#subclass: celestial warlock
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midamspn ¡ 2 years ago
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ok bc im a fucking nerd the idea of a dnd flavored midam au popped into my head and it's really only classes
michael is OBVIOUSLY an Aasimar Paladin (maybe with some levels in fighter but he's. literally a warior who can smite ok) as for adam... Warlock??? just a Guy??? idk. or maybe michael's his patron idk. but michael is OBVIOUSLY a paladin what the fuck else would he be
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cagemasterfantasy ¡ 9 months ago
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Warlock: The Celestial (5.5e)
Your pact draws on the Upper Planes the realms of everlasting bliss. You might enter an agreement with an Empyrean a Couatl a Sphinx a Unicorn or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
Level 3: Celestial Spells: At level 3 when you choose this subclass the magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.
Level 3: Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light and Sacred Flame
Level 5: Daylight and Revivify
Level 7: Guardian of Faith and Wall of Fire
Level 9: Greater Restoration and Summon Celestial
Level 3 Healing Light: Also when you choose this subclass you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action you can heal yourself or one creature you can see within 60 feet of yourself expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.
Level 6 Radiant Soul: Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance (half damage) to Radiant damage. Once per turn when a spell you cast deals Radiant or Fire damage you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.
Level 10 Celestial Radiance: You gain Temporary Hit Points whenever you use Magical Cunning or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.
Level 14 Searing Vengeance: When you or an ally within 60 feet of you is about to make a Death Saving Throw you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier and each has the Blinded condition until the end of the current turn. (For those who don't know the Blinded condition. You can't see and automatically fail any ability check that relies on sight. Attack Rolls against you have Advantage and your attack rolls have Disadvantage.)
Once you use this feature you can’t use it again until you finish a Long Rest.
Spells
Aid is a level 2 Abjuration spell for Bard Cleric Druid Paladin and Ranger. Casting Time is 1 action Range is 30 feet Requries a Verbal Somatic component and ingredient is a strip of white cloth. Duration is 8 hours.
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot: Each target’s Hit Points increase by 5 for each spell slot level above 2.
Cure Wounds is a level 1 Abjuration spell for Bard Cleric Druid Paladin and Ranger. Casting Time is 1 action Range is Touch Requires a Verbal and Somatic component and Duration is Instantaneous.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.
Guiding Bolt is a Level 1 Evocation spell for Cleric. Casting Time is 1 Action Range is 120 feet and requires a Verbal and Somatic components and duration is 1 round.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 4d6 Radiant damage and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.
Lesser Restoration is level 2 Abjuration spell for Bard Cleric Druid Paladin and Ranger. Casting time is a Bonus Action range is touch requires a Verbal and Somatic component and Duration is Instantaneous.
You touch a creature and end one condition on it: Blinded Deafened Paralyzed or Poisoned.
Sacred Flame is a Evocation Cantrip unique to Cleric. Casting Time is 1 action Range is 60 feet requires a Verbal and Somatic component and Duration is instantaneous.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Daylight is a level 3 Evocation spell for Cleric Druid Paladin Ranger and Sorcerer. Casting TIme is 1 action Range is 60 feet Requires a Verbal and Somatic component and Duration is 1 hour.
For the duration sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque such as a bowl or helm blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower that other spell is dispelled.
Revivify is a level 3 Necromancy spell for Cleric Druid Paladin and Ranger. Casting TIme is 1 action Range is touch Requires a Verbal and Somatic component and ingredient for it is a diamond worth at least 300 gold pieces which the spell consumes. Duration is Instantaneous.
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age nor does it restore any missing body parts.
Guardian of Faith is a level 4 Conjuration spell unique to Cleric. Casting Time is 1 action Range is 30 feet Requires a verbal component and duration is 8 hours.
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw taking 20 Radiant damage on a failed save or 10 on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Wall of Fire is a level 4 Evocation spell for Druid Sorcerer and Wizard. Casting Time is 1 action Range is 120 feet Requires a Verbal Somatic component and ingredient is a piece of charcoal Duration is Concentration up to 1 minute.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long 20 feet high and 1 foot thick or a ringed wall up to 20 feet in diameter 20 feet high and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears each creature in its area makes a Dexterity saving throw taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall selected by you when you cast this spell deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.
Greater Restoration is a level 5 Abjuration spell for Bard Cleric Druid Paladin and Ranger Casting time is 1 action Range is Touch Requires a Verbal and Somatic component and ingredient for it is Diamond Dust worth at least 100 gold pieces which the spell consumes. Duration is Instantaneous.
You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse including the target’s Attunement to a cursed magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum
Finally Summon Celestial is a level 5 Conjuration spell for Cleric and Paladin. Casting time is 1 action Range is 90 feet requires a Verbal and Somatic component and ingredient for the spell is a reliquary worth at least 500 gold pieces. Duration is Concentration up to 1 hour.
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block (See Below). When you cast the spell choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat the creature shares your Initiative count but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit Monster Type: Large Celestial Alignment: Neutral
AC: 11+the spell's level (16 at base) if you picked Defender it gets a +2 to the AC.
Hp: 40+10 for each level above 5 (maximum at level 9 is 80)
Has a walking speed of 30 feet and a flying speed of 40 feet.
Stats: Strength 16(+3) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 16 (+3)
Resistance to Radiant Damage and cannot be Charmed or Frightened and has Darkvision with a range of 60 feet. It speaks Celestial and undestands any language that you know but can't speak those langauages.
