice doesn’t take sick days.
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(Artwork by John Yucedag. Made for Riot Games.)
LEVEL 9 - PALADIN 4
4th level Paladins get another Ability Score Improvement so cap off that Charisma modifier, because we’re building AP in this build. Maxed out Charisma also means more prepared spells, but we’re going to wait for...
LEVEL 10 - PALADIN 5
5th level Paladins get an Extra Attack which sure would matter if you were actually swinging that sword instead of shooting Fire Bolts and Sacred Flames.
But what does matter is that you get second level Paladin spells! Along with Hold Person and Calm Emotions from the Redemption spell list (you should perhaps cast Calm Emotions on yourself at some point?) you can prepare spells like Aid to boost yourself and your allies, and Warding Bond (Tasha’s work once again) to take some damage for an ally. (Which is almost like making them immune to damage?)
LEVEL 11 - PALADIN 6
The only reason to multiclass into Paladin as a caster would be for Aura of Protection. Seeing as your Charisma modifier is maxed out already that means that you (and your allies within 10 feet) can add +5 to all their saving throws! I really don’t think I need to explain why that’s useful: your Constitution saves are now a +11 (meaning that if you take 22 damage or less you automatically succeed the Concentration check) and even your lowest save is still a +4!
You can also prepare one last spell but I’m actually going to take this time to remind you that Paladins are prepared spellcasters. Even though you have a relatively limited amount of Paladin spells be sure to swap them around to whatever’s the most useful for your task at hand. But if you must pick up a spell Detect Magic is never bad to have?
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(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
LEVEL 12 - SORCERER 6
Now that the obligatory Paladin levels are done it’s time to go back to Sorcerer. Hope your party didn’t expect you to be the support because you’re only now getting Empowered Healing to spend a Sorcery point and reroll any healing that you or an ally within 5 feet performs. I mean by total level 12 healing numbers will actually get pretty big, so this becomes a lot more useful!
But speaking of healing we’ll be getting not that but Haste instead. While you can’t use it too well (can only use it to make a weapon Attack, Dash, Disengage, Hide, or Use an Object) you can turn your allies into an avenging angel! As long as you can keep your Concentration which I mean... you have a +11 to your CON save.
LEVEL 13 - SORCERER 7
Unfortunately there’s no spell to make someone completely immune to damage for one round (while also still letting them move as normal except the 9th level spell Invulnerability that you can only cast on yourself) so we’ll just have to settle for Death Ward keeping the target you cast this on alive after reaching 0 HP. No rain of holy swords either unfortunately.
LEVEL 14 - SORCERER 8
8th level Sorcerers get an Ability Score Improvement and I think it’s about time for us to grab Metamagic Adept for 2 more Sorcery points to use on your Metamagic options like Twinned Spell to spread your wrath amongst all, and Careful Spell to avoid hurting those allied to your cause.
Speaking of AoE damage Vitriolic Sphere may do Acid damage but it’s a great recreation of the AoE damage of a high level Starfire Spellblade.
LEVEL 15 - SORCERER 9
Behold the might of 5th level spells! Remember how I was a little disappointed that you didn’t have the ability to make flaming swords rain down from the sky? Here you go: Flame Strike! Sure it basically does the damage of Fireball (and hey feel free to grab Fireball if you’re so inclined) but it has the holy flair that’s to be expected of Kayle.
If you want something more interesting than “Radiant damage Fireball” Dawn is also a good spell choice.
LEVEL 16 - SORCERER 10
10th level Sorcerers get another Metamagic option! Seeing as weve already got plenty thanks to Metamagic Adept one of the few options left is Heightened Spell to make sure your foes tremble beneath your might! You can also grab another cantrip like Prestidigitation for more generalized divine power.
And finally there’s also plenty of great spells you can take but Dispel Evil and Good probably fits Kayle the best. Now is a great time to remind everyone that you’re more than welcome to make your own Kayle, and while what I take may be “accurate” it’s not even necessarily what I’d build if I was making the character.
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(Artwork by West Studio. Made for Riot Games.)
LEVEL 17 - SORCERER 11
11th level Sorcerers can finally ascend! I hope you kept your Paladin weapons because it’s time for Tasha’s Otherworldly Guise! Calling upon the power of the Upper Planes (or lower planes too I guess if you’re awful) you get:
Resistance to Radiant and Necrotic damage (which you already have. Oops.) (I mean Lower Planes would make you immune to Fire and Poison damage...)
Immunity to the Charmed condition.
A 40 foot flying speed.
+2 AC
The ability to use your Charisma to attack, meaning that you can finally swing a sword well!
And the ability to attack twice, which you already have.
And the cool part is that unlike Tenser’s Transformation you can cast spells and don’t Exhaust yourself after using this spell! If you want to finally use your Paladin levels to bright the fight to your opponents you finally have the power to do so!
LEVEL 18 - SORCERER 12
12th level Sorcerers get another Ability Score or Feat and I’m simply going to suggest the Tough feat. Even if Kayle doesn’t usually build health in League you can, and d6 hit die suck when it comes to actually surviving.
What? Did you expect another spell known? Nah fuck you lmao WoTC says no to Sorcerers having spells.
LEVEL 19 - SORCERER 13
13th level Sorcerers can learn 7th level spells and while this may seem like a copout I have none that I really want for Kayle. Pick whatever you think would be the coolest since you can make your own choices by level 19. (My personal vote for Kayle would be Fire Storm but you are kinda loading up on AoE spells.)
LEVEL 20 - SORCERER 14
Our final level is the 14th level of Divine Soul Sorcerer to finally ascend. You have Otherworldly Wings for a permanent 30 foot flying speed! You did it! You reached max level as Kayle! You’re now unstoppable!
FINAL BUILD
PROS
Kneel before the light! - Your spells known go up to 7th level, and your spell slots go up to 9th. I really don’t think I have to explain that a full leveled caster is extremely powerful.
What is dark in me, I will illuminate - Even your non-spellcasting has great utility. Both your Channel Divinity options are extremely useful, and a little bit of Lay on Hands healing never hurt anyone. Not to mention your Aasimar transformation providing a flat +20 to damage every turn while it’s active!
I am your salvation! - Even if you aren’t running up in melee range Paladin levels do help a ton for staying alive. +5 to all saves is no joke, especially when it means that your Concentration save sits at a whopping +13! (You have to take more than 26 damage to even have a chance at failing your Concentration check!)
CONS
Why have we wings, sister, if not to fly? - You’d think a high Charisma would at least make you good at socializing but... no you’re not even that. Proficiency in the “mean” Charisma skills and mediocre ability scores in everything other than Charisma means you’ll contribute very little other than divine wrath.
Wings of Immortal Flame, lift me from mortal temptation! - How much flight is too much flight? Between your Radiant Soul, Tasha’s Otherworldly Guise, and you know... the Fly spell you have quite a lot of ways to take to the skies which all become near-completely redundant by level 20.
Celestial justice, guide my blade - Ironically enough one of the biggest issues with this build is how long it takes to get online. The Paladin dip may keep you safe but it’s not making you stronger, and I doubt you’ll be sitting beside your friends like a support. If you don’t mind praying to darker powers Genie Warlock is actually a great choice to get considerably more damage (and “attack speed!”) with Eldritch Blast and easily accessible flight by level 6 in Warlock. (Celestial Warlock also exists if you want more healing utility and want to stay in flavor.)
Of course weakness is something to shed as you come closer to divinity, but remember that even if mortality makes you weak mortals are not. Your allies will fight by your side and its your duty to protect them, as they shall no doubt protect you. Treat them with respect and vanquish evil together! Because no one likes a lawful stupid top laner.
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(Artwork by Atey Ghailan. Made for Riot Games.)
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creativerogues · 4 years
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Theory: What To Expect In The Next D&D Book...
There have been theories for a while about this mysterious Book supposedly releasing in Mid-November 2020. So I thought about it and I’ll give my thoughts on what we could be seeing, if anything...
Now, people have been calling this Book “Xanathar’s 2″ because they think it’ll be another expansion with New Races, Subraces, and Subclasses, which I’m going to agree with because it definitely sounds and looks like it.
However, even though it seems it’ll be around 190-260 Pages on average for this kind of book release, and books like these usually contain some new optional rules, some new spells, and some new races and subclasses, I think we’re far enough into 5th Edition that Wizards of the Coast have pretty much covered every “classic” archetype and can start getting a little weirder with what they put out, as shown in some of the more recent Unearthed Arcanas being put out for playtesting and feedback.
And from what I can tell from the more recent Unearthed Arcana Articles, this Book is definitely ‘Cosmic’ in nature and theme. With many of the Playtest Spells allowing you to transform your body into strange creatures or summon spirits from the outer planes, and the Subclasses having a lot of influence from places like the Far Realm, the Realm of Mechanus, the Elemental Planes and the Feywild and Shadowfell.
Class Feature Variants
In a recent Unearthed Arcana Article, Wizards of the Coast released a set of variant class features to replace or enhance a class’s normal features, giving D&D Players new ways to enjoy a class.
I think this could definitely turn up in the next big book because it allows for some variety in the Class you’re playing without actually changing much in terms of the Character.
Not only does it allow a DM to remedy a Player’s Character if the Player thinks their Character isn’t fun to play, but it also allows for Veteran D&D Players to come back to the hobby and play their favourite class with some new features to keep them interested.
Racial Feature Variants
In a recent Article called “Diversity and Dungeons & Dragons”, Wizards of the Coast themselves said: 
“Later this year, we will release a product (not yet announced) that offers a way for a player to customise their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D's many other playable folk. This option emphasises that each person in the game is an individual with capabilities all their own.”
