i-have-ideas-they-go-here
i-have-ideas-they-go-here
Why Is My Brain Like This?
24 posts
I have ideas and I just wanna put them somewhere. If you have ideas, I would love to hear them.
Don't wanna be here? Send us removal request.
i-have-ideas-they-go-here · 6 months ago
Text
Master post : Arcane but DnD
First things first: this is for FUN. If you have any ideas or suggestions I would love to hear them just don't be rude.
Now that that's out of the way here is where you can find everything:
Ground Rules
Characters:
VI:
Base Info, S1 Act 1,
Jinx:
Base Info, S1 Act 1,
Caitlyn:
Base Info, S1 Act 1,
Jayce:
Base Info, S1 Act 1,
Viktor:
Base Info, S1 Act 1,
Ekko:
Base Info, S1 Act 1,
Mel:
Base Info, S1 Act 1,
22 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Note
hello stranger, your DND ideas are neat. do you think Viktor would undergo a full class swap between acts (like artificer to warlock or just full either or wizard or something)? and what class would you make Jayce? tangentially just. classes for everyone? any home brewed subclasses? are you actually making these characters? do you want or need homebrew? I am but an enthusiastic stranger on the internet who likes DND, arcane, and has too much time on their hands.
Hi! 👋
Thank you for all of the questions!
Viktor and Class swap:
I don't see him going full class swap. If this was another character I could see it happening but because he has shown to hold on to certain aspects of himself even when he became the Machine Herald
wanting to help people, his feelings about Jayce, Jayce's blanket, the corrupted gear, his cane turned staff, his leg brace becoming a gold design in his Godform.
So with keeping those ideas of his character I think multi-classing and changing the flare/flavor of some class features would be the best option for him.
Classes:
By now everyone's first three level should be posted and clearly I made Jayce's beginning class Artificer (I made a lot of them start with Artificer). I do see him and a lot of the others multi-classing.
Home brewing:
I plan keep with the official classes and subclasses for now. However if someone is interested is seeing other ways these characters can be build or has their own build/ home brew class and subclass for them I would love for you to send them in so I can see them.
Making the characters:
I am actually making these characters, I am using DnD Beyond. Where I play there are a lot of One-Shots and Adventure League games being run and I may get the chance to play them. Once I post everything I plan to post the finial complete character sheets here.
0 notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Mel
S1 Act 1
Level: 3
Class: Rogue
Subclass: Mastermind:
A Mastermind Rogue focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Expertise:
At the start, you can double your skill bonus for two skills or one skill and your thieves' tools, making you exceptionally skilled in those areas. At a higher level, you can apply this bonus to two more skills or tools.
Deception
Persuasion
Sneak Attack:
You’re great at catching enemies off-guard. If you attack someone when they’re distracted, you deal extra damage (starting at 1d6). This works if you either have an advantage on the attack or if one of their allies is within 5 feet of them. As you grow stronger, the damage increases.
Thieves’ Cant:
You know a secret language used by thieves, hidden in normal conversations. Other thieves can understand it, but regular people cannot. It also includes symbols to mark areas as safe, dangerous, or containing loot.
Cunning Action:
At level 2, you gain the ability to act fast in combat. You can take an extra action to move quickly (Dash), avoid danger (Disengage), or hide. You can also give yourself an edge in combat by focusing on a single attack, but doing so limits your movement.
Steady Aim:
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Master of Intrigue:
At level 3, you become skilled in disguise, forgery, and a game set of your choice. You can also learn two new languages. You’re able to mimic someone’s speech and accent perfectly after hearing them talk for a minute, making it easier to blend in as one of their own.
Dragonchess set
Draconic
Elvish
Master of Tactics:
Starting at level 3, you can use your quick thinking to help an ally in combat as a bonus action. You don’t even need to be right next to the enemy; as long as they can see or hear you, your ally gains an advantage when attacking them.
Proficiencies:
    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Thieves’ tools
    Saving Throws: DEX, INT
    Skills: Investigation, Insight, Deception, Persuasion
Stats:
STR: 8 (-1)
DEX: 10 (+0)
CON: 12 (+1)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 16 (+3)
Hit Points: 21
Armor Class: 11
Initiative: +0
Passives:
Perception: 19
Investigation: 20
Insight: 16
Base Info: Mel
6 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Ekko
S1 Act 1
Level: 3
Class: Artificer
Subclass: Alchemist:
An Alchemist is a master of blending magical ingredients to create powerful effects, from healing and revitalizing life to draining it away. As the oldest artificer tradition, alchemy has been cherished for its versatility, serving as a vital tool in both times of conflict and peace.
Magical Tinkering:
At 1st LV you can use tools (like lockpicking or crafting tools) to give ordinary objects magical properties. For example:
    Light: The object can glow like a flashlight.