Actions
Multiattack: The spirit makes a number of attacks equal to half this spell's level (rounded down).
If you picked Avenger the attack it has is Radiant Bow a ranged attack roll who's attack bonus is equal to your spell attack modifier. Range of 600 feet Hit: 2d6+2+the spell's level Radiant damage.
If you picked Defender its attack option is Radiant Mace a Melee Attack Roll of your Spell Attack Modifier with a range of 5 feet Hit: 1d10+3+the spell's level Radiant Damage and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
both get the action Healing Touch once a day. The Spirit touches another creature. The target regains hit points equal to 2d8+ the spell's level
@doodl3 oh and sorry for the long typing for the Celestial Spirit.
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when-wulf ¡ 1 year ago
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Asena started out in dnd as a lunar magic sorcerer, I think that could have a fun dynamic with some of the companions with or without her lycanthropy being active.
First run I had her as a pure barb but tbh I don’t think using weapons and armor suits her werewolf roots, so that makes other martials tough, otherwise maybe a ranger.
Tav Question
If your Tav was another class, what would they be?
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honourablejester ¡ 2 months ago
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A thought I’ve always had with the celestial warlock is that …
So warlocks are mercenaries, right? They make pacts to gain power. They do things for patrons in exchange for magic. I mean, not exclusively, but bargaining is something of a core concept of the class even if you’re not focusing your roleplay on it. Warlocks are mercenaries.
And the thing with that in the context of a celestial warlock. So often I see the concept for the patron as a celestial who rescued you, or who’s trying to redeem you, a hand of good laid upon your soul, a plaintive Jiminy Cricket in your ear.
But the question I always have is not what kind of mercenary makes deals with angels, but what kind of angel hires mercenaries?
I feel like you could do some really cool things and have a really cool and interesting relationship with an angelic patron who is … greyer than the stereotype here. Because. They are a force for good who is perfectly willing to hire agents. Not by seeking a true champion or relying on conscience, but by the simple mercenary inducement of payment. Your morals don’t come into it, your beliefs don’t come into it, the arrangement is simple. You do a service for them, you help the cause of good, and they pay you. There’s a certain amount of pragmatism in that, and subtlety, that I find fascinating to imagine in a holy being.
Also. Celestial warlocks get mostly good-seeming powers from their subclass, healing and the like, but they’re also still getting the whole warlock package from their patron as well. Your eldritch blast and your hunger of hadar are still coming from that source. What kind of angel equips someone with those powers?
What kind of relationship could you have with such a being? Is it rigid and remote, a handler towards their agent? Something more casual, you do some jobs on a freelance basis and they pay you in healing and spell slots? Or something more collegiate, warmer, conscious of the moral greys and the sometimes extremely physical horrors they’re sending you into, but knowing that it needs to be done? Do they trust you enough to let you colour outside the lines a bit, or are their instructions extremely strict? Or do they want to know the details at all? Are they so grey that they give you carte blanche, a need to know that they don’t need to know, so long as there is a net victory for good at the end of it? Or are they extremely conscious, not only of everything you do but everything that is done to you?
I don’t know, I just feel like there’s a lot of room to play around with what sort of being your celestial patron must be to even enter into the relationship you both find yourself in. The kind of celestial that is at least a little bit greyer in nature, by pure implication of the bargain itself. You could do something … very Cold War-ish there, a more pragmatic and sordid sort of relationship.
And, yes, there are also evil gods and evil celestials. But honestly I like the grey celestial idea better, a servant of a genuinely good and holy cause, who’s just that bit more pragmatic about it. Yes, yes, moral champions, but when we’re short on time, or bodies on the ground, or when we need someone to blend in that little bit more … I mean, if the job gets done, does it matter by who? We can just pay someone to go in and do the needful. It doesn’t have to be more complicated than that. And if we save a sordid soul in the process, great, and if not … it’s no overall loss? We can’t lose what we didn’t have in the first place.
Are you expendable to such a being? Are you used to save the truer champions, genuinely good and worthy souls, at least some trials here or there? If so, what does that make such a being, who would use and sacrifice you so? Do the ends justify the means? Do you have opinions on such questions, regarding both yourself and your patron? Do you hate them, as much as any fiend warlock might hate their cruel master?
Or do you live in world where the things that must be done must be done, where principle is all very well but only so long as it does get the job done, and thus you and your patron understand each other quite well. You are a mercenary, after all. So long as the jobs are reasonable and you’re getting paid up front, that’s all any mercenary can ask.
I just really like the idea of a pragmatic angel, a handler with their agents, operating in a more subtle realm than that of crusades and champions. Sometimes, if you need a job done, you just hire someone to do it. No muss, no fuss. Get your bodies on the ground, and work out the rest later.
And the question then is, what’s it like being the poor hired muggins in question?
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incorrectloveanddeepspace ¡ 2 months ago
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LaDS lads as dnd classes & subclasses
rafayel: assassin rogue/college of creation bard.
sylus: ascendant dragon monk/oathbreaker paladin.
zayne: life domain cleric/evocation wizard
xavier: celestial warlock.
caleb: gunslinger fighter.