So this “Unannounced Book” that gives all these new options and rules is almost certainly the Mid-November release people have been theorising about.
Spells
Wizards of the Coast has said before that they’ve designed some Spells for their newest Adventure “Rime of the Frostmaiden”, but some Spells couldn’t fit in the book for whatever reason, which leads me to think that with all the Spells like Mind Sliver and Summon Spirits that we’ve seen in Unearthed Arcana Articles, as well as some spells we probably haven’t seen before, will probably pop up in this big book coming later this year.
New Rules: Magic Tattoos!
Maybe these are new Magic Items, or just a set of Optional Rules, but based on the highly positive feedback from the recent Unearthed Arcana Article, it seems people really do want magical tattoos for their D&D Characters.
This could be coupled with other Items for to create a “Magic Items” Section of the big book of new stuff, or be put with a bunch of other new optional rules for a “Optional Rules” Section of this new big book of fancy stuff.
What does this mean?
This means that this new big book of new player options will be releasing around Mid-November 2020 and be anywhere from 190-260 Pages in length.
It’ll feature about 20 or so New Subclasses (with at least 1 New Subclass for every Official Class), as well as New Spells, Rules for Variant Class Features and Variant Racial Features, and most likely some new Feats and Magic Items too...
But whether it really is “Xanathar’s 2″ or not, it’s definitely going to be an interesting read...
Subclasses
This is just a quick list of all the Subclasses from past Unearthed Arcana Articles that I think will probably pop up somewhere in the future, most likely in this new mysterious “Player’s Option” Book coming later this year.
Artificer
Armourer
Barbarian
Path of the Beast
Path of the Wild Soul
Bard
College of Creation
College of Satire
Cleric
Twilight Domain
Unity Domain
Druid
Circle of Stars
Circle of Wildfires
Fighter
Rune Knight
Sharpshooter
Monk
Way of the Astral Self
Way of Mercy
Paladin
Oath of the Watchers
Ranger
Fey Wanderer
Primeval Guardian
Swarmkeeper
Rogue
Phantom
Sorcerer
Aberrant Mind
Clockwork Soul
Giant Soul Sorcery
Phoenix Sorcery
Warlock
Genie
Lurker in the Deep
Wizard
Onomancy
Order of Scribes
School of Invention
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utilitycaster · 4 years
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because I wished this into existence, here’s how to fake a party containing the following not-class-specific roles, namely: healer, stealthy person, tank/melee, and damage-at-a-distance (preferably arcane caster), while having all characters actually be the same class. Someone should also have some utility spells, but that can be split depending on class makeup.
Stealthy person: an urchin background grants you the basic proficiencies of a rogue (stealth, sleight of hand, thieves’ tools), so to fake a rogue, make a high dex character with that background. Ideally give them some ability in investigation or perception as well for traps; unless you’re playing a bard you don’t have expertise but you can take some feats later on to make you more perceptive (observant, alert). You won’t get sneak attack, but you’ll have a character who can do stealth missions and pick locks capably.
Healer: A hermit background provides proficiency in medicine and with an herbalism kit, so that plus high wisdom will help in classes with no access to inherent healing. Throw in the healer feat and make them an aasimar to add a little more healing. The magic initiate feat for a high wisdom or high charisma character can grant you access to a single L1 spell per day if you pick cleric or bard; make it healing word and you have a once-a-day distance healing d4+ability. It’s not, you know, a cleric, but you can get someone back up again with a bonus action instead of having to use a full turn plus a medicine check. With all this said: bards, clerics, druids, rangers, paladins, and artificers have healing spells, and with Unearthed Arcana there are specific subclasses of all the other casters plus monks that grant some amount of healing (divine soul sorcerer, celestial warlock, theurgy wizard, tranquility monk) so smart subclass choices can do most of the work.
Arcane Caster/Damage at a Distance: Any caster/hybrid has enough utility and access to some damage spells so it’s mostly a matter of picking a good subclass and the right spells. Magic items can also do a whole lot of lifting here. For melee classes with no spellcaster beyond super limited options (just barbarians and monks, really) you may also want to have one high mental stat (probably wisdom for monks) and take magic initiate again here and pick some damaging or utility cantrips. Also, high elves, drow, and gnomes get some spells as do some tiefling subraces and I’m sure many others. Drow and high elves have the best options if I recall.
Tank: fighting classes are already built for this, so just go hard on it - min max your heart out. Put all your stats in the physical. The Tough feat and certain races/subraces (half-orcs, dwarves, dragonborn, tortles, tieflings in the sense that they have resistance to fire) will help, as will taking some armor feats or spells that will enhance your HP and/or AC. As with all the others, a smart subclass choice can help; Draconic ancestry (for example) gives the squishy sorcerers some armor and HP.
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theworldbrewery · 5 years
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Hot Takes: Elves
“When an elven soul returns to Arvandor, it is adopted by the other gods of the Seldarine and given respite from the world for a time, during which it is left alone to ponder its creator’s disappointment.” -Mordenkainen’s Tome of Foes, p 36
I have three sourcebooks in front of me, and all of them are trash.
Elf lore has gotten more fucked up with every new release, and WotC seem to just be digging themselves deeper.
The drow and Lolth
Narrow depictions of ethereal beauty
Relationships with other races, especially orcs
At the root of this is the rather uncomfortable blend of religious themes and racial predestination found in Mordenkainen’s Tome of Foes.
Disclaimer: I don’t want to suggest that all the official elf lore is bad. I want to suggest that all the official race lore is bad, actually.
Let’s dig in. Scroll to the bottom of the post if you wanna skip all the bad stuff WotC already wrote about elves.
“[The drow] are infamous for their cruelty, evilness, and desire to dominate.”  -Sword Coast Adventurer’s Guide, p. 107
“To most, [drow] are a race of demon-worshipping marauders [...] emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise.” -Player’s Handbook, p. 24
“The surface elves’ attitude toward murder [...] is carried to the extreme by the drow, who have elevated the assassination of both enemies and friends to an art and who consider killing to be just another tool for resolving disputes and clearing the way for social advancement.” -Mordenkainen’s Tome of Foes, p. 40-41
So all this is bad. We’re gonna throw all this out in a hot sec, but I’m quickly going to discuss why the lore looks like this in case someone is unfamiliar with it:
basically, the creator of All Elves, Corellon, had a descendant goddess named Lolth, who apparently claimed that elves could attain superiority over other races, had a major falling-out with Corellon, and her followers went with her into exile and became the drow. Also in Mordenkainen’s Tome of Foes, the elves were revealed to be trapped in a cycle of reincarnation where they spent an undetermined period of time dead, alone, and left to contemplate how disappointed Corellon was in them for agreeing with Lolth even a little bit. For some reason, this reincarnation cycle is presented as a good thing... somehow. (this is why elves have a blase reaction to murder, since the deceased will just be reborn later, and why the drow seem to be just fine with killing recklessly.)
This all could be just fine! Except drow are conspicuously the darkest-skinned subrace of elves, and also the one most aligned with a ‘matriarchal’ society. It’s worth pointing out that Corellon is a nonbinary god, but also that the elves “viewed Corellon as their father, the one who had sired them, and Lolth as their mother, the one who set them on the path to their destiny” (p. 36 of MToF). So not only is Corellon being forced into a cisnormative creator narrative, but the comparative “woman” power is being characterized with cruelty and violence. So there’s a lot going on with ‘innate’ savagery and race.
So we’re just gonna throw all that out, because it sucks. It’s got signficant racist implications of inherent violence in racial groups. Sure, WotC tries to retcon it from an in-born racial trait to a cultural one, but it still preys on the concepts of racial essentialism, whether biological or cultural, and fuck that noise. 
“Usually, true elves were a naturally slender and athletic race. Elves had a similar range of complexions to humans, with wood elves typically coppery or pale skinned and wild elves having darker pigmentation.”
“[Elves] live in places of ethereal beauty, in the midst of ancient forests or in silvery spires [...] Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.” -Player’s Handbook, p. 21
Moving on from the drow, official lore gives the impression of elves as a whole as graceful, thin, and more ‘white.’ The quote above from the Forgotten Realms wiki (which is often used for lore reference) asserts that “wild” elves have “darker pigmentation”--a frankly horrifying example of the same problem with the drow characterization equating savagery, or lack of civilization, with dark skin colors. It’s... bad. It looks bad and it is bad.
Furthermore, the ‘good’ elves (and this itself has to be interrogated) are “naturally slender and athletic,” and constantly being characterized as beautiful. We’re equating elves with thinness and apparent youthfulness--you’ll never hear about the beauty of gnomes, for example, who are just as long-lived but who continue to age at a human-ish rate (making them extremely old-looking by the end of their lifespan). Looking young, thin, and athletic combined with the goodness, grace, and artistic nature of elves creates 1) a very human-esque image of beauty that elves almost surely shouldn’t possess, and 2) a serious problem of describing most elves as “good and beautiful” and drow as “evil”. 
“Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves.”
“Most of the gods accepted Corellon’s mutability and passionate behavior, but these traits infuriated Gruumsh, the greatest of the orc gods.” -Mordenkainen’s Tome of Foes, p. 35
The PHB has a subsection on elven attitudes toward other races, specifically dwarves, halflings, and humans. This subsection is comprised of backhanded compliments: dwarves are stupid and clumsy but brave and good craftworkers, humans go much too fast but they’re good at accomplishing stuff, etc. In MToF, we see the “elven perspective” that if elves are reincarnated souls of their ancestor elves, then half-elves are a reincarnated but weak elf, a human soul in an elf-ish body, or a “true elf” trapped in a half-body until freed by death, all basically bummers. And don’t get me started on orcs, where their god was the cause of the bloodshed that created the first elves. 
