raeynbowboi
raeynbowboi
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A dumping grounds for all my dumb thoughts and ships
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raeynbowboi · 2 months ago
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BnHA Characters as Salem Saberhagen GIFs
Midoriaya Izuku
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Bakugou Katsuki
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Kirishima Eijirou
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Ashido Mina
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Sero Hanta
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Denki Kaminari
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Jirou Kyouka
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Shouta Aizawa
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Mirio Togata
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Tamaki Amijaki
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raeynbowboi · 2 months ago
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If I Made An MMORPG
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If I were to make an MMORPG type game, I think it'd be cool to set the game in Ancient Greece. Instead of classes, you choose a patron god from among the major Olympians (with room for big names like Persephone, Hecate, Hades, Hestia, and Pan so it's not JUST the official Olympians.) And instead of factions, you align yourself with one of the Ancient Greek City-States.
You are a demigod/hero representing your chosen God and fighting for the domination of your City-State. Whether this is a battle royal between many city-states, or it goes for a more Peloponnesian War thing with Athens vs Sparta. You can also meet and befriend both important figures from Greek history, as well as figures from Greek Myth like Helen of Troy and Odysseus.
For gear, you'd collect legendary items from Greek Mythology, such as Achilles' Armor, Medea's Cauldron, Heracles' Nemean Lionskin, Penelope's Shroud, Agamemnon's Shield of Phobos, Perseus' Mirrored Shield, and of course, more legendary equipment like the Golden Fleece, Hermes' Sandals, Aphrodite's Girdle, or Zeus' Aegis.
The god you pick is your class, so your chosen god affects your playstyle.
Ares, Artemis, Poseidon, and Zeus are Damage type gods.
Apollo, Demeter, Hecate, and Hestia are Support type gods.
Aphrodite, Dionysus, Hermes & Persephone are Control type gods.
Athena, Hades, Hephaestus, and Hera are Guardian type gods.
So, let's say you built your hero, and you want to swear your loyalty to Aphrodite. You're a Control type hero that uses love and beauty to stun and weaken foes. Your class-exclusive gear would include items like Harmonia's Necklace, The Apple of Discord, The Bow of Eros, and Aphrodite's Girdle. You'd then pick a City State, and the game would highlight the areas with strong ties to Aphrodite: such as Korinthia, Kythera, and of course, Athens and Sparta, but you can really pick anywhere. Finally, your main quest givers would be heroes like Adonis, Narcissus, and Aeneas. You could even unlock Epic heroes and gods as companions, with Aphrodite's Legendary ally being Eros.
Though there'd have to be measures to ensure the popular gods like Zeus, Apollo, and Athena aren't just going to steamroll over the players that picked Hestia.
Yes, I am aware of Smite: Battleground of the Gods, but that's a MOBA, not an MMORPG. Two very different genres. You're not building a character up from level 1 in a MOBA.
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raeynbowboi · 2 months ago
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Translating the Teen Titans to Faerun
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A long time ago I did a post translating the Gaang from Avatar: the Last Airbender to the world and lore of DnD, making Katara a Cleric of Selune, Toph a blind-fighting Ranger, etc. While that was a good first foray into the idea, I wanted to explore the idea again with my favorite team of heroes: the Teen Titans. I've built all of them before, Raven more than anyone else. But today, we're not building the Teen Titans based on their powers. We're building them based on how they would fit into DnD lore as if they were natives of Faerun, born and raised in the setting. How would this change their backstories, or would it simply change their powers? Let's find out.
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With a well-crafted team like the Teen Titans, we want to be sure each character stays true to their general party role, and the group works well together in a campaign. An all monk party isn't going to fare as well as a party with diverse roles and classes. So, while we won't get too hung up on this, it's worth thinking about. Robin is the leader, and specializes in stealth, infiltration, and investigation. Cyborg is the meat shield, gadgeteer, and primary doctor. Starfire is the flying warrior princess with laser powers and super strength. Raven is the scholarly wizard with powerful psionic powers from a dark origin and minimal healing powers. Lastly, Beast Boy is the goofball comedic wildcard shapeshifter. These basic ideas we want to keep in tack as much as possible, while filtering the team through the lore of Faerun.
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ROBIN
DICK GRAYSON
Before moving to Jump City, Robin mentored under Batman, a master detective and vigilante crimefighter in the crime-infested major city of Gotham. In some Teen Titans media, the Titans are firmly located in San Francisco, California, but even in the cartoon, Jump City appears to be located in southern California. Gotham has influences of major American cities like Detroit and Chicago. Meanwhile, Superman's Metropolis is more closely based on New York City. There are three major cities in Faerun: Waterdeep, Baldur's Gate, and Neverwinter. Of the three, Waterdeep seems the most like New York City as the biggest city in Faerun. Baldur's Gate started as a smuggler's den, mapping well onto Gotham. And that leaves Neverwinter to map onto Los Angeles/San Francisco. This would mean that Batman is a Baldurian nobleman, and that Robin moved from Baldur's Gate to Neverwinter to pursue his own career as an adventurer.
Robin is an ordinary human in every definition of the word. There's nothing special about his bloodline and his biology was not altered in any way. Robin is a Standard Human.
While Robin did begin his career as a performer in the Flying Grayson Circus Act, he's not really a performer anymore. Robin's true training came from being mentored by Bruce Wayne in Baldur's Gate, learning the tricks and tools of crime-fighting, investigation, martial arts, and stealth. We'll say his background is an Investigator for Insight and Investigation proficiency.
It really is worth pointing out that Robin became a villain twice while trying to chase Slade. When he lost to Kotaro, Robin disappeared to the other side of the world for weeks, possibly even a month or longer with little notice. When he broke his arm chasing Johnny Rancid, the entire team tackled him back into his chair thinking he was going to insist on hunting down Rancid in spite of his broken arm, and they were all surprised he was just grabbing the remote. Robin is textbook Chaotic Good.
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CLASS
Battle Master Fighter: Fighters are trained warriors. They're soldiers, guards, knights, and faith militants. Battle Masters are experts in strategy and tactical combat. Their maneuvers allow them to command their party, crowd control enemies, or gain advantages in a fight. Robin is well-versed with a variety of tools and weapons, and puts tactics at the forefront of his fighting style. Way of Shadow Monk: while Robin is a skilled martial artist trained by the Grand Master and talking animals, monks possess a mystical, not quite magical power. Their ki is beyond human ability. And a major aspect of both Batman and Robin is the complete lack of supernatural powers. Shadow Monk is not a horrible way to build Robin. He is a martial artist who favors stealth and secrecy. But, it's not the most in-character option there is. Inquisitive Rogue: Rogues do not need to be ruthless cutpurses loyal to some lowly den of thieves. They are simply highly specialized experts in the areas of infiltration, stealth, espionage, forgery, and extraction. It just so happens many use these talents for criminal offenses. Inquisitive Rogues are skilled detectives and investigators. They can study an enemy for weaknesses to exploit, gaining advantage even in a 1v1 scenario and dealing extra damage. It's also worth remembering Robin was trained by Batman, a man often called the world's greatest detective.
Looking at Robin's abilities, backstory, and training, I would ultimately declare him to be an Inquisitive Rogue. They excel at sizing up enemies that are bigger and stronger than them, they're designed to be great detectives, and their littany of skills and talents sure sounds like our Boy Wonder. You could reasonably multiclass with Battle Master Fighter for the maneuvers. Or you could go straight Rogue and just take the Martial Adept feat to gain Maneuvers.
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STARFIRE KORRIAND'R
Korriand'r is the princess of Tameran, a planet somewhere in the Vega system. Her race are proud warriors with emotion-heightened powers, including superstrength, flight, and starbolts. Tameraneans are similar to Kryptonians, except they aren't weak to Kryptonite, and they get their powers from emotion instead of the Earth's sun.
There are a few Alien species that Starfire could be:
Astral Elf: Space-faring elves that left the Feywild to explore the stars, Astral Elves have starlight in their eyes, and automatically know either Light, Dancing Lights, or Sacred Flame. Astral Elves can also teleport 30 ft as a bonus action a number of times equal to their proficiency bonus. Dragonborn: Contrary to popular belief, Dragonborn are not the result of a dragon and a bard doing the horizontal monster mash. Rather, they are aliens from the planet Abeir that crossed over to Toril during the Spellplague. Once the unpaid servants of Abeir's dragons, they overthrew their masters and made their own culture. They have a strong warrior culture, and value their clansmen and kin above all else, even faith. Dragonborn aren't always religious as the gods could not hear their prayers on Abeir, but Bahamut is a very popular god for worship in Dragonborn society, and other dragon deities do see worship in Dragonborn society. Githyanki: The Githyanki are the psionic warriors of the Gith race. Once the unpaid servants of the Illithid Empire, they freed themselves from servitude. However, in the aftermath, the Gith separated into two factions: the Githzarai and the Githyanki. The Githyanki serve the undying Lich Queen Vlaakith, hunt Mind Flayers, and ride Red Dragons. They also have a very "the strong eat the weak" mentality, and have extremely harsh policies on failture and usefulness.
While the Astral Elf looks the most like Starfire, I'm going with the race that seems the closest to Tameraneans. I'll be making Starfire a Gold Dragonborn. If the setting allows, you could absolutely make her a Crystal Dragonborn for Radiant energy, but not every setting is going to work for gem dragonborns, so I chose to stick to the classic varieties.
As for her background, Starfire is the Princess of Tameran which could make her work as a Noble. She is a highly skilled fighter which could make her a Soldier. She's also an alien from a far-away planet new to this earth and its strange customs, which could make her a Far Traveler. As being a princess is what shocks the Titans the most, it's what defines her more than the other two things. We'll call Starfire a Noble, but we'll swap out her History proficiency for Athletics, and keep her proficiency in Persuasion. She speaks Draconic as a Dragonborn, as well a language of her choice. We'll go with Gith for flavor, as it's another alien language. If you want a more core rulebook language, Deep Speech is the language of Aberrations. If both those languages feel too alien and you want a language she's more likely to encounter in a campaign, then the strong warrior cultures of Goliaths and Orcs could be nice choices for her, having her speak Giant or Orcish respectively. Because Tameraneans learn languages through lip contact, if you wanted to play up this aspect, you could have Starfire take the Linguist Feat once or twice to learn more languages, but this is entirely optional and mostly for flavor and roleplay.