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faun-the-hound ¡ 1 month ago
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thinking about Aphmau characters in a dnd-esque setting and made a few in dndbeyond using the 2024 ruleset
here's the characters I've done so far:
Aphmau - Aasimar - lvl 10 Ranger(2)/Warlock(Celestial patron, 8) - Wayfarer background - Chaotic Good 14 str, 14 dex, 13 con, 12 int, 14 wis, 15 cha An urchin on the streets of Phoenix Drop, a small coastal town, who accidentally gets the attention of a divine entity who commands her to help protect the region as an Adventurer, leading her to start putting a team together to help her
Zenix - Human - lvl 8 Rogue(Thief) - Criminal background - Chaotic Neutral 12 str, 16 dex, 13 con, 14 int, 13 wis, 14 cha genuinely just a little shit. an urchin on the streets of Phoenix Drop who steals to survive, and sometimes also for fun. Completely by accident, he gets himself wrapped up in the adventuring business when Aphmau starts putting a team together
Garroth - Human - lvl 14 Paladin(Oath of Devotion) - Noble background - Lawful Neutral 18 str, 10 dex, 14 con, 12 int, 12 wis, 15 cha Originally, he swore his oath to his younger brother, the heir to O'khasis, but after both of them abandoned their home, they were suddenly recruited by an ambitious new adventurer to join her team, accepting without any other real options
Zane - Human - lvl 13 Cleric(Grave Domain, 10)/Warlock(Fiend patron, 3) - Noble background - Neutral 8 str, 10 dex, 12 con, 15 int, 16 wis, 18 cha The former heir of O'khasis who may or may not have made a deal with a literal devil (oops). On the run with his other brother and sworn protector, eventually getting recruited to a newly forming adventurer's group
Laurance - Half-elf (woodland elf) - lvl 10 rogue(Arcane Trickster, 4)/fighter(Eldritch Knight, 6) - Merchant background - Chaotic Good 12 str, 15 dex, 13 con, 14 int, 11 wis, 16 cha A charming merchant's son from Meteli, also extremely cursed. He was driven from his hometown because of the destructive nature of the magic he was cursed with, eventually being accepted into the little adventurer's group in Phoenix Drop
Katelyn - Human - lvl 12 Monk(Warrior of the Elements, 8)/Barbarian (Berserker, 4) - Soldier background - Lawful Neutral 16 str, 16 dex, 14 con, 13 int, 14 wis, 10 cha A former guard in O'khasis, was dismissed after the sudden death of her closest friend, now caring for his daughter in the quiet town of Phoenix Drop. Until that daughter disappeared one night, and Katelyn was scouted by the newly gathering adventurer's group
Aaron - Human(??) - lvl 14 Barbarian(Wild Heart) - Noble background - Neutral 16 str, 15 dex, 15 con, 14 int - 13 wis, 10 cha Doesn't live in or even near Phoenix Drop, a feral man living in the tundra to the south who gets picked up by the group a little later on their adventures. Once, he was the Lord of a prosperous town, until a fateful night that the whole town either vanished or died. Rumours say the former lord is cursed with lycanthropy and killed them all himself in a blind rage
That's all I've got for the moment. Gonna make more later, also might turn it into a fanfic, idk
there is like, the vaguest semblance of a plot in my head rn
I have no idea if this is actually gonna go anywhere, but it was fun.
anyway, let me know what classes/subclasses I should make other characters cuz I am 100% making more of these it's very fun
edit: here's part two now that's its up
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trippygalaxy ¡ 1 year ago
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My Opinion on the LU Boys DND Classes
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as a DM of 3 years and a enjoyer of dnd for MUCH LONGER, i have so sososos many thoughts on what classes the boys would be. This will also include subclasses CAUSE ITS MY POST AND IMMA DO WHAT I WANT! /LH SORRY THIS TOOK SO LONG!!!!
Time -> Fighter, Eldritch Knight
Twilight -> Barbarian, Path of the Ancestral Guardian
Warriors -> Fighter, Battle Master
Sky -> Paladin, Oath of Devotion
Wild -> Ranger, Gloomstalker
Legend -> Wizard, Bladesinging
Hyrule -> Warlock, The Celestial
Four -> Fighter, Echo Knight
Wind -> Rogue, Swashbuckler
Taglist cause I know somepeople were interested! @catreginae @next-hero-in-line @unexpectedstormy @nancyheart11 @majorproblems77 @ladye-zelda @ajscico @mishwanders @violetregrets1837 @1dragon-mustard1
Under the cut will be explanations as to why i picked these classes! (as well as the official descriptions of the subclasses for context)
Time, The Eldritch Knight
Subclass Description; They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
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Fighter is a go to for all the boys, but I think Time is a perfect fit for the class as he is shown time and time again to be a frontline fighter. He's quick to draw his sword and quicker to swing it.
Though Time is not a heavy magic user in the LU comics, he is known to have quite a few spells/magical abilities in his games and comics! Many of these abilities are defensive or to deal with large 'groups' of enemies at once, which is what Abjuration and Evocation spells are used for -respectively. The Class is still heavily rooted in melee rather than magic -like Time- but the magic they do use is to add a extra kick to their punch.
There are also abilities that make the Eldritch knight much harder (if not impossible) to disarm!
In higher levels, the subclasses allows the user to be more effective and quick with their spell casting who their actions are free for melee attacks, which would be a perfect fit for the quick and preciseness Time uses in battle.