In the official lore, elves look down on everyone, all the time, for just about any reason. And those reasons almost always fall into (you guessed it!) racial stereotyping!! 
There’s no discernible reason for elves to be as “haughty” as they are. Apparently they’re just so perfect that it’s impossible to live up to their expectations. I guess.
And that’s not even getting into the concept of eternally punishing all elves for apparently disagreeing with Corellon, all of one (1) single time. It’s... horrific. Reading up on the reincarnation cycle has only convinced me that it’s designed as a unique torture where elves have to spend their childhood totally aware of how they betrayed their primary deity in a past life, then when they “sleep” or trance out they also relive those memories, and then forget them just in time to die and be forced to spend up to millennia pondering how Corellon is upset with them. And that’s the elves who get reincarnated! The drow live shorter lives, and will never reach the apparent paradise of Arvandor. They just go to some other afterlife plane, presumably the one reigned over by an evil spider goddess.
Like. That’s so awful and grimdark, and steps all over the “elves are descended from the fey” thing, but more than that?
It’s horribly unimaginative. It’s just so boring in comparison to all the potential an elf society contains. (not to mention it’s wayyyy too focused on the cosmic side of things rather than a societal view.)
Reimagining Elves
yeah, so, given that we’re scrapping... pretty much all the elf lore.... I’d be remiss in not providing some cooler, more inventive options. As always, you can always choose to craft your own, but here are some ideas to get the gears turning.
Racial interactions: Elves live in close communities composed of one’s extended family, and place a lot of emphasis on family ties and the political relationships between elf families. These family communities tend toward conservatism, with the elders of the family deciding things like marriages, suitable careers, etc. 
Marrying outside the complicated political machinations of elven culture is verboten, so having half-elf children is especially off-limits. Or leave that whole hangup in the lorebooks entirely! Maybe having loads of half-elf children, especially by multiple humans, is super popular because then you can get your political influence into many different places! Who knows! 
But also, any culture that doesn’t lean into this community structure is seen as totally incomprehensible and not worth bothering with. Too many failed marriages with orcs who don’t understand things like “individual property rights”.
Aesthetics: Elves tend to do artsy stuff, but their definition of “art” is... unusual, for most other races. They carve large boulders in the woods and just... leave them there for travelers to find, or manipulate the growth of vines to take shapes like one of an elf drawing a bow, or weave a glimmering silver net of fine thread and hang it from the trees like a dew-speckled spiderweb. They’re reclusive, living in artists enclaves. 
They might dress in loud colors, play screamo music because it’s “expressive”, and paint their faces with blocky shapes because it’s “an avant-garde reflection of the soul.” Go wild. 
Elves can be chubby, elves can be fat, elves can be buff, elves can be light and dark-skinned, elves can glow in the dark, elves can be disabled, elves can be chronically ill (actually, imagine elves with disabilities or illness creating the most pretentious medical aids or training like. a direwolf as a service animal. cause they’re that extra.), elves can be tall or short or whatever. just make sure they have pointy ears (unless...)
Subrace differences, gender: different elf communities have very different views on gender; none of which are “there are two immutable genders/sexes.” for instance, high elves might have a rigid 2-gender system, but it mostly relies on sets of stereotypes and social roles that adolescent elves have to choose as they mature, and then they’re ‘locked in’ for the rest of their life, and they’re seriously looked down on for violating those rules one gender is not valued over another, but they’re rigid systems. 
wood elves may have a ‘what’s a gender’ approach instead, but then any elf who comes up with a gender identity for themself is suspected of wanting to be like those snobbish high elves or something. 
The drow are inclined to have lots of genders, but there’s a clear hierarchy that places “femininity” (by an elf definition) above other gender presentations in emulation of their goddess, Lolth. 
Subrace differences, food: Elves divide themselves by how they cultivate their food. Wood elves cultivate “wild” foods by feeding meat and dairy-producing animals and taking care of naturally occurring plants, and harvesting from the technically-untamed world when they need supplies. 
High Elves have gardens and livestock pens, which are typically exquisitely maintained, but they don’t eat meat; all animals are strictly for dairy and textiles. 
Drow have a collectivist system of crop production, which involves sustainable growing practices on the lands they own aboveground and harvesting at night. They keep animals to eat weeds, bees to pollinate and for honey, and spiders that catch pest insects that would damage the crops.
Religion/Ancestry: some elves believe their elf gods shaped them from the fey, some believe they were descended from the fey and the gods adopted them, and others insist that evolution is fake and the gods created them from whole cloth and the fey thing is just a coincidence.
Weapons: Elves train with weapons because it is: an artform (weapon dancing), a skill competition, an environmental necessity (either for hunting or for battle), or what have you.
The drow, as a whole: you get to choose one. Either the drow are evil, or the drow are dark-skinned, or neither of those are true (on like, a subrace level. individual drow can be whatever). Anyway. If the drow aren’t evil (the better option anyway), they weren’t exiled to the Underdark. Obviously. but a significant portion of the elven population is descended from winter eladrin/the Unseelie Court, and as a result they are allergic to sunlight to varying degrees, so they’ve made a home underground. They worship the spider goddess because she taught them to weave clothing from the web of giant spiders that live in the Underdark. Let Lolth be the goddess of practical craftwork, rather than art for art’s sake, a goddess of knowledge and advancement instead of murder and savagery.
Obviously you can use any and all of these in your own campaign. If you don’t use them, have fun making up your own lore that is clearly superior to existing WotC elf lore!
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shatterstag · 5 years
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IT’S BELLAMY BRIAR!!! HE’S MY DND OC. HERE’S SOME ART OF HIM. NOW IM GONNA TALK ABOUT HIM THANK U FOR VIEWING AND MAYBE READING PLEASE LOVE MY BOY THANKS.
Bellamy Briar is an undead revenant ghost, who was brought back from death by an evil god of the unknown, dreams and secrets, The Hidden One, after Bellamy ritualistically sacrificed himself in a failed attempt to save his dying daughter. 
He’s my oc and dnd character, and he is my favourite and most developed and complex oc I have ever made in my 15+ years of writing ocs. I originally created and played him for a (currently on hiatus) Curse of Strahd dnd campaign where he’s a plague doctor grave cleric with a penchant for being undead, rapier fighting, letting party members die before deciding he should heal them, and generally being the freaky resident cryptid everyone hates. He hides his appearance and nature behind a plague mask; in the campaign the party has no idea that he’s dead, and until I revealed it outside of the game during the current hiatus, the other players had no idea either.
💉💀 🌹  DR BELLAMY BRIAR  🌹💀💉
Age: ~100 at time of death, ~160+? at campaign start
Height: 6’4”
Pronouns: he/him
Race: sun elf w/ UA Revenant subrace
Class: grave cleric
Occupation: surgeon, physician, apothecary, plague doctor, failed dad, local sad ghost boy, horny goth priest dtf
Other shit: Gay, aspie, occultist, left handed, in love with fantasy satan oops
Alignment: neutral good (alive) / chaotic neutral (dead)
Proficiencies: Medicine (expertise, +10 babyee), history, insight, perception, intimidation
BACKSTORY!!!
In life, he was a gentle, mild mannered genius surgeon and doctor obsessed with the occult and stalked by a sinister figure in his dreams - the Hidden One  (true name Indrik, @jacobin​ my dm’s oc and npc), watching and waiting for his prophecy to begin, of which Bellamy was supposed to be a core part of. Born in Barovia to displaced elven parents, he had a childhood of emotional neglect and abuse as his parents attempted to shape him into the black sheep prodigal son they believed would absolve him of his crime of being accidentally born, which trapped them forever with a newborn son in the purgatory-esque demiplane of Barovia.
When his sleepy rural village is obliterated by a terrible plague, Bellamy becomes the town’s plague doctor, desperately attempting to halt the inevitable. But then his adopted daughter - Anya, who Bellamy adores more than anything in the world -  falls ill to the plague. Unable to find a way to save her he turns to occultism, black magic, blood magic and cannibalism, necromancy, all the while rapidly losing his grip on sanity and wildly experimenting with darker and darker magic.
With all his options exhausted, his village in ruins and Anya dying, he turns to long gone old gods in desperation. Alone, insane with grief, with nothing left to live for, he cuts out his own heart in ritualistic sacrifice, offering his own life and body in return for Anya’s to an unknown god he preys to........ who turns out to be the Hidden One, watching god from his dreams, furious that his prophecy tool has managed to kill himself before the prophecy could even begin.
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The Hidden One, far from done with him, forms a pact with Bellamy to exchange Bellamy’s life for Anya’s.... but instead, brings Bellamy back to undeath as an empty ghost - devoid of body, emotion and humanity after the Hidden One eats his heart, ‘blessed’ with clerical powers over life death and the grave - and steals Anya’s dying soul to keep her ‘alive’ with him in the Abyss as his carrot on a stick to control and pacify Bellamy. Now he’s doomed to wander the countryside as a puppet spy for his god, obsessed with the idea of saving Anya’s soul, terribly lonely and unable to relate with the living he hides among while being forever cursed to haunt the plague doctor suit he died in.
Outside of current canon dnd story, I have likeee 70k+ words of prose written about Bellamy and uhhhhhhh also he and the Hidden One/Indrik end up oops enemies to lovers and my dm @jacobin and I are furiously obsessed with these two and I have literally not cared about or been more obsessed with a ship in my entire life, they are terribly sad boys in intense terrible love and have no idea how to make it work because one is a broken lonely god and the other is a broken lonely ghost and ALL THEY WANNA DO IS KISS AND BE HAPPY!!!!!