Starfire always follows her heart. Even when told not to do something, she will do it if she believes it is right, which leans more Chaotic. However, Starfire can also usually be expected to keep her word, dislikes fighting unnecessarily, does not like lying, cheating or stealing. She was even willing to marry Glgrdsklechhh if it meant avoiding war, unaware it was a gambit for Blackfire to gain a powerful artifact in exchange for Starfire's hand in marriage. As such, I would say that Starfire is Neutral Good. She will always do whatever she feels is best in the moment. Whatever course of action she believes will do the most good for the most people.
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CLASS
Like with her race, there are a few build options each of which translates Starfire to DnD's world and lore in different ways.
Draconic Bloodline Sorcerer: Being a dragonborn, the Draconic Bloodline Sorcerer translates nicely as her race's natural affinity for draconic magic, mirroring how all Tameraneans have starbolts. She gives up her melee warrior aspects to focus on her dragonborn magic, specializing in Fire magic. Light Domain Cleric: Cleric is a surprisingly good choice for what Starfire would be if raised in the world of DnD. Clerics aren't just healers, some join their faith militant, acting as the sword of their god's divine justice. Clerics can cast radiant spells like Guiding Bolt, Sunbeam, and Sunburst, they're decent frontline warriors, and they heal and support their friends. War is a better fit if she wishes to worship Bahamut, but Light lets Starfire make better use of radiant magic, and also gives her a few fire spells as a Cleric as well, letting her keep the heavy light and fire theme. She may worship Tamara, the Draconic Goddess of Light, Mercy, and Forgiveness. Oath of Devotion Paladin: She starts to really lose her Starbolts at this point, but she puts greater emphasis on her warrior spirit, and she still has radiant smites. Whereas the Cleric angle makes Starfire a better support for her friends and Sorcerer puts all the attention on her starbolts, the Paladin focuses on turning Starfire into a heavy-hitting tank that shakes off the hits her friends can't handle. She still gets some healing with her Healing Touch, and a few healing spells. Starfire fits the mold of fighting for beliefs, as her powers manifest through strong convictions such as righteous fury, boundless confidence, and the joy of flight.
While I was tempted to make Starfire a Draconic Bloodline Sorcerer as a good translation of her canon emotion-based powers native to her race, I had to remind myself that we are not just building Starfire. Dragonborn are not Tameraneans. While they have access to draconic magic and blood, draconic sorcery is not a universal thing across their race the way it is with Tameraneans. We are asking what would Starfire be if raised in Faerun? And I don't believe Starfire would be a Sorcerer. However, Cleric and Paladin is a much tighter race. Both gain their powers from convictions and beliefs, which reflects the way Tamaraneans like Starfire draw their power from strong emotions and beliefs. But which one you favor comes down to splitting hairs. Ultimately, I would chalk Starfire up as an Oath of Devotion Paladin. For starters, we are ignoring their canonical powers when picking a class. Paladins are great warriors, and the people of Tameran are a strong and proud warrior race. Dragonborn are not super religious with Dragonborn Clerics being rare, but Paladins are extremely common in Dragonborn society. Finally, their main stats of Strength and Charisma is very fitting and appropriate for Starfire. She is strong and very charming. While I favor Paladin, the divide between Paladins and Clerics is extremely narrow, and being a Light Domain Cleric is not a bad way to build Starfire. She'd have ample access to tons of radiant and fire spells, she'd be able to heal and support her friends, and nothing is stopping her from putting points into Strength as a Cleric and being a decent front-liner. If you want her to draw strength from her convictions, be effective in melee, and be a full spellcaster, then Cleric is an equally great choice. As I said, Paladin only barely squeaks past Cleric in my analysis, and in the first draft, I did originally settle on Cleric. Both work for Starfire, and thus, I'll leave a spell list for both. For her Paladin build, I had Starfire take Magic Initiate: Sorcerer to give her some ranged spell attack options. You could also do a dip into Sorcerer with a Paladin build as opposed to taking the Magic Initiate feat.
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PALADIN SPELLS
Bold: Magic Initiate (Sorcerer) Orange: Oath Spells
C Firebolt, Light 1 Burning Hands, Cure Wounds, Protection from Evil & Good, Sanctuary, Searing Smite 2 Branding Smite, Lesser Restoration, Warding Bond, Zone of Truth 3 Blinding Smite, Beacon of Hope, Crusader's Mantle, Daylight, Dispel Magic, Revivify, Spirit Shroud 4 Death Ward, Freedom of Movement, Guardian of Faith, Staggering Smite 5 Banishing Smite, Circle of Power, Commune, Destructive Wave, Flame Strike
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CLERIC SPELLS
Orange: Domain Spells
C Guidance, Light, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy 1 Bless, Burning Hands, Guiding Bolt, Healing Word, Faerie Fire, Sanctuary, Shield of Faith 2 Aid, Flaming Sphere, Lesser Restoration, Prayer of Healing, Scorching Ray, Spiritual Weapon 3 Daylight, Fireball, Mass Healing Word, Remove Curse, Spirit Guardians, Spirit Shroud 4 Aura of Life, Banishment, Guardian of Faith, Wall of Fire 5 Commune, Dawn, Flame Strike, Greater Restoration, Holy Weapon, Scrying, Summon Celestial 6 Heal, Sunbeam 7 Divine Word, Fire Storm 8 Sunburst 9 Mass Heal
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CYBORG VICTOR STONE
Victor "Vic" Stone is the son of famous cyberneticist Silas Stone that grew up in Detroit. Once a prolific high school athlete, Victor was horribly injured by an explosion at S.T.A.R. Labs caused by an invasion by Darkseid. With his cybernetics expertise, Silas saved Victor's life by infusing his son with the Mother Box.
Because Cyborg was born human but has since been infused with technology, we'll call Cyborg a Variant Human. Why is he not a Warforged? Becaues he was not built the way Grid was. Cyborg is not a robot, so he is not a warforged. He's also shown several times needing to eat and sleep in order to function, two things Warforged do not require. As a Variant Human, we'll give him +1 Strength and +1 Constitution. And we'll add on the Tough feat to increase his durability. Cyborg is the team meat shield, after all.
In terms of background, Cyborg was a high school athlete before the accident, so we'll call him an Athlete for Athletics and Acrobatics.
When Brother Blood steals Cyborg's blue prints, he becomes determined to stop Blood because it's his plans. His technology. He feels it is his responsibility. He similarly gets upset when any of his technology or gadgets is commandeered by villains. He puts his heart and soul into those inventions, and gets very upset when they're hurt or stolen. Cyborg is a lot more laid back than Robin as a leader, but still cares about getting the job done. I find it hard to really say whether he leans more Lawful or Chaotic. He has principles and sticks to them, but he's also left the team multiple times after a heated argument with Robin. I ultimately land on Neutral Good for Cyborg's alignment.
Now, how does his prosthetics come into it? Well, there's an item in DnD called the Prosthetic Limb, a common wondrous item that can replace lost limbs, doesn't require attunement, can be detached, but not against the user's will. But Cyborg's metal body clearly acts like armor, how do we incorporate this? We travel to Theros. Mythic Odysseys of Theros introduced an item called Molten Bronze Skin that comes in Breastplate, Half Plate, and Plate Armor variants. This item molds itself to the wearer's body, allowing them to easily wear clothes over the armor, and making it impossible for someone else to take off. This item does require attunement, but it accomplishes the same effect of giving Cyborg "built-in" armor, the way a Warforged would have.
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CLASS
Artillerist Artificer: Artificers are gadgeteers and magical smiths that can defy logic with their inventions. Both Cyborg and his father are experts in cybernetics, metalworking, coding, and engineering. Cyborg built a car, a submarine, and then turned that submarine into a spaceship. The artillerist can make a tiny cannon they can carry with one hand that can fire a force ballista. Just try to say that's not Cyborg's sonic cannon. Champion Fighter: Cyborg is the tank of the party. It's his job to take the hits others wouldn't survive. In a low-tech fantasy world where Artificers don't belong, this version of Cyborg is a blacksmith who forged his own weapons and armor. The Champion is an athlete who prioritized physical strength over other aspects. When Cyborg isn't using his sonic cannon, he's throwing punches and lifting heavy weights, and he was a high school athlete until his accident. This is also a good multiclass option to get both sides of Cyborg: the tech and the muscle.
At minimum, Cyborg needs at least to be level 3 in Artificer to gain his Eldritch Cannon. After that, he can put as many levels into Artificer or Fighter as he wants. If he manages to become a level 11 Fighter, he'll get to make 3 weapon attacks then fire the Force Ballista as a bonus action, giving Cyborg 4 attacks at level 14. If you choose the Unarmed Fighting Style, Cyborg can wreck shop with his fists, making him an effective pugilist. Thanks to Action Surge, he can attack up to 6 times with just his action, and 7 times once you include his Eldritch Cannon. This makes him a pretty effective damage dealer, and the fighter levels would boost his Hit Points to make him a more effective tank. If you choose to take Artificer to level 9, his Force Ballista increases from 2d8 to 3d8. If you're okay with odd numbered levels and losing out on ASI, then Artificer 9/Fighter 11 could work. But for those who like getting ASI, then Artificer 4/Fighter 16 or Artificer 8/Fighter 12 may be more appealing. Just make sure to max out his Strength, and give him good Constitution and Intelligence, while dumping Dexterity. As an Artificer, we'll add Medicine and Perception to his skill list.
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SPELLS
Blue: Artillerist Spells
C Light, Mending, Message, Shocking Grasp 1 Alarm, Cure Wounds, Identify, Shield, Thunderwave 2 Heat Metal, Scorching Ray, Shatter, Vortex Warp, Web 3 Fireball, Glyph of Warding, Haste, Tiny Servant, Wind Wall 4 Fabricate, Ice Storm, Mord's Private Sanctum, Summon Construct, Wall of Fire 5 Animate Objects, Cone of Cold, Creation, Greater Restoration, Wall of Force
This spell list was made for those who build Cyborg as a pure Artillerist Artificer, while those who build him as a Fighter multiclass will obviously have fewer spells.