    Message: If someone touches the object, it plays a short 6-second message you recorded.
     Smell or Sound: The object can constantly give off a smell (like flowers or smoke) or a sound (like birds or waves).
    Picture or Text: You can put an image or up to 25 words on it, like a magical sticky note.
The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to make more, the oldest magical property disappears.
Spellcasting:
As an Artificer, you're a type of magical inventor. Instead of casting spells in a traditional way (like waving your hands or reciting a spell), you channel magic through tools or gadgets. To outsiders, it might look like you're using clever inventions or simple objects to create magical effects.
    Tools Required
        To use your magic, you need tools like lockpicking gear or crafting tools. These act as your "spell focus," meaning you need them in hand to cast your spells. You have to be skilled with these tools to use them for magic. Later, you can even use magical items you've created as a focus for your spells.
    Cantrips (Basic Magic):
        At the start, you know two simple magical tricks, called cantrips, from the Artificer spell list. As you level up, you learn more cantrips.
    Prepared Spells:
        You have a set number of spell slots (basically, a limited number of times you can cast stronger spells). At the start of each day, you decide which spells you’re going to prepare by spending a little time tinkering with your tools. You can prepare a number of spells based on your Intelligence and your level.
    Artificer Magic:
        When you prepare or cast spells, it's as if you're building or activating cool magical gadgets. These details don't affect the spells themselves-they're just a fun way to make magic feel unique to the character.
    Spellcasting Ability (INT):
        Your ability to cast spells depends on your Intelligence. It affects how hard your spells are to resist (saving throw difficulty) and how accurate they are (attack rolls).
            Spell save DC (hard to resist): 8 + your proficiency bonus + your Intelligence mod = 13
            Spell attack rolls (accuracy): your proficiency bonus + your Intelligence mod = +5
    Ritual Casting:
        Some spells can be cast as rituals, meaning they take a little longer but don’t use up a spell slot. If you have a ritual spell prepared, you can perform it this way without using up your magic reserves.
Infuse Item:
At level 2, Artificers can create temporary magical items by imbuing ordinary objects with magic. Think of these as "prototypes" of real magic items-temporary, but very useful. You can only make a few magical items at a time, and the magic fades if you stop knowing how to make that specific item.
Artificer Infusions:
Infusions are magical upgrades you can add to regular objects, temporarily transforming them into magic items. Each infusion specifies the type of item it works on (like a weapon or tool) and whether it needs to be "attuned" (a special bond with the user).
Some infusions can only be learned at higher levels. You can't learn these until you meet the minimum level required. Unless stated otherwise, you can only learn an infusion once.
    Infusions Chosen:
        Enhanced Weapon:
            This infusion improves a weapon, making it better in combat.
            The weapon gets a +1 bonus to attack rolls (how well it hits) and damage rolls (how much damage it does).
            When you reach level 10 as an Artificer, the bonus increases to +2.
        Enhanced Defense:
            While using this armor or shield, the wearer gains a +1 bonus to Armor Class. At level 10, the bonus increases to +2.
        Enhanced Arcane Focus:
            This item gives a +1 bonus to spell attack rolls and allows the wielder to ignore half cover when casting spells. At level 10, the bonus increases to +2.
        Returning Weapon:
            This infusion is perfect for throwing weapons like daggers or axes. The weapon gets a +1 bonus to attack and damage rolls.
            After you throw it, the weapon immediately comes back to your hand, so you don’t have to go pick it up.
The Right Tool for the Job:
At 3rd level, you gain a handy ability to make whatever tools you need:
What You Can Do:
    Using your thieves' tools or artisan's tools, you can magically create a set of artisan's tools of your choice (like smith's tools or alchemist's supplies). The tools appear in an empty spot near you (within 5 feet).
How Long It Takes:
    It takes 1 hour of focused work to make the tools. You can do this while resting (like during a short rest).
Important Notes:
    The tools are nonmagical, meaning they work just like regular tools. They disappear if you use this ability again to create a new set of tools.
Tool Proficiency: Alchemist's supplies
Alchemist Spells:
3rd spells: healing word, ray of sickness
Experimental Elixir:
After a long rest, you can magically create an experimental elixir in an empty flask you touch. The effect of the elixir is determined by rolling on the Experimental Elixir table, and it activates when someone drinks it. A creature can drink the elixir or give it to an unconscious creature as an action.
You can also make additional elixirs by using a 1st-level or higher spell slot. When you do, you create the elixir in a flask as an action and choose its effect from the table. To create an elixir, you need to have alchemist's supplies on hand, and all elixirs vanish if they're not used before your next long rest.