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anyway thats my boy and his god boyfriend thanks for listening to my ted talk please direct your questions and queries straight into my heart
also hey follow me on twitter! I’m way more active and post art regularly! @ shatterstag
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rollforsleepy · 5 years
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So I’ve been working on this for like three weeks! It’s been a tonne of fun but also a tonne of work. Coming up with five distinct subraces meant a lot of drawing! Oh boy! This started as a re write of the Dryad race because I didn’t think the Dryad race i found online was super playable, but it kinda gotta away from me a bit so I left dryads behind and these are fully homebrewed! The main carry overs from dryads are the +2 wisdom that they all get, and the no metal caveat in the weaponry proficiencies.
I spent some time researching different culture’s mythology on dryads and similar creatures. Wikipedia has a handy list of similar folklores at the end of the dryad entry (im not linking cos tumblr screws w posts w external links, but you can check it out yourself if youre curious). Basically I picked a few and wrote down some notes on each one so each subclass had a distinct feeling to it.
The Deep Forest subclass is based off hamadryads. Super long life, connected to a specific tree (i removed the life or death thing and just made it birthed by a tree, cos having a tree that if cut would killed you seemed unbalanced to me), that sorta thing. Cos they’re based on Oak trees, and Oaks are fairly hardy, I gave them some good survival type stuff. I didn’t want long, unfamiliar names so I changed it from Hamadryad to Deep Forest. Also I really didn’t want them to hark back to dryads and just Hamad had a weird ring to it to me
Gillie Du got to pretty much keep it’s name tho. Originally it’s Ghillie Dhu, and there was nothing wrong w that but i wanted things a bit simple in the name department. Ghillie Dhu is a Scottish fairy who (to drastically summarise him) lives in a marsh and plays tricks on people. As I said earlier, I wasn’t using these sources as gospel, just as flavour affects, so the Gillie Du subrace became a more water based thing with the breathing under water and swim speed.
Desert Walkers probably changed most from their original material. I started with the Salabhanjika, a sculpture found in india that’s always got a tree and a musical instrument in it. I wanted a bit of size range (i had to talk myself out of making one of them Large size cos it got too op, but I wanted to so bad) so they got the Small tag, then because India is a hot country and I already had a sub class more tightly woven in with fruit trees I made it more desert based, giving some good boosts to travelling related skills. I really love playing Small races and I wanna play as one of these now, it feels built for a ranger but I think it could make a kickass wizard tbh
The Maliade are based on the Epimelides, who were a kind of nymph associated with apple trees and sheep. I extended that association to fruit trees and all farm animals cos i didn’t want to cramp anyones roleplaying incase someone really wanted to be a Maliade who’s buddies with a bull and makes three magic dragon fruits every day. There’s no information beyond that on wikipeida, but I didn’t have any subrace who had a close relationship with people, so they got that. I like this one, I think the skills are pretty useful in a lot of small ways
And the Kodama! The Kodama are the only ones who actually got to keep their original name. Kodama are a Japanese spirit that inhabit trees. They can also be seen as Mountain Gods. So these guys got the mountain skills. Spider climb is a great skill, but when coupled with a slower speed I thought they cancel out pretty comfortably to make a balanced race. The Kodama has a brief description on wikipedia, but it’s terrifying, “small, white humanoids with large, rattling heads and mask-like features, with asymmetrical black dots for eyes and mouth, and move similar to bobbleheads.” I took the essence of this (pale skin, dark eyes) and dropped the rest. A lot of people (myself included) like their characters to be sexy, and that ain’t hot to me
Click through to read a transcript of the race if the font above is too small/blurry.
I’m gonna be making more of these and if there’s some interest I’ll start doing some stuff on Patreon, let me know if you thinks that’s something worthwhile. I’ve got a race in the works now that is like a living statue. Super slow but super durable. It’s a bit min/max but could be fun for some campaigns
Nature Spirits
Nature Spirits are a known phenomenon, a wandering essence of the land who appear commonly in the land. Some Nature Spirits are chosen and come into being through a birth touched by the land, some choose the path themselves and give their souls over to the land, some are simply brought into being by the powers of the land. It is a difficult life as a Nature Spirit, your priority is not yourself rather the protection and love of your home land. You have features and traits specific to the type of land you hail from.
Varied Childhoods
Each Nature Spirit is different, some wander far from their home, travelling and researching the world at large to better safeguard the continued life of their land. Others never leave and are rarely if ever seen by a civilised person. Some live in harmony with the people of their land, others seek to drive out humanoid peoples. You path in life is up to you, but the land you are from is your home and your priority.
Nature Spirit Traits
Ability Score Increase: Your Wisdom score increases by two.
Languages: You speak Common and Sylvan
Weapon Proficiency: You are proficient with the quaterstaff, club, greatclub, and slings. You cannot use this proficiency to use metal weapons and must use naturally found projectiles (such as wood, stone, nuts) for your sling. If your Class gives you proficiency in any of these weapons the metal caveat no longer applies
Alignment: Nature Spirits can have any alignment, but their loyalty lies with the land that powers them
Choose one from the following Racial Variants
Deep Forest
These spirits emerge from an ancient tree once in the trees lifetime, sometimes living incorporeally their whole lives, other times taking humanoid form to explore their forest in that way. They are ancient, tough, and fast, living the longest of any of their brethren Nature Spirits. Their hair forms as moss does atop their head. They are the least likely to leave their home unless they must.
Age: You age slowly, up to about 1000 years, and you age in time as a human would, at 80 years old you appear 8, at 900 years old you appear as a 90 year old human
Size: Medium
Speed: Your speed is 35ft
Ability Score Increase: Your Strength score increases by one.
The Hard Trek: Rough and difficult terrain does not affect you
Vision: You have Darkvision to a distance of 60ft
Survivalist: You are proficient in the Survival skill
Gillie Du
The Gillie Du find home wherever land meets water, be it ocean, river bank, or a swampy marsh. They are generally cheerful and occasionally make themselves known as a trickster to strangers in their land. Their skin is a dusky green tone but otherwise they appear somewhat elven. They can be born of humanoids, but more often are formed over some time in their land, and very occasionally a humanoid will show such a loyalty to the land that they turn into a Gillie Du. They are comfortable in both water and on land, but prefer land.
Age: You are fully grown at about 40 years old and do not age until your death at about 700 years of age.
Size: Medium
Speed: Your speed is 30ft, and your swim speed is 30ft
Ability Score Increase: Your Dexterity score increases by one.
Powerful Lungs: You can hold your breath for fifteen minutes plus a number of minutes equal to your Constitution modifier (minimum of zero)
Vision: You have Darkvision to a distance of 60ft
Sleep with Ease: You can cast the Alarm spell once a day without components
Desert Walker
Desert Walkers are born in deserts and find themselves comfortable in a hot climates. They are the most inhuman in appearance, still humanoid but with grey black skin, ears that connect behind their heads, and everlastingly young. Their age, of course, is not reflected in their appearance and they often speak with an experience that startles people. They are soft spoken and have learned from the many cultures they have encountered in their time.
Age: You live up to roughly 200 years, always appearing someone younger than an adult
Size: Small
Speed: You move quickly despite your size. Your speed is 30
Ability Score Increase: Your nomadic lifestyle has caused you to meet with the odd civilisation and learn from many varied cultures. Your Intelligence score increases by one
Inexhaustable: You have advantage against effects that will cause Exhaustion
Fire: You can cast the Cantrip Produce Flame
Musically Gifted: You have proficiency in one musical instrument of your choice
Keep an Eye Out: You have Expertise in the Perception skill
Endurance: You do not need to eat
Maliade
The Maliade Spirits are the most civilised, often the child of a townsperson who is touched by the powers of nature. They grow up with a community of humanoids in a small town hidden in the forest, or a larger city connected to an expanse of untouched flora. They are Medium size even if their birth parents are Small or Large, their size is determined by their Nature Spirit soul. They are friendly with animals and people alike, used to the constraints of town life as well as the freedom beyond. They are the most normal in appearance, the least likely of their kin to turn heads
Age: You age at the same rate as the average human, and die at roughly 100 years of age
Size: Medium
Speed: Your speed is 30ft
Ability Score Increase: Your Charisma score increases by one.
Language: You can speak to all farm animals
A Good Fruit: Everyday you can create four fruits of your choice, each feeds the average person for a day and restores 2 Hit Points. You cannot use this abiliy again until your next long rest
Find a Ride: At 3rd level you can cast Find Steed once a day, you are restricted to animals that would be normally found in a farm such as a horse, sheep, or cow.
Cook: You are proficient in Cooks Tools
Kodama
The Kodama are usually the result of a lost traveller or explorer who commits their life to protecting the land they’ve found and accepts the physical changes that entails. They are drawn to the roads and paths through their mountain range, watching and learning the different plants, animals, and humanoids that grow and pass through. They are pale skinned with dark irises and are generally more lean than strong.
Age: You live up to 400 years, aging to appear as a human would in their 60s
Size: Medium
Speed: You’re used to moving carefully across treacherous mounains, as such your speed is 25ft
Ability Score Increase: The mountains are a hard life. Your Constitution score increases by one
Natural Defence: You are more likely to defend yourself than attacked, as such once a day you can cast Barkskin
A Life of Climbing: You are forced to carefully climb your way throug life, leaving you with an ability most professional climbers would marvel at. You can Spiderclimb, climbing across walls and roofs live gravity doesn’t affect you
Sight: You have 30ft of Darkvision
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2 Homebrew Subraces That Can Be Used By Any Race!
I love the idea of weird and bizarre races that look normal but aren’t. These Subraces allow for some great plot twists about fellow party members mid campaign.
Ageless (Undead subrace)
Ageless are skeletal beings infused with dark magic. Ageless cannot be born, and must come from a living creature participating (willingly or unwillingly) in a Dark magic ritual. Ageless have the unique ability among undead to hide in plain sight by reasumming their original form, however that form no longer ages.