Twilight, The Barbarian of Ancestral Guardians
Subclass description; Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
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Barbarian is a common pick for Twilight as it is the most strength based class and while I agree with it always never quite sat right with me due to the violence the class is stereotyped to lean towards.
The subclass itself was picked because I connected it with not only the Hero's Shade but also the light spirits that Twilight encounters on his journey. Its very much a spirit heavy class that deals with a lot of themes regarding 'guardian' like figures which fit perfectly for the 'guardian' spirits Twilight runs into -and is trained by- during his adventure. I also choose this one because of how defensive it is, especially when it comes to protecting others!
Twilight is a protector, in the LU comics, in his games, in his manga, he is shown time and time again to protect others so to have a subclass to reflect his protective nature is a perfect match for his character!
Warriors, the Battle Master
Subclass Description; Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
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Another fighter! Like I said for Time, this class is very much a 'go-to' class for any and all of the LU boys! But warriors fits so well for this class, a undeterred and seemingly never ending energy in a fight, Fighter fits perfectly!
I think that we all can agree that Warriors is one of the top 3 swordsmen in the group, his way with his sword is unlike the others as he holds an elegance and swiftness that can be rivalled by very few. The Battle Master subclass is built upon the idea of 'Yeah, you can try to hit me but get ready for your shit to get rocked.' It is about countering, using the enemies weaknesses to your gain and getting your hits in whenever you can.
A Captain in a war would be a battle master without a doubt!
Sky, Paladin of Devotion
Subclass description; --They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
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Is...Is this a surprise to anyone? A little cliche yes, but how can you blame me when it suits him so well!
First, Divine smite? PERFECT for the Skyward Strike, without a doubt and I don't think theres anything that could fit it so well! A mighty strike blessed with divine power and -depending on what spell/ability- can shed a great amount of light and cause lightning/thunder to burst from the strike! There is also abilities with the subclass that makes your weapon a beacon of light for a short period of time
Sky is devoted to many things. But its obvious hes devoted to his Zelda -the reincarnation of Hyila, a goddess- so much so that before he knew of her divine spirit he was willing to head into a world unknown just to look for her. He is so devoted to her and Skyloft that he fought a GOD to keep everyone he loved safe and sound.
Wild, The Gloom Stalker
Subclass description; Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.--
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Since TOTK I feel like this would be fitting for the hero to be proficient in fighting in the darken places of the world. The name of the subclass is also suits him considering a huge part of the game -The Gloom- is apart of this class in a way.
Ranger is a great class for Wild, it is the definition of a hunter, an explorer, one that finds there own path in the wildness. Wild, though seen to get lost in the comics, has a great understanding of his Hyrule and its geographic locations and terrain, both surface and depths. He is also a great archer, and a even better hunter!
The hero is a survivor of the wilds, and Rangers are the best suited to do such a thing
Legend, The BladeSinger
Subclass Description: Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
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Legend is one of the more magically inclined Heros, and though thats mostly through his artifacts and magic items that doesn’t take away the fact that the hero has a broad knowledge when it came to magic.
I picked bladesinging specifically because while it’s main focus is magic it still uses the sword and it’s connection to ones-self. Legend is still a fighter at heart so i don’t think he would toss away those skills in this situation. He is shown in a few panels to have some sort of connection/bond to the mastersword and likely his own weapon, so it was important for me to somehow intertwine his two biggest skills together.
And a bit selfishly, i think he would look very very cool dancing around with his sword-
Hyrule, The Holy Warlock
Subclass description: Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss.
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I know most people would make Hyrule either a wizard or nature based magic user but in all fairness, I dont think Hyrule is one to learn magic by the traditional means (reading/studying it). This isn’t to say the kid isn’t capable of doing so, but with the whole “hero of Hyila,” you’d think there would be a bit more a divine connection there.
Warlocks make deals, pacts, with some sort of higher being for their magic intentionally or not and Hyila ,a holy celestial, being fits perfectly to be his patron. The magic granted to a celestial warlock is based on a clerics abilities, healing, protecting from the undead and fiends, lighting a path etc. Warlocks also are also a little more focused on melee/combat and if picking the right pact boon, can have a special relationship/connect to their sword!
Four, The Echo Knight
Subclass description: Echo knights harness fading shades of unrealized timelines, pulling a shadowy duplicate of themself called an "echo" to fight by their side. The echoes are somewhat fragile, but the echo knight can summon another at any time.
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Okayokayokay— HEAR ME OUT ON THIS ONE!!!
One of the echo knight’s main abilities is being able to make shadowy versions of themselves to fight alongside them in a battle. These shadows or ‘echoes’ are an extension of the person’s form/soul and are able to communicate and aid the original knight. They are able to project their consciousness into these shadows to get the information they have seen/witness and collects it all once they all fuse back together.
TELL ME THAT AINT PERFECT FOR FOUR!!!
Wind, The Swashbuckler
Subclass Description: You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
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….i feel like this is pretty straightforward as to why i picked this for Wind.
Wind, shown to be quite a sneaky Link in his games, is probably the most rogue like in the Chain. He’s a strong kid, but he specializes in quick strikes and keeping his opponents on their toes and unexpecting. He is also, very clearly, a pirate! So it isn’t surprising for the hero to have one of (if not the only) pirate theme-d subclass! The class is very agile, but the subclass specifically is focused on disarming, ‘backstabbing’ and overall being sneaky in plain sight!