    Experimental Elixir Effects:
        1. Healing: Restores 2d4 + your Intelligence modifier hit points.
        2. Swiftness: Increases walking speed by 10 feet for 1 hour.
        3. Resilience: Grants a +1 bonus to AC for 10 minutes.
        4. Boldness: Adds a d4 to all attack rolls and saving throws for 1 minute.
        5. Flight: Grants a flying speed of 10 feet for 10 minutes.
        6. Transformation: Allows the drinker to transform their body (similar to the alter self spell) for 10 minutes.
Proficiencies:
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves' tools, tinker's tools, Jeweler’s Tools
    Saving Throws: CON, INT
    Skills: Perception, Sleight of Hand
Stats:
STR: 9 (-1)
DEX: 15 (+2)
CON: 14 (+2)
INT: 17 (+3)
WIS: 13 (+1)
CHA: 11 (+0)
Hit Points: 24
Armor Class: 14
Initiative: +2
Passives:
Perception: 15
Investigation: 13
Insight: 11
Base Info: Ekko
4 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Viktor
S1 Act 1
Level: 3
Class: Artificer
Subclass: Alchemist
An Alchemist is a master of blending magical ingredients to create powerful effects, from healing and revitalizing life to draining it away. As the oldest artificer tradition, alchemy has been cherished for its versatility, serving as a vital tool in both times of conflict and peace.
Magical Tinkering:
At 1st LV you can use tools (like lockpicking or crafting tools) to give ordinary objects magical properties. For example:
    Light: The object can glow like a flashlight.
    Message: If someone touches the object, it plays a short 6-second message you recorded.
     Smell or Sound: The object can constantly give off a smell (like flowers or smoke) or a sound (like birds or waves).
    Picture or Text: You can put an image or up to 25 words on it, like a magical sticky note.
The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to make more, the oldest magical property disappears.
Spell casting:
As an Artificer, you’re a type of magical inventor. Instead of casting spells in a traditional way (like waving your hands or reciting a spell), you channel magic through tools or gadgets. To outsiders, it might look like you’re using clever inventions or simple objects to create magical effects.
    Tools Required
        To use your magic, you need tools like lockpicking gear or crafting tools. These act as your "spell focus," meaning you need them in hand to cast your spells. You have to be skilled with these tools to use them for magic. Later, you can even use magical items you've created as a focus for your spells.
    Cantrips (Basic Magic):
        At the start, you know two simple magical tricks, called cantrips, from the Artificer spell list. As you level up, you learn more cantrips.
    Prepared Spells:
        You have a set number of spell slots (basically, a limited number of times you can cast stronger spells). At the start of each day, you decide which spells you’re going to prepare by spending a little time tinkering with your tools. You can prepare a number of spells based on your Intelligence and your level.
    Artificer Magic:
        When you prepare or cast spells, it’s as if you’re building or activating cool magical gadgets. These details don’t affect the spells themselves—they’re just a fun way to make magic feel unique to the character.
    Spellcasting Ability (INT):
        Your ability to cast spells depends on your Intelligence. It affects how hard your spells are to resist (saving throw difficulty) and how accurate they are (attack rolls).
            Spell save DC: 8 + your proficiency bonus + your Intelligence mod = 13
            Spell attack rolls: your proficiency bonus + your Intelligence mod = +5
    Ritual Casting:
        Some spells can be cast as rituals, meaning they take a little longer but don’t use up a spell slot. If you have a ritual spell prepared, you can cast it this way without using up a spell slot.
Infuse Item:
At level 2, Artificers can create temporary magical items by imbuing ordinary objects with magic. Think of these as "prototypes" of real magic items—temporary, but very useful. You can only make a few magical items at a time, and the magic fades if you stop knowing how to make that specific item.
Artificer Infusions:
Infusions are magical upgrades you can add to regular objects, temporarily transforming them into magic items. Each infusion specifies the type of item it works on (like a weapon or tool) and whether it needs to be "attuned" (a special bond with the user).
Some infusions can only be learned at higher levels. You can't learn these until you meet the minimum level required. Unless stated otherwise, you can only learn an infusion once.
    Infusions Chosen:
        Homunculus Servant:
            This infusion lets you create a tiny magical helper called a homunculus. You choose what it looks like—maybe a tiny mechanical bird, a living vial with wings, or a moving cauldron.
            The homunculus is loyal to you and your allies and follows your orders. It acts right after your turn in combat. On its own, it will only dodge attacks, but if you use a bonus action to command it, it can take other actions, like attacking or helping.
            You can “heal” it by casting the mending spell, and if it "dies," its heart (the item you infused) remains behind.
        Enhanced Arcane Focus:
            This item gives a +1 bonus to spell attack rolls and allows the wielder to ignore half cover when casting spells. At level 10, the bonus increases to +2.
        Mind Sharper:
            If a creature fails a Constitution saving throw to keep concentration on a spell, it can use its reaction to succeed instead, but this uses one of the item's charges.