Any race can be ageless, so this subrace can be taken by any race that has a subrace instead of taking their normal Subrace. If that race does not have a subrace they must take decrease two stats of their choice by 1 in order to take this subrace. Ability Score increase. Your Constitution increases by 1. Age.  Ageless technically live forever, but slowly lose their emotions over time, so it is common that when ageless reach around 500 years old they commit suicide due to a serious depression. Alignment : Ageless are usual evil, however there are small sects of this race that became ageless for good reasons, such as to have more time with their families. Truly Hidden: Ageless have two forms, one based on their look from before their transformation into an ageless and their skeletal true forms. An ageless can swap between forms at will, by melting their flesh off and reforming it. It takes a spell at the spell level 2+your class level in order to determine that you are ageless, or even undead. There is no other way to determine if a creature is ageless without them assuming their ageless form.
Ageless endurance: An ageless cannot die unless its skull is completely destroyed. If you are unconscious or “dead” and your skull is completely intact, at the start of your turn you may regenerate your skeletal form and set yourself to 1 hit point. However, Anyone seeing you recover in this way, will immediately know you are an ageless (if they know what an ageless is) Undead bones: While in skeletal form, An ageless is resistant to necrotic damage and vulnerable to radiant damage.  
Believer (Roleplay Subrace)
The Believers are a race of Arcane beings that set out in search of books so they can possess them and become a character within this book. No one knows where they come from or how they choose what book they possess. Believers are also unable to question their own existence, always assuming that they are indeed real, though they are able to lie about it. When they possess a book and become a character within that book, they will try to replicate the character's life as closely as possible. Upon death, they blow up into a puff of smoke and all that remains is the book that they possessed. They are then able to go on and possess another book, however the character as it is known is dead. Any book character can become real through Believers, so this subrace can be taken by any race that has a subrace instead of taking their normal Subrace. If that race does not have a subrace they must take decrease two stats of their choice by 1 in order to take this subrace.
Ability Score increase: Your Charisma increases by 1
Bookbound: Once per longrest, you can gain advantage on an ability check, if it is directly related to your story book plot. (This requires DM approval)
Timeless: Due to being magical being in nature, Believers are unaffected by all time altering magic or abilities (Such as: Time stop) (well just time stop really)
Arcane Soul: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Character actors: you gain proficiency in persuasion and performance, but also have disadvantage on any deception check involving the fact you are a believer. (These were both based on the corresponding races in the Live Show Urealms Live)  
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rpggeeknation · 5 years
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How to play a Vampire in D&D using only official content.
I will run through some simple guidelines on how to play a Vampire in D&D only using official content.
For Race pick Elf. Elves are long-lived, can go into a trance, are perceptive and dexterous, can’t be put to sleep, and can resist magical charming. For subrace, we have a few options:
1. High Elf is our best choice. If you take high elf, take one of the following cantrips (Chill Touch, Minor Illusion, or Frostbite). For the language pick any, but some thematic ones are the following (Infernal, Sylvan).
2. Shadar-Kai.
3. If Eberron (or at least Eberron rules) are allowed then the Mark of Shadow Elf is decent too.
For class: Bard, Fighter, Rogue, Sorcerer, Warlock, or Wizard are best.
College of Whispers or College of Glamour Bard
Eldritch Knight Fighter
Assassin, Mastermind, or Arcane Trickster Rogue.
Archfey, Undying, or Hexblade Warlock.
Illusion, Enchantment, or Necromancy Wizard.
NOTE 1: For Archfey you could say that your patron is a Vampiric Fey. Or you could say Vampires (or at least the first Vampires) are/were a type of fey (Unseelie) or were created by said fey. OR you could say that your Patron is a Vampire and not a fey but that the Fey Patron subclass best represents it.
NOTE 2: If you wanna play a Monstrous Vampire like the Nosferatu from Vampire the Masquerade or Vampire the Requiem, or you wanna play a vampire who has given in to the beast/hunger than Barbarian works as well. Also for the aforementioned Nosferatu Vampire or an outcast vampire hermit, you could take Circle of Spores Druid (if Ravnica options are allowed).
Important Skills to take are Stealth, Sleight of Hand, Acrobatics, Persuasion, Intimidate, Arcana, History, Religion, Perception, and Insight.
Good backgrounds are Noble, Hermit, and Haunted One (or make your own).
If you are a spell caster your damaging spells should focus on Necrotic, Cold, and Psychic damage. Summoning and Shape changing spells are always good.
Some Great Spells: Bane, Charm Person, Command, Fog Cloud, Jump, Find Familiar, Longstrider, Faerie Fire, Shield, Blur, Darkness, Detect Thoughts, Hold Person, Invisibility, Magic Weapon, Mirror Image, Misty Step, Pass without Trace, Ray of Enfeeblement, See Invisibility, Shadow Blade, Spider Climb, Suggestion, Bestow Curse, Conjure Animals, Fear, Fly, Gaseous Form, Haste, Major Image, Revivify, Slow, Speak with Dead, Vampiric Touch, Water Walk, Black Tentacles, Dominate Beast, Phantasmal Killer, Inflict Wounds, Polymorph, Contagion, Enemies Abound, Danse Macabre Dominate Person, Modify Memory, Scrying, Telekinesis, Expeditious Retreat, Mass Suggestion, Soul Cage, Truesight, Maddening Darkness, Time Stop.
Vampiric Touch is a must.
For Conjure Animals I recommend: 
CR 0 - Bats, Rats, Ravens
CR 1/8 - Blood Hawk, Stirge, Giant Rat, Poisonous Snake
CR 1/4 - Swarm of Bats, Giant Bat, Wolf, Constrictor Snake, Giant Poisonous Snake, Swarm of Rats, Swarm of Ravens.
CR 1/2 - Swarm of Insects, Swarm of Rot Grubs
CR 1 - Dire Wolf
CR 2 - Giant Constrictor Snake, Swarm of Poisonous Snakes
NOTE: Cast Polymorph on yourself to become a Dire Wolf or Giant Bat.
For melee combat focus on dex builds whenever possible. Mixing Magic and Melee are great ways to feel vampiric.
Archetypical Vampires you can create include the following: The Shadowy Killer (Jack the Ripper; History), The Seductive Predator (Alucard; Castlevania), the Monster in the Dark Woods (Gangrel; VtM), The Blooddrinking Noble (Elizabeth Bathory; History), the Hungering Beast (Nosferatu; VtM), and many more.
The point is you can, with a little imagination, build a Vampiric Character using only official options.
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dungeonmasterdio · 5 years
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Dryad Player Race (5E)
Guardians of the forests, ladies of the Feywilds, dryads are a rare and interesting race that almost never leave their forest home, laughing at ideas of great adventures away from the safety of the lands they protect.
Some, however, do not laugh, and become inspired.
Appearance: Dryads appear as a humanoid woman, often appearing similar to an elf or a human. Their skin tones can appear as like that of a human or like the bark of a tree. Their hair is like leaves, and many have natural "clothes" made of stronger bark and moss they can grow from their body at will.
Height: Depends on their home forest, often ranging from 5 to 6 feet, but can be shorter or taller if their home trees are exceptionally short or tall. Your size is Medium
Age: Mature at anywhere from 30 years to 60 years, but can live indefinitely as long as their forest is healthy.
The Call of Nature
The dryad can communicate with beasts and plants as if they shared a language.
30 ft. Waking Speed
+2 Wisdom
Subraces
Tree Walker
+1 Int
A more "traditional" dryad as some would claim, with rich bark as their skin and long strips of leaves and moss for their hair, these dryads are more in tune with their wooden homes, these ones are more calm, yet stalwart in their beliefs than their cousins. They only leave their home forest in times of great need, but most seek to return home as fast as they can.
Tree Stride
Once on her turn, a dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
Leaf Dancer
+1 Chr
A different evolution of a dryad, often resulting from a youngling gaining wanderlust. Their skin may appear as a human's or elf's, and develop a more appealing face and appearance in hopes of befriending local humanoids. Most grow out of this stage and may transform into Tree Walkers, but a rare few act on these desires and leave in pursuit of adventure.
Soul of the Treefolk
Leaf Dancers can cast Druidcraft at will, at 3rd level they can cast Goodberry 3 times per day and at 5th level they can cast Pass Without Trace once per long rest.
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raeynbowboi · 4 years
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The Character Forge: How to Play as Damien Lavey in DnD 5e
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Today I’m making a build for everybody’s favorite spicy red baby from Monster Prom, Damien Lavey. So showcase how bold and fun you are over a bowl of knives amid the romantic glow of arson, as we conspire to dance with the devil on prom night.
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The Prince of Hell
First things first, we need to be a Tiefling. Asmodeus is the standard cut of Tiefling and gets +2 CHA and +1 INT and the ability to cast Hellish Rebuke and Darkness once per long rest without using a spell slot. However, another option for subrace is Zariel Tiefling, which get +2 CHA and +1 STR and the ability to cast Searing Smite and Branding Smite. Choose whichever you feel is better for your build.
For Alignment, this guy is a psychopath, but then, most of the characters in Monster Prom are horrifyingly and endearingly amoral. We’ll call him Chaotic Neutral because just as much as he’s wiling to break the law to help you, he’ll also do it just to amuse himself. Or just for the fun of breaking the law.
For background, Damien is the Prince of Hell, and his fathers conquered Hell together. So, while it’s tempting to label him a Criminal, he’s a Noble.