And thought i do think this is a great fit for the hero, i could also see him as a Storm sorcerer, which was my second pick!
UHHHH! YEAH THATS IS! if you're reading this, thank you so much for listening to me ramble and if you have any ideas/thoughts of your own i would LOVE to hear them!!!
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witcheytime ¡ 1 month ago
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DND realm classes
so me with help from the lukey discord put together a list of what dnd classes/subclasses each realm character would be, so I figured id share it here! some of these aren't final / we struggled with assigning classes and this is just for fun, we didn't get to every character so if you also have ideas feel free to drop them!
Pangi (fighter, subclass champion/rune knight), 3 levels in rouge 
Lukey (artificer-alchemist subclass/wizard - transmutation subclass?), 
Bad (depends on his form, in his more human-esk form he would classically be a warlock (celestial subclass), but in reality hes more of a lesser diety.
Aimsey - wizard - subclass necromancer 
Tubbo - archfey or for a class: artificer, maybe a cleric - trickery domain
Ros - paladin (oath of the crown)
Becky - monk(path of the cobalt soul), bard - college of lore
Scott - bard (collage of glamour/eloquence)
Water - human form: druid (circle of wildfire)
Philza: druid (grave domain)
Foolish: ranger (horizon walker subclass)
Newt: druid (circle of moon), later on: artificer (alchemist) 
Pili - blood hunter (order of the mutant)
Sneeg- barbarian (Path of the Storm Herald)
Owen - bard (eloquence), + 1 warlock level from stultus
Zam - paladin(oath of devotion)
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quirkwizard ¡ 10 months ago
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So between the popularity of the last D&D post I did and the upcoming revisions to D&D 5E, I thought it'd be fun to talk about Class 1-A and D&D again. This time, instead of playing D&D, this will be students in D&D. For this, I will be picking out classes and races that I believe fit them the most based on the descriptions and lore presented in the books. Official material only, so no Blood Hunter Tokoyami. However, characters and their "stats" will take precedent over Quirks. The Gravity Wizard is a thing, but I don't think that Uraraka would fit as a Wizard.
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Sato-Half Orc Berserker Barbarian: A perfect encapsulation of Sato. A big ole beefcake that runs up, hits stuff as hard as possible, and then immediately burns himself out because that's all he can do.
Mineta-Kender Rogue Thief: The classic "jerk thief" archetype with a set of quick hands and mobility options to replace his orbs with. And like Mineta, Kender are also a small race that everyone despises, so it's fitting.
Aoyama-Eldarin Warlock Celestial: A natural fit for Warlocks. He only shoots out beams, gets tired after a few big attacks, and owes all his power to a patron. Eldarin are just extra Elves, so that works out as well.
Mina-Satyr Bard Dance: The class is a pretty obvious choice given Mina's natural charisma and acrobatic abilities. I was tempted to pick Yuan Ti for the poison abilities, but I figured that Satyr would fit her look and character better.
Denki: Dragon Sorcerer Dragonborn: Just going all in on the lightning damage here. Denki is someone coasting entirely on talent, fitting with a Sorcerer, and everything else is letting him gave off as much electricity as possible.
Ojiro-Harengon Open Hand Monk: Open Hand Monk is a pretty obvious fit given Ojiro's martial abilities. As for the race… Look, there isn't any race that uses a tail. Harengon was about as close as I was going to get with it's other abilities.
Hagakure-Fairy Arcane Trickster: Rogues are good at sneaking and Arcane Tricksters can reliably become invisible. Fairies fit well into the sneaky part of it and their generally cheery disposition fits even better with Hagakure's chipper personality.
Kirishima: Goliath Battlerager Barbarian: A race that is made out of resilient rocks, a class that's all about getting and taking hits, and subclass that is all about being covered in sharp armor. It's great. You can even have the Rage be his Red Riot: Unbreakable move.
Koda-Firbolg Shepard Druid: I know I did this before, but it's too perfect with his role as the friend to all animals. Firbolgs are the soft, gentle giants of the forest and the Shepard Druid fits nicely with his tendency of overwhelming foes with countless animals.
Jiro-Tiefling Glamour Bard: No surprise with the class and the subclass fits with her role as punk rocker. Tiefling may seem like an odd pick, but I think that her generally closed off disposition can fits well with how Tieflings tend to be characterized.
Sero-Tabaxi Fey Wanderer Ranger: Hands down the hardest person to pick out for this. His abilities and personality don't fit a lot of races or classes that much. I just went with this set up for his pension for movement and trapping as well how personable he can be.
Momo-High Elf Artillerist Artificer : A natural builder that can create whatever she wants, especially her powerful canons. The elf part was mostly for personality given how distant Momo tends to be from other in terms of wealth and overall intelligence.
Tokoyami-Owlin Fiend Warlock: I know the Kenku is right there, but I believe that Owlin fits Tokoyami better. And with how his power comes entirely from a monster and how much it protects him, the defensive abilities of the Warlock Fiend fit well.
Tsuyu-Grung Cleric Peace: Grung is obvious since it's literally a frog, but her class may be confusing for some. I did consider Monk, but none of the subclasses fit her that well. I just thought that having her be a Peace Cleric fits with her wise and supportive nature.
Uraraka-Halfling War Cleric: I honestly went with Cleric because fit her general disposition. That kind of support centric person with a few fighting options that come with the War Cleric. The Halfling was mostly because she's very brave and focused on her family.