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RAVEN RAVEN ROTH
In her youth, Raven's mother Arella was lured into joining a cult that worshipped Trigon. She was chosen to be Trigon's bedmate, and afterwards, was approached by the Monks of Azar. They offered to shelter her and the child from Trigon, agreeing to raise the child in another dimension. A dimension named Azarath.
I believe the best translation of Raven's backstory is that Arella was lured into the cult of a powerful Fiend. Afterward, Arella was approached by Githzerai monks who offered to shelter both her and the unborn child with them in their home: the Chaotic Neutral Plane of Limbo. It would be here in the monasteries among stoic and scholarly Githzerai monks and wizards that Raven would learn to control her emotions, expand her mind, and hone her psionic powers. And one day, she would leave Limbo to return to the Prime Material Plane. This encompasses every part of Raven's backstory: being raised in another dimension, learning to control her emotions, honing her psychic powers.
As a half-demon, Raven translates nicely to Tiefling. Due to her empathy powers to manipulate other people's emotions, we'll go with a Fierna Tiefling. This will give her Friends, Charm Person, and Suggestion.
Having been raised in another plane, I would call Raven a Far Traveler. This grants her proficiency with Insight to get a reading for people's true feelings, and Perception to sense things around her, both of which can be flavored as her empathic powers and her extrasensory abilities. It also grants her proficiency with a Dragonchess Set, and she learns the Abyssal language.
When Robin becomes Slade's apprentice, Raven is the one to remind the team that he's a villain now, and they have to take him down. No matter how much the thought of it upsets her. When Cyborg leaves the team, Raven rationalizes that it's pointless to get upset and to focus on their duty as heroes. When Raven and Starfire switch bodies, Raven explains that she has to remain in control of herself to keep her powers from leaking out of her and destroying everything around her. When Trigon's prophecy comes to pass, Raven reveals that the reason she became a hero was that she wanted to do as much good as she could before the prophecy came to pass, hoping her good deeds would redeem her for the horrible destiny she knew she would one day fulfil. Raven is inarguably a perfect example of Lawful Good.
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TRIGON
But what about Raven's father? After all, we're not importing Trigon into the setting, we're picking an existing DnD Fiend to be the stand-in for Trigon. Firstly, we have to settle whether Trigon is a Devil or a Demon, and I believe he is a Demon. He betrays Slade the first chance he gets once it's time to pay up on his side of the deal, and his very presence on Earth changes the entire planet. Demons in DnD are Chaotic Evil, untrustworthy to keep their word. They also have an impact on the world around them that corrupts everything to resemble the Abyss. And prolonged demonic presence only makes these changes worse. But which Demon Lord is her father?
Graz'zt: Graz'zt is an interesting choice because he's actually had a relationship with a human: the witch Tasha. He is the Demon Prince of Lust and Pleasure. Graz'zt will take any opportunity to turn any moment that is sweet, beautiful, and tender into something perverse, degrading, and carnal. If anyone was going to sleep with Arella just to use her to make a kid he can manipulate, it would be Graz'zt. He's not as big as Trigon, but his personality does support that he'd play the waiting game. After all, he used to be a devil before he realized he would never rise high enough to stand beside Asmodeus, and defected to the Demon side. So unlike other Demons, Graz'zt is more clever and patient. It also means Tasha could be a DnD counterpart to Arella, and also gives Raven a grandmother: Baba Yaga. This places Raven in a very prolific magic bloodline of powerful female spellcasters. Before Demogorgon showed up, Graz'zt was contending with Orcus, the Demon Lord of Necromancy for supreme rulership of the Abyss, so he's no slouch in terms of power. He is a Large CR 24 Demon. Baphomet: Baphomet's strongest argument is that he resembles Trigon the most, with his cloven hooves and antlered head. However, Baphomet is more of a king of beasts and brutes, and his general behavior does not support Trigon's plot to conceive Raven. However, Baphomet's sphere of influence is brutality, aggression, rage, and conquest. Red Raven or Dark Raven literally embodies Raven's rage, and anger causes Raven's demonic powers to rise to the surface. Which is on point for Baphomet. The biggest point against Baphomet however is that he favors those with natural weapons such as claws and horns, as his followers should want to rampage and gore with their natural weapons. So a magical daughter like Raven doesn't really fit the bill. This could be her rebelling against his physical aggression mindset, but that's stretching to make it work. Trigon also doesn't care about fighting the Titans, using magic to distract them while he gathers his strength. Baphomet would take glee in the fight, something Trigon does not do. He is a Huge CR 23 Demon. Demogorgon: The Prince of Demons, Demogorgon is the most powerful of all the Demons in the Abyss. He's enormous, and an absolute world-ending level threat. But is he clever enough to plot to conceive Raven? Yes, but only partially. Demogorgon's two heads are basically his left brain and his right brain. One calculating and clever, the other feral and impulsive. The clever head could plan to use Raven as a portal, but the other head might be too impulsive and ruin the plan. He is a Huge CR 26 Demon.
Ultimately, I have to go with Graz'zt as Raven's father. He's not as powerful or as huge as Demogorgon, but he's more manipulative and cunning. He has the patience to wait for his plan to come to fruition, he's manipulative enough to use false love and affection to coerce people into obedience, and he's depraved enough to get a sick pleasure out of using, debasing, and defiling any amount of love shown to him. More importantly, half his brain isn't impulsively trying to undermine every single one of his schemes. While Demogoron is more of a world-ending 'we are so f*cked' threat, Graz'zt is still a Demon Lord. Just because he's prettier does not mean he's not still an enemy that even high level adventurers would struggle with. Graz'zt, after all, is a CR 24 Fiend. Certainly nothing to scoff at. That's only 2 CR below Demogorgon.
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CLASS
Raven is clearly a practitioner of arcane magic, but the source of her magic is so muddled that she could be any one of the three main arcane casters.
Aberrant Mind Sorcerer: Raised in Limbo amongst the Githzerai, the Aberrant Mind works well for Raven's backstory. For sorcerers, magic is infused into their very being. They don't need to study or make a deal, they just have a well of magical power innately. How they get this well varies. Usually, it passes along bloodlines. But it can also be like a mutation. One could go to the Shadowfell for Spring Break and return as a Shadow Magic Sorcerer. One can be given a spark of magic by a willing benefactor, they could touch an object that imparts magic to them, or awaken the power in a moment of dire circumstances. They could be born during an eclipse, travel to another plane, or be exposed to the weave itself. Their magic is constantly bubbling up inside of them, and leaking out if they don't contain it. Their magic can be explosive and hard to control. All of which sounds remarkably similar to Raven's powers and the constant struggle she undergoes to contain and control these powers. With Revelation in Flesh, Raven can fly for 10 minutes at a time at the cost of a single Sorcery Point. There's also no limit to how often she can reuse this power, other than her sorcery point pool. Granting Raven something akin to limitless flight, though not exactly. Fiend Warlock: While Raven herself did not make a deal with Trigon, Arella did. Arella was in Trigon's cult. According to Xanathar's Guide to Everything, one way a warlock might be joined to a patron is that their patron has been a benefactor to their family for generations, meaning it is possible to inherit one's otherworldly pact from their parents. There's also something I like to call the Sleeping Beauty Rule. The princess didn't choose to have fairy godmothers, but the king and queen did. The Player's Handbook also highlights that it is entirely possible to stumble into a pact without realizing it, or to become a warlock by simply reading an esoteric tome or touching a sentient blade. As such, it is entirely possible for Raven to be an unwilling warlock of her father. In the show, Trigon says that he gave Raven her powers, and Raven herself says in The End Part III that now that Trigon has no need of her, she no longer has her powers. But this is false, as Raven still has her powers, and uses them to fight back against Trigon. However, this is sort of fuzzy on how this works. Did Trigon really give her those powers, but could not take them away from her, or was Trigon mistaken and was never the source of her power to begin with? There's also the issue that in DnD canon lore, while a warlock Patron can bestow powers, they can't necessarily take them away. And Sorcerers can also have their powers bestowed upon them, further blurring the lines on whether Raven's gifts are more of a sorcerous origin or an otherworldly pact. The w Enchantment Wizard: I've built Raven several times, and every time, she's a Wizard. Raven is the brains of the party. She's a utility spellcaster with a vast knowledge of arcane lore and history. She's a polyglot who speaks several ancient languages, and has a library's worth of creepy esoteric books of arcane lore and eldrtich knowledge in her bedroom. Every spell that deals Psychic damage is under the School of Enchantment, and the school is full of spells that manipulate the mind, the senses, and emotions, all things Raven has displayed the ability to control. But we're not building Raven based on how she behaves in the comics or show. We're building Raven based on DnD lore, and Raven's powers were not cultivated through study. Yes, she learned new spells from Malchior. Yes, she is a highly intelligent person. But scholarly study is not the source of her powers. She does not have a connection to the Weave or any other sort of magical energy in the DC Universe. There are metaphysical forces in DC Comics, such as The Green, The Red, The Black, and other such forces, none of which Raven herself is linked to in any way. As such, I cannot confidently label Raven as a Wizard in accordance with DnD's lore.
Ultimately, I have to go with an Aberrant Mind Sorcerer. Her magic is innate. She works to control and maintain it. And a lack of restraint leads to her magic flooding out of her and impacting the world around her if left uncontrolled. Raven is a Sorcerer. However, she is a good candidate for multiclassing if you so choose. The main reason Raven is said to have left Azarath was due to Trigon finding her, forcing Raven to flee. However, in some versions, it is Raven herself --driven by curiosity -- that seeks her father out. In so doing, alerting him to her location, and dooming Azarath in the process. Either way, the moment of Trigon finding her could be the moment her pact is sealed, multiclassing Raven into a Fiend Warlock. Thus, Raven can start out as a Sorcerer, and possibly dip a level or two into Warlock to boot. This is also a large part of why I didn't make Starfire a Sorcerer. The party doesn't need two sorcerers, and Sorcerer works much better for Raven than it does for Starfire. For my spell recommendation, I will be assuming Raven has 2 levels in Warlock, and 18 levels in Sorcerer. For her Sorcerer skills, we'll give Raven Arcana and History.