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Skills and Abilities
Damien appears to be completely immune to fire, and while he starts fires with matches and gasoline, there’s also an instance where he throws fire at people from the top of a stolen food pile among other times, so he has some limited use of fire magic. There is an instance where he jumps out of a pizza oven, which even the Narrator is uncertain whether Damien can teleport through fire, or if he was just waiting there in the oven for your character to show up. He has also drank straight fire, and has a literal furnace in his stomach that causes him to eat a lot of food very quickly.
Damien seems to be magically resistant to mortal wounds. While competing with Polly over whose flasks contains better stuff, Damien has a flask of radioactive absinthe, and he finds a fist fight to be a turn on which suggests that he must be supernaturally durable.
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The Class Rebel
Barbarian Damien is an angry guy with a love for violence and Polly states that his talent is hitting things. As a Barbarian, Damien would become an embodiment of rage and savage warfare, but at the penalty of losing access to his spell options while raging.     Desert Storm Herald: When you rage, you create a 10 foot aura that wreathes you in flames. Creatures within your aura take Fire damage, you gain Fire resistance, ignite flammable objects with your bare hands, grant your allies Fire resistance while within your aura, and retaliate against anyone who dares hit you with a searing Fire counterattack.     Zealot: Your rage is fueled by a vow of unholy piety to wage war for your dark lord. This subclass lets you imbue your weapon attacks with added Necrotic damage, be revived from death without costing the necromancer material components, reroll a failed roll while raging, fill allies with unholy fury to give them advantage, and straight up refusing to die.
Paladin Whenever you encounter Damien at the auditorium, his designated costume appears to be some sort of black knight. Damien loves warfare and fighting, even claiming that his actual battle attire is really just 700 knives held together with barbed wire. Paladins are usually beacons of moral purity, there are some dark variants of this wholesome class.     Conquest: Conquest Paladins are focused on crushing opposition to their tyrannical rule. Considering you cheer Damien up about being the heir to Hell by reminding him he can wage war as king, this could work nicely for him. You become so terrifying that it actually hurts those who are afraid of you, punish those foolish enough to hit you, and become an avatar of combat.     Oathbreaker: While Damien has never made an oath to break, Oathbreaker Paladins create an aura of hatred that empowers fiends and undead, resist bludgeoning, slashing, and piercing damage from nonmagical weapons, and become such an embodiment of rage and fear that being near you causes mental trauma on your enemies.
Sorcerer Most fire spells are only listed as being in the Sorcerer and Wizard spell lists, and Damien obviously has strong fire associations.     Pyromancy: Your bloodline has strong associations with fire. You gain resistance and later, immunity to fire damage, and your fire spells deal added damage.
Warlock Most of the time when a character fits Warlock, the lack of spells is usually a major hang-up, but luckily, Damien’s use of magic is extremely limited to being able to throw fire. Also, in an adorable side pic by the crew, Damien is seen playing DnD with Zoe, Liam, Oz, and Slayer, and he seems to be dressed like a spellcaster, which to me looks more like a Warlock than anything else.     Fiend: An alternative option to Sorcerer’s selection of fire spells, and as the Prince of Hell, of course his powers come from infernal sources.     Hexblade: Hexblade Warlocks get the ability to swing with CHA instead of STR for weapon damage, as well as letting him bind the souls of his victims into being his slaves. While Damien doesn’t have a specific special sword, he does like knives and swords, so he likely has one that matters enough to him to bother forging a bond with it.
For this build, an Oathbreaker Paladin is very useful, as it lets you add your CHA mod to your melee weapon attack, making Hexblade irrelevant because this boost also increases the power of other fiends, letting you raise and then empower an army of the damned. So, by coupling this with a Fiend Warlock, your melee weapon attacks can deal your normal sword damage, with both your STR mod AND your CHA mod to make you an extremely deadly infernal warrior while still giving you access to fire magic and demonic powers.
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Stats and Proficiencies
All of your casting options cast with Charisma, and having a high CHA stat also makes you better at lying and scaring people, so it’s a good stat for Damien to have a lot of. Strength is the other stat you’ll want maxed out so that your Oathbreaker subclass can make you an avatar of pain and carnage. After that, a high Constitution is important so that you can shrug off a stab wound or pierce your nipple with a handgun instead of a piercing gun without dying like a noob. You’ll want a decent Dexterity, but it’s not super necessary for the build. Wisdom and Intelligence will get dumped though. Damien’s not even close to top of the class, and it’s pretty easy to fool and coerce him to believe something, so he’s not exactly wise either. Then again, his strength is punching things, and that’s what his build is focused on doing.
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Name: Damien Lavey Race: Zariel Tiefling Background: Noble Alignment: Chaotic Neutral Class: Oathbreaker Paladin (8)             Fiend Warlock (12) Base Stats: Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 8 (-1) Charisma: 20 (+5) Saving Throws: Strength: +10 Dexterity: +6 Constitution: +8 Intelligence: +4 Wisdom: +10 Charisma: +16 Combat Stats: HP: 172 AC: 16 Speed: 30 Initiative: +1 Number of Attacks: 2 Hit Dice: 8d10, 12d8 Proficiency Bonus: +6 Passive Perception: 9 Dark Vision: 120 feet Proficiencies:    Athletics   History   Intimidation   Persuasion Skills: Acrobatics: +1                  Medicine: -1 Animal Handling: -1         Nature: -1 Arcana: -1                        Perception: -1 Athletics: +11                   Performance: +5 Deception: +5                  Persuasion: +11 History: +5                       Religion: -1 Insight: -1                         Sleight of Hand: +1 Intimidation: +11               Stealth: +1 Investigation: -1                Survival: -1
Damage Resistances     Fire Condition Immunities     Disease
Equipment:     Chainmail: It’s not 700 knives held together with barbed wire, but it’s interlocking bits of metal, so close enough.     Longsword: It’s just a prop, but Damien uses one in the play. Deal 1d6+13 Slashing Damage +5 Necrotic Damage on a melee weapon attack.
Paladin Feature: Fighting Style    Dueling: One-handed weapon attacks deal +2 damage.
Warlock Feature: Pact Bond     Pact of the Blade: You forge a bond with a weapon, and gain the ability to summon and dismiss it at will. The weapon counts as magical.
Warlock Feature: Eldritch Invocations     Agonizing Blast: Eldritch Blast deals +5 damage on hit.     Devil’s Sight: 120 feet of normal and magical darkvision     Fiendish Vigor: Cast False Life on self at will. Gain 1d4+4 temp hit points.     Relentless Hex: Teleport within 5 feet of a cursed target as a bonus action.     Superior Pact Weapon: Your pact weapon deals an added +2 damage.     Lifedrinker: When you hit with your pact weapon, deal +5 Necrotic damage.
Warlock Feature: Mystic Arcanum     Investiture of Flame
Spell Slots 1st (4) 2nd (3) 5th (3)
Damien’s Spellbook
Cantrips                      2nd Level     Booming Blade           Branding Smite     Create Bonfire            Crown of Madness     Eldritch Blast              Darkness     Sacred Flame             Scorching Ray     Thaumaturgy           3rd Level     Toll the Dead               Fireball     True Strike                  Summon Lesser Demons 1st Level                      4th Level     Burning Hands            Elemental Bane     Command                   Shadow of Moil     Compelled Duel          Summon Greater Demon     Hellish Rebuke         5th Level     Hex                              Flame Strike     Searing Smite              Hallow     Wrathful Smite             Infernal Calling                                         Negative Energy Flood
Actions:
Divine Sense Detect Celestial, Fiend, or Undead. Detect Holy or Unholy energy. Lay on Hands Pool of 40 HP to distribute or 5 points to cure poison or disease.
Features:
Aura of Hate You, Fiends, and Undead within 10 ft add +5 to weapon damage Aura of Protection You and allies within 10 ft. get +5 on saving throws Channel Divinity: Control Undead An undead within 30 feet of you must pass a WIS throw or obey you for 24 hours. Channel Divinity: Dreadful Aspect Choose any creature in 30 feet to become afraid of you for 1 minute on a failed WIS throw. Channel Divinity: Harness Divine Power Use Channel Divinity to restore a used 1st Level spell slot. Dark One’s Blessing Gain 17 Temp HP upon reducing a creature to 0 HP. Dark One’s Own Luck Once per rest, add 1d10 to a skill check. Divine Smite Sacrifice a spell slot, deal (x+1)d8 radiant damage, +1d8 on fiends and undead. Dueling Fighting Style Add +2 to one-handed melee weapon attack damage Fiendish Resilience When you finish a rest, choose damage to resist. Mystic Arcanum Cast Investiture of Flame once per long rest without spell slots Position of Privilege You belong in high society, lowborn bend over backwards to make you comfortable, and you can get an audience with other nobles.
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With this build, Damien is an avatar of carnage, dealing anywhere from 20-25 damage with every melee weapon attack and getting two attacks per turn for 40+ damage, he’s absolutely phenomenal at slaughtering his enemies. Quite fitting for this adorkable pyromaniac. How do you feel I did with this build? Would you build Damien differently? Which player character do you like to chase the Spicy Red Baby with? I’m partial to Brian x Damien. And do you have a character you’d like to see me build? I take requests. And as always, thanks for joining me in the Character Forge, where heroes are made.
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tigerkirby215 · 3 years
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5e Sivir, the Battle Mistress build (League of Legends)
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(Artwork made for Riot Games.)
Okay I know this is completely off topic but what the hell is Sivir's pose in her base splash art? Like oh my god doesn't that hurt your back? Jesus I know proportions are hard but wow this pose is terrible lmao.
Also it has come to my attention that I unintentionally made all the Legends of Runeterra Shuriman champions. Well I mean, Rammus isn't in LoR yet. Man we do really need more Shuriman champs.
Sorry I really don't have much of a blurb beyond that. Honestly only making Sivir for "randomly Shurima month." Like who actually plays Sivir anymore.