Shoto-Half Elf Lunar Sorcerer: Sorcerer is an obvious pick with how much of his story is tied to his ancestry and divided nature, complimented further by the Half Elf race. I went with Lunar Sorcery since it multitude of options works with his multifaceted power.
Tenya-Wizard War Magic Warforged: I was tempted to go with Paladin for him, but I believed that Wizard fit better with his natural intellect. Having him be a War Magic Wizard seemed like a good comprise. And of course Warforged fits him nicely.
Shoji-Simic Hybrid Astral Self Monk: Shoji fits in well with the reserved and disciplined types that often make up Monks, especially with how many times he can punch, but the real flavor comes from the Simic Hybrd. A terrifying monster of a man with gliders and tendrils? It's perfect.
Bakugou-Fire Genasi Eldritch Knight Fighter: I believe that Fighter fits best with Bakugou's upfront and aggressive way of fighting as well as his immense physical resilience, with the subclass fitting with his intelligence. And the Fire Gensai was just made to be Bakugou with it's firepower and hyper aggression.
Izuku: Variant Human Devotion Paladin: I was tempted to go with Wizard here, but I think that Izuku's unwavering devotion to a cause and heroic spirit fits too well with a paladin. Plus, you could easily reflavor all of his smites as smashes. Because I don't care what they say, you can smite with your fists.
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terresdebrume ¡ 4 months ago
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"Magic remains"
I've seen criticism on the resolution of C3 re: magic but to offer a sort of spoilery rebuttal...
I see why people wanted the Gods' departure to mean no more divine magic: it would be interesting, narratively speaking!
However: Critical Role is a game show. Yeah sure they tell a story but it's also an actual play show (that I think is much less doctored than some people think) The game mechanics are a core part of the thing!
And the mechanical reality is that if you nerf divine magic you lose:
The biggest options for healing magic (most of the big spells are cleric exclusive w a smaller sample also going to druids)
Clerics (including one of the iconic CR subclasses which we haven't seen on a PC yet)
Druids
Rangers' spellcasting (might as well play a fighter)
Celestial Warlocks
Arguably Zealot barbarians?
And that's just off the top of my head
Like, CAN you play DND without any of those? Sure! Is it going to be fun to play? Uncertain, very dependent on your table. Will it be fun to watch? I mean I guess ymmv but personally I don't know that I want to see a campaign that's a quest for greater healing potions half the time ^^"
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foxboyclit ¡ 1 month ago
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oc tag meme
tagged by @arach-tinilith, thank you! art by @selkieflesh
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Basic Info:
Name: Iphis Nydalla
Class/Subclass: Warlock/fiend, wizard/bladesinger
Background: Noble
Gender: Trans Male
Sexuality: Bisexual
Pronouns: He/him
Other:
Family: Born to House Kilth, Iphis was born third daughter to Matron Llesyne. His mother grew to detest him when he failed to get accepted into Arach-Tinilith and started crossdressing, leading to an assassination attempt. He was most fond of his older brother, Xashin, until he told Llesyne about the missing clothes.
Iphis has no children, nor any desire to have any.
Birthplace: Menzoberranzan
Job: Patron of House Nydalla, assassin, occasional performer
Phobias: Humiliation, the Surface, loss of autonomy
Guilty Pleasures: Rare cuddles from his Mistress, I know in my heart he would love trashy reality TV
Hobbies: Fencing, painting, dancing
Morals:
Alignment: Neutral Evil
Sins: Pride, lust
Virtues: Magnificence, ambition
This or That:
Introvert/Ambivert/Extrovert
Organized/Disorganized
Close-minded/Open-minded
Calm/Anxious/Restless
Disagreeable/In-between/Agreeable
Patient/In-between/Impatient
Outspoken/In-between/Reserved
Leader/Follower/Flexible
Empathetic/In-between/Apathetic
Optimist/Realist/Pessimist
Traditional/In-between/Modern
Hard-working/Lazy
Relationships:
OTP: Iphis/Minisstra
Acceptable ships: Iphis/Argiope, Iphis/Valztefein (who belongs to @/ustalav)
OT3: (taking liberties with the definition here): Iphis/Minisstra/Zeth'rinn (courtesy of @/space-writes)
BroTP: Iphis/House Nydalla's consorts
NoTP: none in particular
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Basics:
Name: Minisstra Eradia Nydalla
Class/Subclass: Warlock/celestial, rogue/mastermind
Background: Noble
Gender: Trans female
Sexuality: Asexual
Pronouns: She/her
Other:
Family: Minisstra did not know her father, and her mother was little more than a distant authority figure. Her sister, Inara, sexually abused and manipulated her for years.