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SPELLS
*Racial Spells Bold: Aberrant Mind Origin Spells Italics: Warlock Spells Purple: Sorcerer Spells
C Blade Ward, Eldritch Blast, Friends*, Mage Hand, Mending, Message, Mind Sliver, Mold Earth, Prestidigitation, Toll the Dead 1 Arms of Hadar, Catapult, Cause Fear, Charm Person*, Command, Dissonant Whispers, Hex, Shield 2 Calm Emotions, Detect Thoughts, Mind Spike, Suggestion*, Tasha's Mind Whip 3 Counterspell, Hunger of Hadar, Fly, Sending 4 Dimension Door, Evard's Black Tentacles, Raulothim's Psychic Lance, Summon Aberration 5 Bigby's Hand, Rary's Telepathic Bond, Synaptic Static, Telekinesis 6 Globe of Invulnerability 7 Plane Shift, Teleport 8 Demiplane 9 Time Stop or Psychic Scream
ELDRTICH INVOCATIONS
Agonizing Blast
Eldritch Sight
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BEAST BOY GARFIELD LOGAN
Garfield Logan was born an ordinary human, but when he became sick as a child, his father injected him with a serum using the DnA of a green monkey. The serum saved Beast Boy's life, but he turned completely green as a result, and unlocked his shapeshifting powers. Beast Boy can turn into more than just garden variety zoo animals. He has turned into alien lifeforms, microorganisms, dinosaurs, and dragons. The Werebeast Form he got in the 2003 cartoon episode "The Beast Within" later became Comic Cannon when Beast Boy was captured by Lupus, a minor werewolf villain. Beast Boy's best skill lies in his wild card shenanigans, as he can do things like turn into a whale to make use of how quickly whales think to artificially inflate his intelligence. When the Borneo Rainforest faced extinction, Beast Boy and Swamp Thing worked together to restore the ecosystem. Swamp Thing provided the seeds and flora, and then Beast Boy dispersed himself into a swarm of insects to help pollinate and stimulate the regrowth of the rainforest. Raven even tells Swamp Thing that when Beast Boy does this, he risks losing small parts of himself should anything happen to his many insect forms, but he takes on these risks willingly for the benefit of nature. While Beast Boy's green skin and shapeshifting are a result of the monkey serum he was injected with, Beast Boy's actual ability to shapeshift comes from a metaphysical energy field in the DC Universe called The Red. Think of it like the Force but specifically for all animal life forces in the universe. A similar force called The Green caters to all plant life in the universe, and this power is wielded by characters like Swamp Thing and Poison Ivy.
In terms of his race, because Beast Boy was a normal human until he turned green, I'd have to chalk him up as a Variant Human. Because he's short and green, there is a primal urge to make him a Goblin, and it would be cute, but inaccurate. There's also an urge to make him one of the partially bestial races like Leonin, Hadozee, Satyr, Minotaur, or Yuan-Ti. Even Simic Hybrid has a valid excuse to be in consideration. However, because Beast Boy was born human, I have to go with such. We'll give him +1 Wisdom, +1 Dexterity, and the Charger feat to dash into melee range and get a free attack out of it.
Beast Boy has pretty much always been a hero, first being adopted by the Doom Patrol, and later joining the Teen Titans. Momento ran the Doom Patrol like a military outfit, and Beast Boy grew up respecting rank and following orders. As such, I'd call him a Soldier making him proficient in Athletics, but we'll substitute in Performance to replace Intimidation.
Beast Boy wants to do good, but he's also the Lancer to Robin's stoic serious Leader. Beast Boy is a goofball knucklehead who often shows little regard for the rules. Upon running into the Doom Patrol again, Momento chastises Beast Boy for prioritizing his team's safety over completing the mission. He's usually also the first to suggest bizarre plans or spout off ridiculous theories. As such, I would say Beast Boy is Chaotic Good. He'll do what's right, just in a very unorthodox way.
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CLASS
Moon Druid: the most obvious choice, Druid is the only class in the game with access to Wildshape, the ability to shapeshift into animals. Although Beast Boy's powers were originally from genetic experiments gone wrong, his current lore makes Beast Boy connected to The Red, a metaphysical energy that links all animal life in the universe under the Parliament of Limbs. The Red is closely connected to The Green, which characters like Swamp Thing and Poison Ivy are connected to. Due to his connection to the energy of all living animals, Druid is fitting for Beast Boy. The Circle of the Moon is the most fitting option, granting Beast Boy Combat Wildshape. Lycan Blood Hunter: Before he was connected to the Red, Beast Boy's powers were a form of genetic mutation. Blood Hunters are the class that deal with altered DnA. While Beast Boy can't turn into every animal, his Lycan form is suitably animalistic and primal. It can also be a good option if you want to specifically play into the WereBeast form from the episode "The Beast Within". Because Beast Boy lacks supernatural powers beyond his shapeshifting, this version of Beast Boy sacrifices the variety of his wildshaping to keep him a strictly martial character. The Path of the Beast Barbarian also works, but Beast Boy only really has rage issues in "The Beast Within", and it is not otherwise a core aspect of his character, to the point that I didn't feel Barbarian was a good fit for his character. Valour Bard: If we ignore his powers entirely, then Beast Boy's role in the group is comedic relief and unexpected wildcard, which sounds like a Bard. Polymorph is on the Bard spell list, giving Beast Boy a backdoor method of wild shaping without being a druid. Through magical secrets, Bards can also pick up spells from other spell lists, letting Beast Boy pick up Druid spells like Web, Insect Plague, Summon Beast, Conjure Animals, and Guardian of Nature for the Primal Beast form. None of the subclasses jumped out to me for Beast Boy, but Valour Bards are great cheerleaders and sidekicks. Beast Boy has a chronic people pleaser mentality, and uses humor to lift his friends' spirits. Beast Master Ranger: Much like the Bard, this class option doesn't really fit Beast Boy, but it works as a variant build option that rather than being a full caster druid, Beast Boy protects his animal brethren as a mighty hunter. Tigers, Cheetahs, Lions, Gorillas, Elephants, and Rhinos are among his favorite animals to turn into, and would work well as Beasts of the Land. He also favors turning into a Hawk, Falcon, or Pterodactyl for a Beast of the Air. If you want a Beast of the Sea, he tends to favor Crocodiles, Sharks, Octopi, Whales, Swordfish, and Turtles.
While each of these offers interesting character angles, I obviously have to chalk up Beast Boy as a Circle of the Moon Druid. The Lycan Blood Hunter is a very close second choice, but lacks the connection to nature that Beast Boy (especially his Comic counterpart) definitely has. The bard was mostly thrown in to consider his personality, and it wasn't a terrible idea. He is funny, and would absolutely spam Vicious Mockery. A Beast Boy native to Faerun becoming a funny bard feels very organic to his character. But Druid feels just as organic, if not more-so. Finally, the Beast Master was pretty much thrown out as an extra idea, but not one I was taking seriously. Thematically, the idea of Beast Boy as a Lorax but for P.E.T.A. is interesting. Using his bond with animals to protect other animals. But the Druid was the clear winner. For his Druid skills, we'll give Beast Boy Animal Handling and Perception.
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SPELLS
Because Beast Boy does not really have magical powers beyond his wildshaping, I put together his spell list by trying to focus on shapeshifting, summoning animal companions, and any other bodily augmentation spell I could find. Spells that change some aspect of a person's body or enhances their senses in some way. I steered clear of any spell that felt too plant-themed or elemental, as Beast Boy is more connected to beasts than he is to storms or the elements.
C Druidcraft, Guidance, Infestation, Primal Savagery 1 Absorb Elements, Animal Friendship, Beast Bond, Speak With Animals 2 Animal Messenger, Beast Sense, Darkvision, Enhance Ability, Enlarge/Reduce, Locate Animals and Plants, Summon Beast 3 Conjure Animals, Protection from Energy, Water Breathing 4 Charm Monster, Dominate Beast, Giant Insect, Guardian of Nature, Polymorph 5 Commune with Nature, Insect Plague 6 Primordial Ward 7 Draconic Transformation 8 Animal Shapes 9 Shapechange
I will say, more than anyone else, his spell list really surprised me. I've always avoided building Beast Boy and hated the idea of him being a druid because it meant giving him spells. But I am surprisingly content with the spell list I have devised for him. It puts all the correct emphasis where it should be: on making Beast Boy the master of body modification, as well as allowing him to channel The Red as well through his animal spells. I used to think Beast Boy didn't work flavor-wise as a Druid, and now I can't believe I ever thought to build him any other way.
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TERRA TARA MARKOV
Terra is yet another princess, this time the illegitimate daughter of King Viktor Markov of Markovia. In the Comics, she made her living as a mercenary and criminal, taking odd jobs to get by, while in the show, Terra is a wandering homeless teen. In the comics, Tara was already working for Deathstroke before she met the Titans, while in the show, Terra met the Titans before she met Slade. This is to say, Terra has two completely different personalities. Comics Tara is a villain through-and-through, while Show Terra is a misguided hero turned villain turned reformed villain. Because the other characters are mostly going by their show counterparts, I'll mostly be looking at the Comics version of Tara only to answer any questions about her backstory we don't have from the show. The most important detail from the comics is that Tara's half-brother, Geo-Force (Prince Brion Markov), also has geokinetic powers. However, these powers are not signs of a magical bloodline, as neither King Viktor nor King Gregor Markov had these same powers. Their powers came about from the experiments of Helga Jace, the royal scientist of Markovia. Later, Brion's wife, Denise Howard, exposed herself to the same energies, turning her into Geode. Both Denise and Tara suffered from mental instability after the experiment, suggesting that the source of their powers had a debilitating effect on their mental states. Tara hated pretty much everyone and everything, while Denise desired to kill her own husband. In the comics, Tara was at one point part of the Black Lantern Corp, which raise their members as zombies to harness the power of death and hatred. This zombie Tara then sought revenge on the Teen Titans. I won't be covering this, but thought it was neat trivia.