GOALS
Better duck! - We need to be able to throw everything at incoming danger and cut it down to size.
Here's where I get my cut - When faced with a hoard it doesn't hurt to be able to shoot everyone at once!
Nice try - Of course getting hit yourself would suck, so we're going to need ways to avoid incoming damage.
RACE
You have ascendant blood in you, which gives you just a touch of godly power. To connect to the gods look to the Aasimar. As an Aasimar you’d normally increase your Charisma by 2 but we’re instead going to invoke Tasha’s for a +2 to Dexterity. But your other abilities don’t change such as your Darkvision which I only mention because Light Bearer gives you the Light cantrip to help your friends with their dumb human eyes. You also get Celestial Resistance for a Spell Shield and Healing Hands for some potions in a pinch.
Fallen Aasimar require high Charisma and Scourge Aasimar hurt themselves as they fight, so we’ll be going for Protector Aasimar. We’re still going to get a +1 to Intelligence instead of Wisdom with Tasha’s rules, and we’ll cover more of what your subrace does for you at level 3.
ABILITY SCORES
15; INTELLIGENCE - Intelligence is tied to Investigation which makes it the tomb raiding skill. (I’d probably put Dexterity higher to be honest but I dislike uneven Ability Scores.)
14; DEXTERITY - You’re an ADC and even if you’re throwing stuff (which we won’t be in this build) Dexterity is still tied to most ranged combat abilities.
13; CONSTITUTION - While you may be squishy on the Rift we simply don’t need any other abilities for this build.
12; WISDOM - Wisdom is tied to Perception which is also useful when trying to avoid traps.
10; CHARISMA - You’re rather rough around the edges. Maybe if you were more Charismatic your fellow tomb raiders wouldn’t have double-crossed you.
8; STRENGTH - Even though you’re throwing weapons (which again: we won’t be for this build) you are very nimble and Fleet of Foot. Put simply we don’t need Strength at all for this build.
BACKGROUND
There’s no “Tomb Raider” background so we’ll fall back on Sivir’s job as a Mercenary Veteran. You get proficiency in Athletics and Persuasion as well as Land Vehicles and a gaming set of your choice (pick your poison.)
When you live the Mercenary Life you can easily identify other mercenaries by their emblems and logos. (RIP Clubs.) You know bits and pieces about their work, and can go seek them out for hints on the next ancient tomb to break into. And if all else fails you can fall back on mercenary work to maintain a comfortable lifestyle.
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(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue because skills to raid tombs are always helpful. Skills like Acrobatics, Perception, Investigation, and... well we may as well grab Stealth as a Rogue. You also get Expertise in two skills: Investigation is the skill to find hidden loot, and Stealth is still pretty important as a Rogue.
When you live the mercenary life you know to speak in Thieves’ Cant so no wanabee treasure hunters try for your mark. Thieves’ Cant is a secret code with regular words that mean something else.
But let’s be real: what we’re really here for is Sneak Attack. When you have advantage on an attack (such as by attacking from stealth) or if your ADC is near the target you can do an additional d6 of damage.
LEVEL 2 - ROGUE 2
Second level Rogues are Fleet of Foot, and can use Cunning Action to Dash, Disengage, or Hide as a Bonus Action. Attack-Moving as an ADC is very important!
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype, and you have the blood of a long-dead civilization in your veins. You revived your phantom of a great great great great (x20 more “great”s) grandfather, so Phantom Rogue will work well. Whispers of the Dead will let you choose a skill or tool to gain proficiency in after a Short or Long Rest, so you can adapt your tools to the situation at hand.
But more importantly you get Wails from the Grave. When you hit an enemy you can have your shot Ricochet to an enemy within 30 feet to deal necrotic damage equal to half the number of Sneak Attack dice for your level (round up.) You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Speaking of which your Sneak Attack die increases to 2d6. And speaking of more damage as a Protector Aasimar you get Radiant Soul. Once per long rest you can activate your Ascendant blood for 1 minute or until you end it as a bonus action. During this time you have a flying speed and deal extra Radiant damage equal to your level. Look just because we don’t see Sivir fly in-game doesn’t mean she can’t.
LEVEL 4 - ROGUE 4
4th level Rogues get an Ability Score Improvement: Dexterity controls most of what you do currently. Increase it by 2 for more damage, better skill checks, and better AC.
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(Artwork made for Riot Games.)
LEVEL 5 - FIGHTER 1
ADCs are meant to fight, and Fighters are good at that! You get a Fighting Style to boost your right clicks and a “Marksman” needs Archery, even if they’re technically throwing weapons. (By the way by this point I’d recommend using a Longbow, for multiple reasons other than “it’s better than a Shortbow / Light Crossbow.”)
You can also pop the Heal Summoner Spell for a Second Wind, healing yourself for a d10 plus your Fighter level as a Bonus Action.
LEVEL 6 - FIGHTER 2
Second level Fighters are On the Hunt (by themselves), and can Action Surge to take an additional action! For now this just means one more attack, but your damage output will really increase at higher levels!
LEVEL 7 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype, and while it’s perhaps not the most accurate or the strongest Arcane Archer is the only way to get some of Sivir’s abilities. But firstly you get Arcane Archer Lore for the Arcana skill (or Nature but Arcana is better), as well as the Prestidigitation cantrip (or Druidcraft but Prestidigitation is better.)
But your main feature is of course the Arcane Shot. Once per turn you can use one of your Arcane Shot options. You decide to use it when the arrow hits a creature, unless the option doesn’t involve an attack roll. Piercing Arrow will serve as your “Boomerang” Blade, firing a projectile in a 30 foot line that deals damage to everyone it passes through. This ability will go through cover so you can shoot past walls too!
There aren’t really many other options that fit Sivir, but Bursting Arrow will make your shot “Ricochet” on enemies within 5 feet of your initial target. And will do more damage, obviously.
You have two Arcane Shots per Short or Long Rest, but I’d really recommend discussing the subclass with your DM. Arcane Archer is known for being weak but it becomes a lot stronger if you make the Arcane Shots scale with either Intelligence modifier or your Proficiency Bonus. I don’t normally recommend homebrew changes but Arcane Archer is honestly a fun subclass hampered by how limited your Arcane Shot options are. I really recommend discussing buffs to the class if you wish to play one. 
LEVEL 8 - FIGHTER 4
4th level Fighters get another Ability Score Improvement and while tricks are useful shooting good is still your main goal. Increase your Dexterity by 2 for the deadliest shots possible.
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(Artwork by Horace "Hozure" Hsu and Alex "alexplank" Flores. Made for Riot Games.)
LEVEL 9 - FIGHTER 5
5th level Fighters get their Beserker's Greaves, granting them enough attack speed for an Extra Attack to make two attacks in a turn! "Business is good."
LEVEL 10 - FIGHTER 6
Fighters get Ability Score Improvements instead of Class Features, but that's cool because it means we can get feats! Your Constitution has been sitting at 13 for awhile now, and while I'd normally try to grab a more fun feat Resilient will increase your Constitution by 1 and also make it easier to resist spells, which is like a spell shield!
LEVEL 11- FIGHTER 7
7th level Fighters get their Mythic! Kraken Slayer will give you Magic Arrows that do... exactly what they say on the tin! Magic damage for the sake of overcoming resistance or immunity to nonmagical damage.
Additionally if you miss you can use your Bonus Action to Ricochet your shot to another enemy. Curving Shot will let you redirect a missed hit towards a different enemy within 60 feet.
You also learn another Arcane Shot option: Enfeebling Arrow is like exhaust on an arrow. The target takes an additional 2d6 Necrotic damage and has to make a Constitution saving throw. If they fail the damage of their attacks is reduced by half until the start of your next turn.
LEVEL 12 - FIGHTER 8
More Feats are fun! While I could take Resilient in every stat or perhaps Mage Slayer I think Lucky works better to simulate Sivir's spell shield. If you make a roll on a d20 that you don't like you can roll a Lucky die to change it. You can use this not just on saving throws but also attack rolls, ability checks, and even enemy rolls! (Though of course the most flavorful thing would be to only use it on your own saving throws.) You do only have 3 of these per Long Rest, so be sure to use them wisely to block deadly spells.
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(Artwork made for Riot Games.)
LEVEL 13 - ROGUE 5
5th level Rogues can survive a bit of harass thanks to Uncanny Dodge, letting you reduce the damage from a weapon attack you saw coming by half with your reaction. "Nice try." Your Sneak Attack also increases to 3d6, meaning that your Wails from the Grave increase to 2d6.
LEVEL 14 - ROGUE 6
6th level Rogues get Expertise in two more skills: Perception will help you see danger coming, and Acrobatics will help you avoid that danger.
LEVEL 15 - ROGUE 7
7th level Rogues can dodge skillshot with Evasion. If you succeed on a Dexterity saving throw you take no damage. If you fail on the saving throw you only take half damage, instead of the full damage! "Step light, strike hard." Your Sneak Attack also increases to 4d6.
LEVEL 16 - ROGUE 8
Another Ability Score Improvement is in order, and this will actually be your last one! More Intelligence will boost your Arcane Shots, but the Sharpshooter feat will boost your regular shots. It’s up to you what you do really; adapt your build for more Ability Power or more Attack Damage.
LEVEL 17 - ROGUE 9
9th level Phantom Rogues can loot the dead. When a creature you see dies within 30 feet you can use your reaction to grab a Tokens of the Departed. You can have a maximum number of soul trinkets equal to your proficiency bonus, and can’t create one while at your maximum. You can use soul trinkets in the following ways:
While you have at least one soul trinket you have advantage on death saving throws and Constitution saving throws.