Birthplace: Menzoberranzan
Job: Matron of House Nydalla, assassin, high priestess
Phobias: Earthquakes, losing loved ones
Guilty Pleasures: Bodice rippers, casting sacred flame to light her cigarettes, having Iphis sleep in her bed
Hobbies: Dancing, fencing, embroidery
Morals:
Alignment: Lawful evil
Sins: Pride, lust
Virtues: Patience, ambition
This or That:
Introverted/Ambivert/Extrovert
Organized/Disorganized
Close-minded/Open-minded
Calm/Anxious/Restless
Disagreeable/In-Between/Agreeable
Patient/In-Between/Impatient
Outspoken/In-Between/Reserved
Leader/Follower/Flexible
Empathetic/In-between/Apathetic
Optimist/Realist/Pessimist
Traditional/In-Between/Modern
Hard-working/Lazy
Relationships:
OTP: Minisstra/Iphis
Acceptable ships: Minisstra/Lolth, Minisstra/Inara
OT3: Minisstra/Iphis/Zeth'rinn
BroTP: None in particular (cause I don't wanna say her/Iphis again)
NoTP: Minisstra/Rhynsana
no pressure tagging @space-writes, @ustalav, @lawful-evil-novelist, and @darkseldarine
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deconstructthesoup ¡ 1 year ago
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Some thoughts for a Dead Boy Detective D&D AU:
Edwin: He would absolutely be a School of Necromancy wizard. Everything about him screams wizard, and I think him being a necromancer who uses his abilities for good would be pretty in-character for him. In fact, we could even go one step further and say that he's a Reborn (who are essentially the D&D version of Frankenstein's Monster, and they are insanely cool and fun from a roleplay stance alone). Maybe he got brought back to life after some time in Hell, maybe he was able to bring himself back... there's a lot of possibilities there.
Charles: Oath of the Watchers paladin, hands-down. I know, most people tend to peg him as a fighter, but hear me out---first off, he canonically fights with a magical weapon, and you know it would be cool as hell for him to cast Smite with his cricket bat. Second off, his whole deal as a Dead Boy Detective feels very Oath-of-the-Watchers coded, since they're all about guarding the material world from extraplanar forces. And third... he's a punk. Paladins are punks. Also, he's gotta be an elf. Probably a wood elf instead of a high elf, but elf is non-negotiable when you're putting Charles I-Have-Cute-Pointed-Ears Rowland in a fantasy setting.
Crystal: Aberrant Mind sorcerer, kalshatar. Because, well... *gestures to her everything* yeah. Also, Crystal deserves to go full-on eldritch entity.
Niko: I personally think that she'd be an amazing College of Creation bard---and this might just be because that's my favorite subclass for my favorite class, and she's my favorite character, but she feels very bard to me, and College of Creation is all about seeing the beauty in the world, appreciating life, and making the most out of any situation, which fits our girl well. Also, I think that Niko would probably be the group's token human, which fits nicely with her being the only non-magical member of the Dead Boy Detectives in canon.
Monty: Circle of Stars druid, kenku. Theoretically, a kenku who could actually converse with people instead of just repeating what he hears, but... astrology crow. What do you want me to say.
Jenny: She was tricky, but I eventually decided that she'd be your classic tiefling rogue---specifically, a Soulknife rogue, with maybe a level or two of fighter thrown in there for good measure. Jenny gives off the vibes of a slightly older adventurer who's kind of grown cynical about the whole thing, but she's still tagging along with a younger, more starry-eyed crew because somebody needs to keep them alive.
Esther: Now, while the temptation to make her a Green Hag is very, very strong, I think that might be doing her a little bit too dirty. So, instead, she's a Circle of Spores druid and a Great Old One warlock, and while she is a regular human, she's done a lot of messed-up stuff to keep herself alive and young. I figured that Circle of Spores fits with her necromancy shtick (and also, y'know, Teeth Face), and GOOlock fits with her deal with Lilith.
The Cat King: Trickster Domain cleric, tabaxi. No-brainer, really.
The Night Nurse: Her whole deal strikes me as very Protector aasimar-coded, if not straight-up Celestial-coded. Also, she fits the criteria for a Grave Domain cleric to a T.
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papermonkeyism ¡ 4 days ago
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Researching how to build a sorcerer/warlock multiclass build for DnD, and all the articles talk about how to maximize your damage output and make the most effective spell caster, taking only two to three levels of warlock
And meanwhile my sorlock is a supportive loser with only three damage doing spells all of which are cantrips (Eldritch Blast for range, Sword Burst as a panic option if baddies get too close, and Sacred Flame nobody asked for but came with the subclass, but at least that's a saving throw rather than attack roll), and I very specifically want to collect more than the first two Eldritch Invocations (free Mage Armor, please! Also free magical darkvision would be great, and the one where I can spam Detect Magic without extending ritual time nor spell slots is one I'm very, very interested in! Oh, and boosting the Eldritch Blast would be great too!)
All the rest of the spell arsenal are focused on helping friends and staying out of trouble. (They are Divine Soul/Celestial subclasses for extra support options, flavoured as fey unicorn patron, who's also their great-great-great-great-great grand aunt)
Our campaign is apparently specifically built so you could theoretically avoid all combat alltogether, although we agreed our GM will be inserting more battles in it because battles are fun. I don't want as much murder power as these guides are recommending me.
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jq37 ¡ 12 days ago
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If you could play a character in 1 Dimension 20 setting, which setting would you pick? Also, any class/subclass ideas?
I'd have to choose Fantasy High or Unsleeping City bc I LOVE urban fantasy.
As for classes, either Gloomstalker Ranger or Oath of Vengeance Paladin. (I know, edgy lol.)
Ooh, great question. So I made a Fantasy-High sona for artfight back when people were doing those and she was a wizard/bard multiclass. Her name was Diamond D'ambrosio. Her deal was she was supposed to be going to Hudol but went to Aguefort first to take advantage of their system to earn credits faster with the intention of going back to Hudol but ends up realizing she likes the chaos of Aguefort.
This is art I did:
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And this is art someone did of her with her fox familliar:
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So that would be fun!