We're going to stick mainly to the show's lore, so we'll call Terra a Variant Human since her powers are a result of scientific experimentation. We'll give her +1 Dexterity, +1 Wisdom and the Actor feat so she can pretend to be somebody else.
For her background, Terra is a wandering homeless kid. We'll call her an Outlander for Athletics and Survival. However, if you want to play more into Tara's backstory, then Criminal, Spy, Urban Bounty Hunter, and Haunted One could also work.
Show Terra's alignment seems to me to be True Neutral. She joins the Titans because it's offered. She works with Slade because he's an option. It never feels like her betrayal is personal until after Beast Boy turns his back on her. Up until then, she's hesitant and guilty about it. Terra looks out for Terra. That to me says True Neutral. Terra never seems to care that much about helping people or stopping villains. It was always more about just wanting to belong and to have a home. No strong convictions to be a hero or a villain. Which explains why The Girl Who Might Be Terra in Things Change is just an ordinary school girl. Not some great hero or wicked villain. If you're going by Comics Tara, that's straight up Chaotic Evil. The girl hated everyone and everything, and wanted a horizontal relationship with a middle-aged man. Comics Tara was just really unstable. I mean, she saw a Jerricho-possessed Deathstroke freeing the Titans, and instead of talking to him or trying to figure out what was going on, she just pushed the Big Red Button and brought the building down on herself in an attempt to take everyone with her.
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CLASS
Terra's class is tricky because unlike Starfire with her light and fire theme, or Raven's psionics and general magic, there's not really a clean and simple class for Earth-based spells. Druids are connected to nature, and Sorcerers and Wizards have pretty wide elemental coverage, but there's not a clear and clean answer like with the other titans. So, let's look at our options:
Wild Magic Sorcerer: While there was a Stone Sorcerer, this subclass never made it past Unearthed Arcana, so we can't really count it. In the show, Terra has poor control over her powers, often causing side effects accidentally. The possibility that the source of her powers also warped her mind in the comics also fits, as wild magic is the pure chaos of the feywild. Sorcerers sometimes get their powers from being exposed to a source of magical energy, visiting other planes, or being born during cosmic events. And the Wild Magic Sorcerer often causes chaos and problems at the table because of the random side effects of their magic, such that a lot of tables hate playing with the subclass because of just how detrimental it can be to have around. Which seems really fitting for Terra. Swarmkeeper Ranger: Like Toph, Terra in the show is an outdoorsy girl who prefers roughing it in the great outdoors. This rough and tumble lifestyle translates well to being a Ranger. The Swarmkeeper can be aided by a swarm of just about anything, and nowhere does it say it has to be sentient. So, Terra could be a ranger aided by a swarm of rocks or sand fighting alongside her. It's certainly an interesting and flavorful option. Rangers get a few earthy spells, but not a ton of them. However, you could always ask your DM to homebrew a rule that would let Ranger Terra pick up some more earthen-based spells from the Druid spell list. Mutant Blood Hunter: If we ignore Terra's powers completely to focus more on where they come from, Terra makes for an interesting Blood Hunter. Her powers are a result of scientific experimentation. Mutants literally alter themselves to fight, fitting that genetic experiment angle nicely. The only difference is that this version of Terra has learned to do it herself. It's not a bad choice. Assassin Rogue: Like the Blood Hunter, the Rogue is being considered without her geokinetic powers in mind. Rather, I'm looking at the Rogue because of how rogues are often infiltrators, spies, and thieves. I chose the Assassin as they have the ability to create a false identity, which is very fitting for Terra and the Judas Contract. Whispers Bard: This one is being suggested mostly for the worldbuilding implications. Bards from the College of Whispers work as spies and saboteurs, infiltrating parties and guilds disguised as other kinds of bards, then selling their cohort's secrets back to whatever spy network they serve. They literally pull off a Judas Contract as a Subclass. And with their Magical Secrets, a Whispers Bard Terra can pick up the few spells that actually let her throw rocks.
If we were just building Terra based on her powers, Wild Magic could have been a decent fit thematically. However, the purpose of this post is to ask ourselves 'what would the Teen Titans be if they were born and raised in Faerun?' And being exposed to the crazy magic of the Feywild just doesn't feel right for Terra. Whispers Bard creates an interesting angle for roleplay, but it caters more to players wanting to play more into her Comic Book Tara counterpart. The willing traitor. Whispers works great for a villainous version of Terra, but not for Show Terra. Blood Hunter and Assassin Rogue are decent ideas, but Terra isn't much of a scientist, and again, Assassin caters much more to Comics Tara than Show Terra. Ultimately, I have to go with the Swarmkeeper Ranger for Terra. As a girl roughing it in the great outdoors, sleeping in caves, and taking care of herself, becoming a ranger seems like a natural extension of the lifestyle she was already leading by the time she met the Titans. And if we're asking what the characters would become if raised in Faerun, that's a pretty cut and dry answer. Terra would have naturally gravitated toward the life of a roaming Ranger, aided by swarms of rocks and sand. Terra Markov is a Swarmkeeper Ranger. For her Ranger skills, we'll give Terra Perception and Stealth. If you want to give her Deception, swap one of the background skills she gets from Outlander, then pick up the dropped skill from the Ranger skill list.
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SPELLS
While we decided to make Terra a Swarmkeeper Ranger, it does sacrifice a lot of her Earth-based abilties. However, if you have an open-minded DM, Terra does get a few spells from both Primal Awareness and the Swarmkeeper Subclass that don't quite fit the theme, and a cool DM might be okay with letting you make a few substitutions for Terra's spell list, pulling more Earth-based spells from the Druid and Wizard spell list as an exchange for the excess spells than the base Ranger class gives her. But even without homebrewing in more Earth magic, Terra still gets a few stone-based spells, and Wrath of Nature can let Terra chuck rocks at enemies every turn as a bonus action so long as she maintains concentration on the spell. So even a pure Swarmkeeper Ranger will still get some earthen flavor as Terra. And you could also reflavor spells, such as treating Web like quicksand to keep Terra's earthen flavor.
Italics: Primal Awareness Spells Bold: Swarmkeeper Spells Pink: DM Approved Earth Spells (Homebrew)
C Mage Hand (Mold Earth) 1 Ensnaring Strike, Faerie Fire, Hunter's Mark, Speak With Animals (Catapult, Earth Tremor) 2 Barkskin, Beast Sense, Pass Without Trace, Web (Earthbind, Max's Earthen Grasp) 3 Conjure Barrage, Gaseous Form, Meld Into Stone, Speak With Plants (Erupting Earth, Wall of Sand) 4 Arcane Eye, Locate Creature, Stoneskin, Summon Elemental (Stone Shape) 5 Commune With Nature, Conjure Volley, Insect Plague, Swift Quiver, Wrath of Nature (Transmute Rock, Wall of Stone)
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Conclusion
I felt this was an interesting thought experiment. Some characters like Robin and Cyborg changed very little from the last time I built them, while Raven and Beast Boy stayed what I expected but offered new insights into how they fit into the lore of the world. Starfire and Terra had the biggest changes, but those changes I feel are for the better, at least for this post. At least now, you could play a campaign with the Teen Titans while also being completely faithful to DnD lore.
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raeynbowboi · 2 months ago
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DC Rivals: Raven
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This is just something I did for fun based on the idea: what if DC Comics made a game similar to Marvel Rivals? So, this is a purely speculative concept piece for Raven, since she's my favorite DC superhero.
Basic Attack: Black Magic Bolt (launches forward a bolt of black magic)
Ultimate: Trigon's Pride (Raven damages all nearby enemies, and remains in Dark Raven form for a few seconds, during which time, her damage output increases by 25%.
Movement: Shadow Form (Raven becomes intangible, increasing her movement speed. Shadow Form reduces incoming damage by 75%, but also reduces damage output by the same amount.)
Ability 1: Telekinetic Grasp (immobilize and damage foes afflicted by Transfer Soul for 1.5 seconds)
Ability 2: Nevermore (Launches Raven's soul self forward, damaging all targets in a straight line.)
Charge Attack: Transfer Soul (3 Charges. Raven transfers a piece of her soul into a target. Slows ability cooldown by 1 second.)
Charge Attack: Soul Shield (Only usable in Shadow Form. Hold to project a forcefield, protecting Raven and nearby allies from damage. Cooldown between uses.)
Passive: Meditative Mind (Raven recovers from Crowd Control effects faster. The effectiveness of Meditative Mind increases when partnered with Nightwing, Starfire, Beast Boy, and Cyborg. Raven can share the effects of Meditative Mind with the Titans.)
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raeynbowboi · 3 months ago
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If I Made An MMORPG
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If I were to make an MMORPG type game, I think it'd be cool to set the game in Ancient Greece. Instead of classes, you choose a patron god from among the major Olympians (with room for big names like Persephone, Hecate, Hades, Hestia, and Pan so it's not JUST the official Olympians.) And instead of factions, you align yourself with one of the Ancient Greek City-States.
You are a demigod/hero representing your chosen God and fighting for the domination of your City-State. Whether this is a battle royal between many city-states, or it goes for a more Peloponnesian War thing with Athens vs Sparta. You can also meet and befriend both important figures from Greek history, as well as figures from Greek Myth like Helen of Troy and Odysseus.
For gear, you'd collect legendary items from Greek Mythology, such as Achilles' Armor, Medea's Cauldron, Heracles' Nemean Lionskin, Penelope's Shroud, Agamemnon's Shield of Phobos, Perseus' Mirrored Shield, and of course, more legendary equipment like the Golden Fleece, Hermes' Sandals, Aphrodite's Girdle, or Zeus' Aegis.
The god you pick is your class, so your chosen god affects your playstyle.
Ares, Artemis, Poseidon, and Zeus are Damage type gods.
Apollo, Demeter, Hecate, and Hestia are Support type gods.
Aphrodite, Dionysus, Hermes & Persephone are Control type gods.
Athena, Hades, Hephaestus, and Hera are Guardian type gods.