When you deal Sneak Attack damage you can destroy one of your soul trinkets to use Wails from the Grave without expending a use of that feature.
As an action, you can destroy one of your soul trinkets to ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It doesn’t have to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
And to top it off your Sneak Attack increases to 5d6, which also means your Wails from the Grave increases to 3d6! “Life’s cheap. Death pays.”
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(Artwork by Jean “Curing” Go. Made for Riot Games.)
LEVEL 18 - FIGHTER 9
9th level Rogues get another Spell Shield with Indomitable. Once per Long Rest when you fail a saving throw, you can reroll it! It’s really that simple.
LEVEL 19 - FIGHTER 10
10th level Arcane Archers get another Arcane Shot Option. What? Did you want actual class features? Too bad! Regardless take whatever option you think will be useful honestly, because we got everything we wanted from the earlier levels.
LEVEL 20 - FIGHTER 11
Now that you’re finally six-slotted you can attack three times with your Extra Attack, or 6 times with Action Surge!
FINAL BUILD
PROS
I've got values; they stack up nicely - Three attacks per turn is good in its own right, but you’ve also got Arcane Shots, a Sneak Attack that can affect two targets, and Radiant Soul to add a flat +20 to your damage every turn.
I'll fight for a cause; I won't die for one - Having around 150 HP is nothing to sneeze at, but what’s really impressive is your saving throws. Proficiency in DEX, CON, and INT saves means you won’t be failing those saves anytime soon, especially since your Soul Trinkets give you advantage on CON saves!
You've got a problem, I've got a price - You’ve got plenty of utility with Expertise in the two “searching” skills, the ability to interrogate people after death, and of course good ol’ Lucky if things go south.
CONS
Make me work for it - You need a lot of actions and reactions to operate at maximum effectiveness. Soul Trinkets are tied to spending reactions and you need your Bonus Action for Curving Shot as well as your Cunning Actions.
Don't get between me, and my gold - You’re honestly not that skillful for a Rogue, with a lot of dud skills (let’s be honest you really don’t need Athletics) instead of potentially more useful things like Insight or Survival. Sure +13 to Perception is nice but that and Investigation are probably the only two skills you’re notably good at, as your took Expertise in general Rogue abilities instead of team utility.
They say the desert is a cruel mistress - Half your saving throws are very good. The other half...? +1 Wisdom saves are quite mediocre for a common save, and -1 to Strength saves certainly has the chance to hurt. Even if you can reroll them it’s still going to be hard to make those saves.
But you’re reliable which is all that can be asked for a mercenary. Your jobs are to fight and to nab treasure, both of which you’re damn good at. Go ahead and pull this build out if the party needs a reliable marksman, and if you roleplay them well they may not even realize you’re playing a character from League of Legends. Pull a little Sneaky on them.
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(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
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creativerogues · 6 years
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Roll A Complete Character!
HAPPY JANUARY 1ST EVERYBODY!
What’s a better way to start 2018 than sitting around a table, rolling dice, and coming up with some brand new Characters, with the potential to do anything!
With help from the Amazing CreativeRogues Community, we’ve created a Set of Tables you can use for Creating Your New Character!
Using these Tables, you can Roll for your Character’s Race, Subrace, Class, Subclass, Alignment, Background and Ability Score Array!
So All You Have To Do Is Sit Back And Roll Some Dice While Enjoying The New Year’s Festivities!
Race & Subrace: ROLL 1D30
1. Aasimar (Roll 1d4: 1 = Protector Aasimar, 2 = Scourge Aasimar, 3 = Fallen Aasimar, 4 = Roll Again)
2. Bugbear
3. Metallic Dragonborn (Roll 1d6: 1 = Gold, 2 = Bronze, 3 = Brass, 4 = Silver, 5 = Copper, 6 = Roll Again)
4. Chromatic Dragonborn (Roll 1d6: 1 = Red, 2 = Blue, 3 = Green, 4 = White, 5 = Black, 6 = Roll Again)
5. Dwarf (Roll 1d4: 1 = Duergar Dwarf, 2 = Hill Dwarf, 3 = Mountain Dwarf, 4 = Roll Again)
6. Elf (Roll 1d4: 1 = High Elf, 2 = Wood Elf, 3 = Dark Elf (Drow), 4 = Roll Again)
7. Firbolg
8. Genasi (Roll 1d4: 1 = Air Genasi, 2 = Earth Genasi, 3 = Fire Genasi, 4 = Water Genasi)
9. Gnome (Roll 1d4: 1 = Forest Gnome, 2 = Rock Gnome, 3 = Deep Gnome, 4 = Roll Again)
10. Goblin
11. Goliath
12. Half Elf (Roll 1d6: 1 = Half Aquatic Elf, 2 = Half Wood Elf, 3 = Half Dark Elf, 4 = Half Moon Elf, 5 = Half Sun Elf, 6 = Roll Again)
13. Half-Orc
14. Halfling (Roll 1d4: 1 = Ghostwise Halfling, 2 = Lightfoot Halfling, 3 = Stout Halfling, 4 = Roll Again)
15. Hobgoblin
16. Human (Roll 1d4: Odd = Human, Even = Variant Human)
17. Kenku
18. Kobold
19. Lizardfolk
20. Orc
21. Tabaxi
22. Tiefling (Roll 1d6: 1 = Feral, 2 = Devil's Tongue, 3 = Hellfire, 4 = Winged, 5 = Common Tiefling, 6 = Roll Again)
23. Tortle
24. Triton
25. Yuan-Ti Pureblood
26 - 30. Roll Again
Class & Subclass: ROLL 1D12
1. Barbarian (Barbarian Path - Roll 1d6: 1 =  Berserker, 2 = Totem Warrior, 3 = Ancestral Guardian, 4 = Storm Herald, 5 = Zealot, 6 = Roll Again)
2. Bard (Bardic College - Roll 1d6: 1 = Glamour, 2 = Lore, 3 = Swords, 4 = Valor, 5 = Whispers, 6 = Roll Again)
3. Cleric (Cleric Domain - Roll 1d12: 1 = Arcana, 2 = Death, 3 = Forge, 4 = Grave, 5 = Knowledge, 6 = Life, 7 = Light, 8 = Nature, 9 = Tempest, 10 = Trickery, 11 = War, 12 = Roll Again)
4. Druid (Druidic Circle - Roll 1d4: 1 =  Land, 2 = Moon, 3 = Dreams, 4 = Shepherd)
5. Fighter (Martial Archetype - Roll 1d8: 1 = Champion, 2 = Battle Master, 3 = Eldritch Knight, 4 = Arcane Archer, 5 = Cavalier, 6 = Samurai, 7 = Purple Dragon Knight, 8 = Roll Again)
6. Monk (Monastic Tradition - Roll 1d8: 1 = Open Hand, 2 = Shadow, 3 = Four Elements, 4 = Drunken Master, 5 = Kensei, 6 = Sun Soul, 7 = Long Death, 8 = Roll Again)
7. Paladin (Paladin Oath - Roll 1d8: 1 = Devotion, 2 = The Ancients, 3 = Vengeance, 4 = Conquest, 5 = Redemption, 6 = The Crown, 7 = Oathbreaker, 8 = Roll Again)
8. Ranger (Ranger Archetype - Roll 1d6: 1 =  Hunter, 2 = Beast Master, 3 = Gloom Stalker, 4 = Horizon Walker, 5 = Monster Slayer, 6 = Roll Again)
9. Rogue (Roguish Archetype - Roll 1d8: 1 = Thief, 2 = Assassin, 3 = Arcane Trickster, 4 = Inquisitive, 5 = Mastermind, 6 = Scout, 7 = Swashbuckler, 8 = Roll Again)
10. Sorcerer (Sorcerous Origin - Roll 1d6: 1 = Draconic Bloodline, 2 = Wild Magic, 3 = Divine Soul, 4 = Shadow Magic, 5 = Storm Sorcery, 6 = Roll Again)
11. Warlock (Otherworldly Patron - Roll 1d6: 1 = Archfey, 2 = Celestial, 3 = Fiend, 4 = Great Old One, 5 = Hexblade, 6 = The Undying)
12. Wizard (Arcane Tradition - Roll 1d10: 1 = Abjuration, 2 = Conjuration, 3 = Divination, 4 = Enchantment, 5 = Evocation, 6 = Illusion, 7 = Necromancy, 8 = Transmutation, 9 = War Magic, 10 = Roll Again)
Alignment: ROLL 1D10
1. Chaotic Good
2. Chaotic Neutral
3. Chaotic Evil
4. Lawful Good
5. Lawful Neutral
6. Lawful Evil
7. Neutral Good
8. True Neutral
9. Neutral Evil
10. Roll Again
Background: ROLL 1D30
1. Acolyte
2. Anthropologist
3. Archaeologist
4. Charlatan
5. City Watch / Investigator
6. Clan Crafter
7. Cloistered Scholar
8. Courtier
9. Criminal / Spy
10. Entertainer
11. Faction Agent
12. Far Traveler
13. Folk Hero
14. Gladiator
15. Guild Artisan / Guild Merchant
16. Haunted One
17. Hermit
18. Inheritor
19. Knight
20. Knight of the Order
21. Mercenary Veteran
22. Noble
23. Outlander
24. Sage
25. Sailor / Pirate
26. Soldier
27. Urban Bounty Hunter
28. Urchin
29. Uthgardt Tribe Member
30. Waterdhavian Noble
Ability Scores: ROLL 1D4
1. Standard Array (15, 14, 13, 12, 10, 8)
2. Good Array (16, 14, 12, 11, 10, 10)
3. Heroic Array (18, 16, 14, 12, 10, 10)
4. Epic Array (18, 17, 15, 14, 12, 10)
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