I also *have* played in a Bloodkeep one-shot with my friends and my character was a chosen one elf party girl named Cass and I cannot find art of her right now but this is art @tippanyakii did of her brother with a savior complex who's always cleaning up her messes [Oph I'm so sorry :((((] She was a pact of the tome celestial warlock I believe.
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But to answer the question with a brand new character and setting, I love Unsleeping City as a setting to play with--especially since I lived in NYC for a hot sec. I think playing a Rockette might be fun but I feel so naked without any spells and Rockette feels like a martial class to me. I feel like I'd end up playing some kind of wizard librarian or bard performer like Misty (I guess a Rockette could be a bard). I'm sure I'd agonize over it a lot because the setting is so rich, but it's for sure a world I'd love to play in!
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dragongodshomebrewhoard ¡ 4 months ago
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Warlock Subclass: The Cosmic Envoy
“We have been watching. We have chosen you.”
Some warlocks make pacts with ancient evils, celestial beings, or forgotten gods. But you were chosen by something beyond mortal understanding—aliens. Beings from the far reaches of the cosmos, perhaps the Grays, Reptilians, or Hyperintelligent Spheres of Light, have granted you strange and powerful knowledge. Their motives are unclear, their presence is unsettling, and their technology is indistinguishable from magic.
You are their envoy, their experiment, or their weapon.
Expanded Spell List
Your alien patron grants you access to mind-warping and reality-bending magic.
Warlock Level
Spells
1st
Disguise Self, Tasha’s Hideous Laughter
2nd
Detect Thoughts, Levitate
3rd
Sending, Hypnotic Pattern
4th
Greater Invisibility, Phantasmal Killer
5th
Modify Memory, Telekinesis
Level 1: Psychic Whisper
Your alien patron enhances your mind. You gain telepathic communication up to 30 feet with any creature that understands a language. You don’t need to share a language with them.
Additionally, whenever you cast a spell that forces a creature to make a Wisdom or Intelligence saving throw, you can force them to make the saving throw at disadvantage once per long rest.
Level 6: Abduction Beam
The aliens have taught you the secrets of their teleportation technology. As an action, you can cause a beam of energy to engulf a creature within 30 feet and force them to make a Strength saving throw (DC = your spell save DC).
On a failure, the target is lifted 30 feet into the air and held in place (restrained) for up to 1 minute or until you lose concentration (as if concentrating on a spell).
They can repeat the saving throw at the end of each of their turns.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 10: Unnatural Form
Your body has begun to change, warping under the influence of your patrons. You gain the following benefits:
You no longer need to sleep and instead enter a trance-like state for 4 hours to gain the benefits of a long rest.
Your eyes glow with eerie light, and you can see normally in magical darkness up to 120 feet.
You can cast Detect Thoughts at will, without expending a spell slot.
Level 14: Cosmic Extraction
When you or a creature within 30 feet of you takes damage, you can use your reaction to cause a beam of alien energy to rip them out of reality. The target disappears for 1 minute as if affected by the Banishment spell, except:
The target is not sent to another plane but held in a dimension of shifting lights and incomprehensible sounds.
If the target was willing, they gain temporary hit points equal to half their hit point maximum while inside and return to reality in a location of their choice within 60 feet.
If the target was unwilling, they must make a Wisdom saving throw (DC = your spell save DC) or return to reality stunned for 1 round.
Once you use this feature, you can’t do so again until you finish a long rest.
Eldritch Invocations (Exclusive to this Patron)
Mind Probe (Prerequisite: The Cosmic Envoy, Level 5)
When you cast Detect Thoughts, you can probe deeper without requiring an action, and the target has disadvantage on the saving throw to resist.
Unnatural Gravitation (Prerequisite: The Cosmic Envoy, Level 7)
You can cast Levitate on yourself at will, without expending a spell slot.
Hyper-Evolved Perception (Prerequisite: The Cosmic Envoy, Level 9)
You gain truesight up to 30 feet and can perceive invisible creatures and objects without requiring a check.
Playstyle & Roleplaying Ideas
Were you abducted? Do you even remember the event, or did you just wake up changed?
Do you understand your patron? Or are they a mystery, speaking in strange visions and flashing lights?
Are you an agent? Are the aliens guiding you toward some cosmic mission? Or are you a rogue experiment trying to escape their grasp?
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lizardsister ¡ 6 months ago
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guys help me commit to a class for my monthly book store dnd for the new campaign that will be starting im stuck between two choices
pros for paladin:
have never played one properly before with actual dnd (outside of multiclassing into it with a current character) so pretty fresh experience
DID play one for bg3 and enjoyed it a lot
in general tend to play pure casters so it would be a big change of pace
party is looking like it could use a front line
con for paladin:
as said i tend to play pure casters and know i tend to enjoy that more than martial
pros for cleric:
HAVE extensively played before in actual dnd, know i like the class a lot
been thinking about playing one for a while, have a few more concrete character concepts than paladin
as said i enjoy playing casters
cleric with fireball
cons for cleric:
god 2024 rules gutted spiritual weapon and im so fucking salty about it.
im literally already playing two (2) different Fire Themed Characters with my other two groups (red draconic sorcerer & normally wildfire druid and instead currently celestial warlock/paladin multiclass who is also. fire themed.) and my light cleric WOULD be fire themed and god i should play something Different right,
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