So, let's say you built your hero, and you want to swear your loyalty to Aphrodite. You're a Control type hero that uses love and beauty to stun and weaken foes. Your class-exclusive gear would include items like Harmonia's Necklace, The Apple of Discord, The Bow of Eros, and Aphrodite's Girdle. You'd then pick a City State, and the game would highlight the areas with strong ties to Aphrodite: such as Korinthia, Kythera, and of course, Athens and Sparta, but you can really pick anywhere. Finally, your main quest givers would be heroes like Adonis, Narcissus, and Aeneas. You could even unlock Epic heroes and gods as companions, with Aphrodite's Legendary ally being Eros.
Though there'd have to be measures to ensure the popular gods like Zeus, Apollo, and Athena aren't just going to steamroll over the players that picked Hestia.
Yes, I am aware of Smite: Battleground of the Gods, but that's a MOBA, not an MMORPG. Two very different genres. You're not building a character up from level 1 in a MOBA.
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raeynbowboi · 3 months ago
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Elder Scrolls Online Subclasses
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The Subclass feature coming to ESO in June is certainly an intriguing one, and there is cool things one can do with it. It'll allow people to mix and match classes together into one kit, allowing certain abilities to combo together. And there's already some fun things one could do with this. Mixing Ardent Flame from the Dragonknight, Winter's Embrace from the Warden, and Storm Calling from the Sorcerer, you can create a pretty cool elementalist. Or maybe you want to combine the life-stealing properties of the Nightblade with the deathly properties of Necromancer. Maybe you want a dark magic themed character, merging the Sorcerer together with the Necromancer. Or maybe you want to build a Cultist of Hircine by merging the Daedra summoning of the Sorcerer with the nature powers of the Warden.
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But that also got me thinking... what if they added standalone subclasses? Options that were maybe just 1 singular skill line with a niche identity? It wouldn't be a full class. It would only exist as a subclass you could spec into. So things like The Divines, The Daedra, the Psijics, Dhovakiin, Dawnguard, The Blades, Mythic Dawn, Greybeards, Morag Tong, Ash'abah, or the Tribunal. Or maybe add something like Bards or Skalds, Knights, Corsairs/Pirates, Witches, Nymphs, Reachmen, Hagravens, Nobles, Merchants, Dwemmer Scholars, or Barbarians. Imagine if swearing your fealty to one of the Great Houses of Morrorwind or the Noble Houses of High Rock could be their own standalone subclasses. You could build a Templar with a Dibellan subclass. Or a Warden with a Hircine Subclass. Imagine a Nightblade that's also a Bard, a Dunmer Sorcerer with a House Telvanni subclass, or a Nord Dragonknight that's also a Dhovakiin.
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raeynbowboi · 3 months ago
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Mystery Inc as a DnD Party
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I figured as long as we're still in the vicinity of spooky season, I'd build everyone's favorite gang of teenage mystery solvers as a collective unit. Pulling from their group dynamic to come up with a party roster that will give everyone in the party a designated role.
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FRED JONES
PALADIN || OATH OF THE CROWN
INVESTIGATOR BACKGROUND
Skills: Athletics, Insight, Investigation, Persuasion
Freddie is the dimwitted but lovable himbo leader of the team. He's also the muscle, except in moments of athletic skill, when he's outshined by Daphne. His backstory isn't always consistent, but he's usually a jock of some sort. He's not usually all that book smart, but he has a good heart, and inspires his team to success. Paladins who swear an Oath to the Crown hold law and justice above all else, and Fred usually enjoys catching the bad guys and seeing justice served.
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DAPHNE BLAKE
BARD || COLLEGE OF LORE
NOBLE BACKGROUND
Skills: Athletics, Acrobatics, Deception, Insight, Investigation, Persuasion, Sleight of Hand, Performance
As surprising a choice as this might seem, Bard is actually a very appropriate choice for Daphne. Modern Daphne is the most supportive and emotionally intelligent member of the group. From What’s New Scooby-Doo? to Be Cool, Scooby-Doo, Daphne has become the emotional powerhouse of the group. Sensing when her friends are off their game, and offering sage advice to her friends when they need it. She’s also become a very creative girl, skilled in singing, dancing, fashion, design, and more. She’s grown to be the group’s resident skill monkey, almost on par with Velma’s uncanny encyclopedic knowledge on all brainy subjects. If a lock needs picking or the gang needs to get out of a trap, you can count on Daphne to have a nail file, bobby pin, or something else on her person to save the day. She's typically also the face of the group when it's not Fred, meaning she's going to want high Dexterity and Charisma. I chose Lore because Daphne is a reporter in Scooby-Doo on Zombie Island and this is the only real career she's ever had. A lore bard is basically a more magical reporter, and singing the tale of her group's mysterious endeavors.
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VELMA DINKLEY
ARTIFICER || ARTILLERIST
SAGE BACKGROUND
Skills: Arcana, History, Investigation, Nature
Velma was the most debatable one for me, as she could be a wizard or an artificer. And I was really leaning toward Wizard, but I had to stay true to Velma's character. She's been a tinkerer and a gadgeteer for a long time now. Velma is absolutely fascinated by robotics. But while Velma in our world can handwave superstitious nonsense, in a world with gods, demons, and real ghosts, I could absolutely see Velma using her knowledge to become a powerful wizard. I even considered the Knowledge Domain Cleric because it's basically designed to be a magical detective, and if Velma was going to worship a deity, it'd be a god of knowledge and reading. Ultimately, I did choose Artificer as it was more in-line with her base character as a skeptic and a scientist, but she would work as a Wizard. Plus, as is, Daphne is the only full-caster in the party.
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NORVILLE "SHAGGY" ROGERS
RANGER || CONCLAVE OF THE BEAST MASTER
GUILD ARTISAN BACKGROUND || COOKS & BAKERS
Skills: Animal Handling, Investigation, Stealth, Survival
No surprises here, Shaggy and Scooby are a bonded pair, and the two were going to be joined to each other one way or another. Scooby is technically a Beast of the Land, and there's no Great Dane stat block, so call him a Mastiff if you need to. You can't really build Scooby by himself per se. There's no dog race unless you go Custom Lineage or something, and even then, I'd struggle to assign Scooby a class as he's mostly an animal sidekick. Make sure Shaggy picks up Cooks Untensils and proficiency with them so he can become the party's designated camp chef.
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Ultimately, I'm happy with how the team turned out. Fred's the tanky and bulky frontliner, Velma can use her robotics to help solve mysteries, Daphne is the face on top of having so many skills, and Shaggy works with Scooby. Inadvertently, they're also all classes with access to healing spells. So, while I suspect Daphne being the sole full caster will probably assume primary role of group healer, everyone is capable of healing each other up. Making this a great group of supportive friends taking care of each other.
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raeynbowboi · 4 months ago
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DC Rivals: Raven
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This is just something I did for fun based on the idea: what if DC Comics made a game similar to Marvel Rivals? So, this is a purely speculative concept piece for Raven, since she's my favorite DC superhero.
Basic Attack: Black Magic Bolt (launches forward a bolt of black magic)
Ultimate: Trigon's Pride (Raven damages all nearby enemies, and remains in Dark Raven form for a few seconds, during which time, her damage output increases by 25%.
Movement: Shadow Form (Raven becomes intangible, increasing her movement speed. Shadow Form reduces incoming damage by 75%, but also reduces damage output by the same amount.)
Ability 1: Telekinetic Grasp (immobilize and damage foes afflicted by Transfer Soul for 1.5 seconds)
Ability 2: Nevermore (Launches Raven's soul self forward, damaging all targets in a straight line.)
Charge Attack: Transfer Soul (3 Charges. Raven transfers a piece of her soul into a target. Slows ability cooldown by 1 second.)
Charge Attack: Soul Shield (Only usable in Shadow Form. Hold to project a forcefield, protecting Raven and nearby allies from damage. Cooldown between uses.)
Passive: Meditative Mind (Raven recovers from Crowd Control effects faster. The effectiveness of Meditative Mind increases when partnered with Nightwing, Starfire, Beast Boy, and Cyborg. Raven can share the effects of Meditative Mind with the Titans.)
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raeynbowboi · 5 months ago
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How to Play as Alistair Theirin in DnD 5e
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I only recently got into playing the Dragon Age games and was drawn to Origins definitely not because a certain handsome knight looked very kissable. So, after installing mods to let Alistair have a boyfriend and making my way through the game, I enjoyed the character enough that I decided to try building Alistair in 5e using the 2024 rules. So, let's see how we can translate the Prince of Fereldan to Dungeons and Dragons.
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ORIGIN
Alistair is a Human with slight Elven blood. 2024 edition removed Half-Elves, and even if they were an option, I wouldn't call him one. He is a Human in every way that counts. So, we will start by making his Species a Human. Humans gain 1 bonus skill and a free Origin Feat. For his bonus skill, we'll give him Perception as a nod to his elven ancestry. We'll pick the Tough feat to increase his Hit Points.
For his background, Alistair Theirin is the illegitimate son of King Maric Theirin and Fiona. Unable to be raised by his true father, he was raised by his half-uncle Arl Eamon until the Arl took a new wife who felt threatened by the boy's presence, and Alistair found himself sent to the Chantry to live out his life in the monasteries. It is only because Duncan saw potential in him and fought to recruit him as a Grey Warden that Alistair was able to escape the fate of becoming a true Templar. Despite being a common-born bastard, Alistair was raised in Castle Redcliffe by the Arl, which could be reason to call him a Noble. Joining the Chantry at age 10 could certainly count toward the Acolyte background as well. The Chantry did train him to become a Templar, which could justify a Soldier background. All three allow him to boost his Strength, Charisma, or both so you can't go wrong with any of the options. However, being King Maric's illegitimate bastard son plays a very big role in his storyline and has had huge ripple effects throughout his life. As such, it feels like the most important aspect of his backstory and leads me to label him a Noble for +2 STR, +1 CHA, proficiency in History and Persuasion, and the Skilled Feat. The Skilled feat lets Alistair gain 3 more skills, and we'll give him Survival, Deception, and Insight. The boy's not the sharpest spade in the shed, but he's pretty good at knowing when the player character is being bothered by something and knowing when to say something.
Alistair is undeniably Good. He projects a lot of confidence and hides his insecurities behind a veil of humor to keep people at arms length, but he does usually speak in favor of freeing and helping others. Doing the right thing is a surefire way to win approval from him. Even when he disapproves of freeing the blood mage Jowan, he also disapproves if you execute Jowan. He cares a lot about duty, and will begrudgingly admit that he should do something because it is his duty as a Grey Warden to do so, no matter how much he might dislike it. As such, I would label Alistair as Lawful Good.
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CLASS
PALADIN OATH OF THE WATCHERS
Alistair's class is pretty straightforward. Templars are holy warriors trained by the Chantry to fight mages. As a Grey Warden, he can sense Darkspawn and Blights, and the story involves fighting many Darkspawn, Undead, Demons, and Dragons. He is very obviously a Paladin. The Watchers come the closest to fulfilling the duties of a Grey Warden. They swear an oath to thwart the mischief of extraplanar creatures who would threaten the stability of the multiverse by crossing over into the prime material plane. They can also bolster the party's saving throws against INT, WIS, and CHA saves, which are primarily made as Spell Saving Throws. They also get Detect Magic and Counterspell, making them somewhat better as anti-mage classes. For our Paladin skills, we'll choose Athletics and Religion.
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BUILD OPTIONS
I can't assume what technique your DM will use for stats. So, I'm going to use the Standard Array. If you're using Point Buy or rolling for stats, treat the Standard Array as a template for which stats matter the most for Alistair. As a Noble, Alistair gets +2 STR and +1 CHA.
STR 15, DEX 12, CON 14, INT 8, WIS 10, CHA 13
Alistair is prebuilt in Dragon Age Origins to be a Shield & One-Handed Weapon Warrior with a Templar Specialization. As such, we'll focus on building Alistair under the assumption he'll be using a Longsword and Shield.
For his Fighting Style, Dueling is going to make him more effective at using his sword.
At 4th Level, take the Mage Slayer feat to get +1 STR, bringing our STR to 18 and making us better at shutting down mages.
At 8th Level, take Shield Master to get +1 STR bringing our STR to 19, and granting us Evasion on successful Dexterity Saving Throws. This will not only protect us again spells like Fireball, but it'll also potentially negate any damage from a dragon's breath weapon.
At 12th Level, put +1 into STR and CHA capping out our STR at 20 and bringing our CHA to 15.
At 16th Level, take Inspiring Leader as Alistair comes into his own as a leader, raising his CHA by +1 to a total of 16.
At 19th Level, the epic boon Boon of Energy Resilience not only allows Alistair to choose two damage types to become resistant to, he gains the chance to redirect damage of those damage types to other creatures during the fight, allowing him to redirect some of a mage's fireball back at them. However, he could instead choose the Boon of Epic Fortitude to get +40 Hit Points to negate his rather low Constitution score.
Alternatively, if during your campaign Alistair finds items that raise his Strength such as Belts of Giants Strength or Gauntlets of Ogre Power or you just manage to roll high for stats, you might choose to more heavily invest in increasing his CON and CHA. But Mage Slayer and Shield Master are the two most important feats for him to take since fighting mages is what he was specifically trained to do. It is worth pointing out that a higher CHA improves his Aura of Courage, boosting not only his but his allies' saving throws against everything, not just spells.
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PALADIN SPELLS
1 Alarm, Detect Magic, Detect Evil & Good, Divine Smite, Protection from Evil & Good 2 Moonbeam, See Invisibility, Find Steed, Shining Smite, Warding Bond, Zone of Truth 3 Counterspell, Nondetection, Crusader's Mantle, Dispel Magic, Remove Curse 4 Aura of Purity, Banishment, Staggering Smite 5 Hold Monster, Scrying, Circle of Power, Destructive Wave, Dispel Evil & Good
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ROLEPLAYING AS ALISTAIR
On the surface, Alistair can come across as a proud, confident, charismatic comedian with a knack for cheeky remarks and sarcastic retorts. His sense of humor is rather irreverent, with a mix of self-deprecation. He can also come across as somewhat immature and childish, openly showing hostility toward Morrigan and cracking jokes at Wynne about her age.
Alistair is used to being pushed away by others: by his birth father, by Arl Eamon, by the Chantry. He uses humor to deflect when you try to get to know him, a defense tactic meant to spare him future pain by not allowing a genuine connection to develop. Underneath the swagger, confidence, and humor, Alistair has very low sense of self-worth, always afraid he's not good enough or important enough. To the point that he seems genuinely shocked when the player wants to actually get to know him, and even more surprised when they return his affections. Much of this comes from lacking a sense of belonging and always feeling like an unwanted outcast or an unwelcome intruder. And those that did try to get close to him often only did it because they found out he was a prince and wanted something out of him, leaving him with very few real friends or a real sense of family.
Alistair also doesn't want to take charge. He prefers to be a follower rather than the leader and laments the idea of being looked to or stepping up into leadership. In one dialogue, he fiercely rejects the idea of leading, saying that it just leads to getting lost, people dying, and him ending up stranded with no pants. While this sounds like a Noodle Incident we're never given the full context for, it could be deeper than that. His fear of leadership likely ties back into his feelings of inadequacy and irrelevance, as though he's not good enough to be king, or fearful that he'll make a stupid call that makes everything worse. Alistair's dream life when he's controlled by the Sloth Demon gives us a glimpse into his deepest desire: to be an ordinary man with a happy and loving family. He would be content to find his family, settle down as a loving brother and uncle, and never have to fight again. Which makes it all the more tragic that his sister blames him for her lot in life and he basically has to earn her love. Just one more relationship where he's left to feel unworthy. One more person who only values him as a Prince they can get something out of.
Alistair is very emotionally reactive. Smashing his mother's amulet against a wall as a child. Screaming in the chantry just to see how long it would take for a priest to come check on him. Being consumed by grief after the death of Duncan. Alistair feels things very deeply and wears his heart on his sleeve. When humor fails to deflect, sometimes he'll emotionally lash out with words instead. When he does manage to be reserved, it's him actively suppressing his emotions, such as not wanting to talk about the incident after his sister blames him for ruining her life, or barely saying two words to Arlessa Isolde who is the main reason he was sent to the chantry.
While Alistair is by no means a scholar, he's actually rather astute when it comes to reading people and situations and can be rather thoughtful and wise. I would actually say he's probably got a 14 or 16 in Wisdom in-character. He recognizes when the player has started having dreams of the Archdemon and stays up at night to reassure and comfort them. There's also the rose he plucks in Lothering and later gives to the player if they've romanced him, where he explains that it stuck out to him because it was something beautiful growing in a bleak place. This thoughtful and poetic side of him is rather indicative of a sort of wisdom he doesn't openly showcase a lot, but is there just below the surface.
So, some things work thinking about while playing as Alistair:
He's not very good at hiding how he really feels. Whether it's his dislike for Morrigan or being caught staring at the player's butt by Wynne, subtlety is not one of his strengths.
While Alistair won't raise alarms when you pick locks, lie, intimidate, or pickpocket, he draws the line at cold-blooded murder. This is to say he's not a stock archetype goodie-two-pauldrons paladin that refuses to do anything wrong ever.
He's quick to speak of redemption when the party finds the murderer Sten imprisoned in Lothering, but objects when the party considers freeing the blood mage Jowan imprisoned below Castle Redcliffe.
Alistair does not like dwelling on dark or uncomfortable topics, often either handwaving the issue, refusing to talk about them, or cracking jokes to distract people away from the things he doesn't want to address.
Much of his decision-making comes from the heart, and it takes some convincing to get him to make decisions based on logic.
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I'm fairly satisfied with how Alistair turned out. His stats could be better, but beyond that, he's doing a fairly good job at translating from Dragon Age to DnD. This is the first time I've written a "how to roleplay" them section so, lemme know if you want me to keep doing that. And while I started with my favorite himbo boyfriend, I really like most of the Origins characters, and I'll probably build a few more of them eventually. But Alistair is the reason I got the game, and by the Maker, he's going to get top billing.
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raeynbowboi · 5 months ago
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Getting out of the comfort zone can be uncomfortable.
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raeynbowboi · 5 months ago
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How to Play as Alistair Theirin in DnD 5e
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I only recently got into playing the Dragon Age games and was drawn to Origins definitely not because a certain handsome knight looked very kissable. So, after installing mods to let Alistair have a boyfriend and making my way through the game, I enjoyed the character enough that I decided to try building Alistair in 5e using the 2024 rules. So, let's see how we can translate the Prince of Fereldan to Dungeons and Dragons.
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ORIGIN
Alistair is a Human with slight Elven blood. 2024 edition removed Half-Elves, and even if they were an option, I wouldn't call him one. He is a Human in every way that counts. So, we will start by making his Species a Human. Humans gain 1 bonus skill and a free Origin Feat. For his bonus skill, we'll give him Perception as a nod to his elven ancestry. We'll pick the Tough feat to increase his Hit Points.
For his background, Alistair Theirin is the illegitimate son of King Maric Theirin and Fiona. Unable to be raised by his true father, he was raised by his half-uncle Arl Eamon until the Arl took a new wife who felt threatened by the boy's presence, and Alistair found himself sent to the Chantry to live out his life in the monasteries. It is only because Duncan saw potential in him and fought to recruit him as a Grey Warden that Alistair was able to escape the fate of becoming a true Templar. Despite being a common-born bastard, Alistair was raised in Castle Redcliffe by the Arl, which could be reason to call him a Noble. Joining the Chantry at age 10 could certainly count toward the Acolyte background as well. The Chantry did train him to become a Templar, which could justify a Soldier background. All three allow him to boost his Strength, Charisma, or both so you can't go wrong with any of the options. However, being King Maric's illegitimate bastard son plays a very big role in his storyline and has had huge ripple effects throughout his life. As such, it feels like the most important aspect of his backstory and leads me to label him a Noble for +2 STR, +1 CHA, proficiency in History and Persuasion, and the Skilled Feat. The Skilled feat lets Alistair gain 3 more skills, and we'll give him Survival, Deception, and Insight. The boy's not the sharpest spade in the shed, but he's pretty good at knowing when the player character is being bothered by something and knowing when to say something.
Alistair is undeniably Good. He projects a lot of confidence and hides his insecurities behind a veil of humor to keep people at arms length, but he does usually speak in favor of freeing and helping others. Doing the right thing is a surefire way to win approval from him. Even when he disapproves of freeing the blood mage Jowan, he also disapproves if you execute Jowan. He cares a lot about duty, and will begrudgingly admit that he should do something because it is his duty as a Grey Warden to do so, no matter how much he might dislike it. As such, I would label Alistair as Lawful Good.
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CLASS
PALADIN OATH OF THE WATCHERS
Alistair's class is pretty straightforward. Templars are holy warriors trained by the Chantry to fight mages. As a Grey Warden, he can sense Darkspawn and Blights, and the story involves fighting many Darkspawn, Undead, Demons, and Dragons. He is very obviously a Paladin. The Watchers come the closest to fulfilling the duties of a Grey Warden. They swear an oath to thwart the mischief of extraplanar creatures who would threaten the stability of the multiverse by crossing over into the prime material plane. They can also bolster the party's saving throws against INT, WIS, and CHA saves, which are primarily made as Spell Saving Throws. They also get Detect Magic and Counterspell, making them somewhat better as anti-mage classes. For our Paladin skills, we'll choose Athletics and Religion.
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BUILD OPTIONS
I can't assume what technique your DM will use for stats. So, I'm going to use the Standard Array. If you're using Point Buy or rolling for stats, treat the Standard Array as a template for which stats matter the most for Alistair. As a Noble, Alistair gets +2 STR and +1 CHA.
STR 15, DEX 12, CON 14, INT 8, WIS 10, CHA 13
Alistair is prebuilt in Dragon Age Origins to be a Shield & One-Handed Weapon Warrior with a Templar Specialization. As such, we'll focus on building Alistair under the assumption he'll be using a Longsword and Shield.
For his Fighting Style, Dueling is going to make him more effective at using his sword.
At 4th Level, take the Mage Slayer feat to get +1 STR, bringing our STR to 18 and making us better at shutting down mages.
At 8th Level, take Shield Master to get +1 STR bringing our STR to 19, and granting us Evasion on successful Dexterity Saving Throws. This will not only protect us again spells like Fireball, but it'll also potentially negate any damage from a dragon's breath weapon.
At 12th Level, put +1 into STR and CHA capping out our STR at 20 and bringing our CHA to 15.
At 16th Level, take Inspiring Leader as Alistair comes into his own as a leader, raising his CHA by +1 to a total of 16.
At 19th Level, the epic boon Boon of Energy Resilience not only allows Alistair to choose two damage types to become resistant to, he gains the chance to redirect damage of those damage types to other creatures during the fight, allowing him to redirect some of a mage's fireball back at them. However, he could instead choose the Boon of Epic Fortitude to get +40 Hit Points to negate his rather low Constitution score.
Alternatively, if during your campaign Alistair finds items that raise his Strength such as Belts of Giants Strength or Gauntlets of Ogre Power or you just manage to roll high for stats, you might choose to more heavily invest in increasing his CON and CHA. But Mage Slayer and Shield Master are the two most important feats for him to take since fighting mages is what he was specifically trained to do. It is worth pointing out that a higher CHA improves his Aura of Courage, boosting not only his but his allies' saving throws against everything, not just spells.
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PALADIN SPELLS
1 Alarm, Detect Magic, Detect Evil & Good, Divine Smite, Protection from Evil & Good 2 Moonbeam, See Invisibility, Find Steed, Shining Smite, Warding Bond, Zone of Truth 3 Counterspell, Nondetection, Crusader's Mantle, Dispel Magic, Remove Curse 4 Aura of Purity, Banishment, Staggering Smite 5 Hold Monster, Scrying, Circle of Power, Destructive Wave, Dispel Evil & Good
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ROLEPLAYING AS ALISTAIR
On the surface, Alistair can come across as a proud, confident, charismatic comedian with a knack for cheeky remarks and sarcastic retorts. His sense of humor is rather irreverent, with a mix of self-deprecation. He can also come across as somewhat immature and childish, openly showing hostility toward Morrigan and cracking jokes at Wynne about her age.
Alistair is used to being pushed away by others: by his birth father, by Arl Eamon, by the Chantry. He uses humor to deflect when you try to get to know him, a defense tactic meant to spare him future pain by not allowing a genuine connection to develop. Underneath the swagger, confidence, and humor, Alistair has very low sense of self-worth, always afraid he's not good enough or important enough. To the point that he seems genuinely shocked when the player wants to actually get to know him, and even more surprised when they return his affections. Much of this comes from lacking a sense of belonging and always feeling like an unwanted outcast or an unwelcome intruder. And those that did try to get close to him often only did it because they found out he was a prince and wanted something out of him, leaving him with very few real friends or a real sense of family.
Alistair also doesn't want to take charge. He prefers to be a follower rather than the leader and laments the idea of being looked to or stepping up into leadership. In one dialogue, he fiercely rejects the idea of leading, saying that it just leads to getting lost, people dying, and him ending up stranded with no pants. While this sounds like a Noodle Incident we're never given the full context for, it could be deeper than that. His fear of leadership likely ties back into his feelings of inadequacy and irrelevance, as though he's not good enough to be king, or fearful that he'll make a stupid call that makes everything worse. Alistair's dream life when he's controlled by the Sloth Demon gives us a glimpse into his deepest desire: to be an ordinary man with a happy and loving family. He would be content to find his family, settle down as a loving brother and uncle, and never have to fight again. Which makes it all the more tragic that his sister blames him for her lot in life and he basically has to earn her love. Just one more relationship where he's left to feel unworthy. One more person who only values him as a Prince they can get something out of.
Alistair is very emotionally reactive. Smashing his mother's amulet against a wall as a child. Screaming in the chantry just to see how long it would take for a priest to come check on him. Being consumed by grief after the death of Duncan. Alistair feels things very deeply and wears his heart on his sleeve. When humor fails to deflect, sometimes he'll emotionally lash out with words instead. When he does manage to be reserved, it's him actively suppressing his emotions, such as not wanting to talk about the incident after his sister blames him for ruining her life, or barely saying two words to Arlessa Isolde who is the main reason he was sent to the chantry.
While Alistair is by no means a scholar, he's actually rather astute when it comes to reading people and situations and can be rather thoughtful and wise. I would actually say he's probably got a 14 or 16 in Wisdom in-character. He recognizes when the player has started having dreams of the Archdemon and stays up at night to reassure and comfort them. There's also the rose he plucks in Lothering and later gives to the player if they've romanced him, where he explains that it stuck out to him because it was something beautiful growing in a bleak place. This thoughtful and poetic side of him is rather indicative of a sort of wisdom he doesn't openly showcase a lot, but is there just below the surface.
So, some things work thinking about while playing as Alistair:
He's not very good at hiding how he really feels. Whether it's his dislike for Morrigan or being caught staring at the player's butt by Wynne, subtlety is not one of his strengths.
While Alistair won't raise alarms when you pick locks, lie, intimidate, or pickpocket, he draws the line at cold-blooded murder. This is to say he's not a stock archetype goodie-two-pauldrons paladin that refuses to do anything wrong ever.
He's quick to speak of redemption when the party finds the murderer Sten imprisoned in Lothering, but objects when the party considers freeing the blood mage Jowan imprisoned below Castle Redcliffe.
Alistair does not like dwelling on dark or uncomfortable topics, often either handwaving the issue, refusing to talk about them, or cracking jokes to distract people away from the things he doesn't want to address.
Much of his decision-making comes from the heart, and it takes some convincing to get him to make decisions based on logic.
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I'm fairly satisfied with how Alistair turned out. His stats could be better, but beyond that, he's doing a fairly good job at translating from Dragon Age to DnD. This is the first time I've written a "how to roleplay" them section so, lemme know if you want me to keep doing that. And while I started with my favorite himbo boyfriend, I really like most of the Origins characters, and I'll probably build a few more of them eventually. But Alistair is the reason I got the game, and by the Maker, he's going to get top billing.
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raeynbowboi · 5 months ago
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Short King Ody simping for his Spartan Queen be like
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raeynbowboi · 5 months ago
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Odysseus: Up in the clerb, we all fam Polyphemus: *Invites Polites to the clerb*
Odysseus: NOT THAT KINDA CLERB!
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raeynbowboi · 5 months ago
Note
Hi! Like your translating fictional characters into DnD builds! If you take requests, I wonder how you would translate Asura and Yasha from Asura’s Wrath into DnD 5e? I think a barbarian and paladin respectively would be the obvious route; but I’m relatively new to DnD in general and am curious what your thoughts are.
I wouldn't know. I don't watch that particular anime. Couldn't tell you.
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raeynbowboi · 6 months ago
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just read your dating of the Beauty and the Beast movie and . . . okay, nerd 😂
seriously though, that was INCREDIBLE
how long did it take?
also, I've been dabbling in trying to write a story set in early 1800s, and I want to be as historically acquainted as possible with that time period as I can, so what are some ways I can do that? I figured you might know because you did a super deep dive into pinpointing the history of BatB
Simple: grab a book, crack the spine, and start reading. Start broad to get a general picture of the time period you want to write about, then get more focused. Tin cups and plates reacted funny to tomato juices, which led people to falsely believe that tomatoes were poisonous in the middle ages. In the middle ages, food would be served on large wheels of bread called a Trencher that would soak up the meat juices and sauces of the meal, and then be handed out to the poor and needy. It was extremely poor manners to eat your own trencher as that was charity for the needy. Corsets were support garments, not rib-crushing torture devices, and were actually necessary to give the garment shape. A lady in a corset could still touch her toes, as again, it was just a laced up bra that covers the entire torso. The fashionable trend of Tightlacing was more of a late 1800s/early 1900s style trend and not at all what the corset was actually designed to do. Women's clothing often has zippers, buttons, or laces in the back because historically, this was a status symbol of wealth that you could afford to pay someone else to help you dress. In the days of Charles Dickens, on Sundays, bakeries would leave their ovens on so that poor people could come to the shop and cook their bread free of charge. This is but a small sample of random facts and trivia I have learned from just studying history. If you want to write a historical fiction, you're going to have to study history.
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raeynbowboi · 6 months ago
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Oh but do go on about 'back when men were men'. By all means, tell on yourselves.
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raeynbowboi · 6 months ago
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(X)
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