        Replicate Magic Item:
            This infusion lets you copy specific magic items, turning an ordinary object into something special. You pick the item you want to replicate from a table of choices (based on your level) or from a list of common magic items.
            Each replicated item has its own rules, including whether it needs attunement and what kind of object you need to start with. Examples of items you can replicate include useful tools and weapons, but you can’t replicate consumable items like potions or scrolls.
            Item chosen: Wand of Magic Detection
The Right Tool for the Job:
At 3rd level, you gain a handy ability to make whatever tools you need:
What You Can Do:
    Using your thieves' tools or artisan's tools, you can magically create a set of artisan's tools of your choice (like smith's tools or alchemist's supplies). The tools appear in an empty spot near you (within 5 feet).
How Long It Takes:
    It takes 1 hour of focused work to make the tools. You can do this while resting (like during a short rest).
Important Notes:
    The tools are nonmagical, meaning they work just like regular tools. They disappear if you use this ability again to create a new set of tools.
Tool Proficiency: Alchemist's supplies
Alchemist Spells:
3rd spells: healing word, ray of sickness
Experimental Elixir:
After a long rest, you can magically create an experimental elixir in an empty flask you touch. The effect of the elixir is determined by rolling on the Experimental Elixir table, and it activates when someone drinks it. A creature can drink the elixir or give it to an unconscious creature as an action.
You can also make additional elixirs by using a 1st-level or higher spell slot. When you do, you create the elixir in a flask as an action and choose its effect from the table. To create an elixir, you need to have alchemist’s supplies on hand, and all elixirs vanish if they’re not used before your next long rest.
    Experimental Elixir Effects:
        1. Healing: Restores 2d4 + your Intelligence modifier hit points.
        2. Swiftness: Increases walking speed by 10 feet for 1 hour.
        3. Resilience: Grants a +1 bonus to AC for 10 minutes.
        4. Boldness: Adds a d4 to all attack rolls and saving throws for 1 minute.
        5. Flight: Grants a flying speed of 10 feet for 10 minutes.
        6. Transformation: Allows the drinker to transform their body (similar to the alter self spell) for 10 minutes.
Proficiencies:
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves' tools, tinker's tools, Jeweler’s Tools
    Saving Throws: CON, INT
    Skills: Investigation, Nature
Stats:
STR: 11 (+0)
DEX: 13 (+1)
CON: 9 (-1)
INT: 16 (+3)
WIS: 15 (+2)
CHA: 14 (+2)
Hit Points: 15
Armor Class: 13
Initiative: +1
Passives:
Perception: 12
Investigation: 17
Insight: 12
Base Info: Viktor
1 note · View note
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Jayce
S1 Act 1
Level: 3
Class: Artificer
Subclass: Battle Smith
A Battle Smith is a magical engineer who serves as both a protector and a healer, skilled at defending allies and repairing weapons, armor, and even people. They are accompanied by a steel defender, a loyal mechanical companion they created to shield and assist others in battle. Known for their quick thinking and life-saving abilities, Battle Smiths are often remembered in stories of soldiers narrowly escaping death thanks to their efforts.
Magical Tinkering:
At 1st LV you can use tools (like lockpicking or crafting tools) to give ordinary objects magical properties. For example:
Light: The object can glow like a flashlight.
     Message: If someone touches the object, it plays a short 6-second message you recorded.
    Smell or Sound: The object can constantly give off a smell (like flowers or smoke) or a sound (like birds or waves).
    Picture or Text: You can put an image or up to 25 words on it, like a magical sticky note.
The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to make more, the oldest magical property disappears.
Spell casting:
As an Artificer, you’re a type of magical inventor. Instead of casting spells in a traditional way (like waving your hands or reciting a spell), you channel magic through tools or gadgets. To outsiders, it might look like you’re using clever inventions or simple objects to create magical effects.
    Tools Required
        To use your magic, you need tools like lockpicking gear or crafting tools. These act as your "spell focus," meaning you need them in hand to cast your spells. You have to be skilled with these tools to use them for magic. Later, you can even use magical items you've created as a focus for your spells.
    Cantrips (Basic Magic):
        At the start, you know two simple magical tricks, called cantrips, from the Artificer spell list. As you level up, you learn more cantrips.
    Prepared Spells:
        You have a set number of spell slots (basically, a limited number of times you can cast stronger spells). At the start of each day, you decide which spells you’re going to prepare by spending a little time tinkering with your tools. You can prepare a number of spells based on your Intelligence and your level.
    Artificer Magic:
        When you prepare or cast spells, it’s as if you’re building or activating cool magical gadgets. These details don’t affect the spells themselves—they’re just a fun way to make magic feel unique to the character.
    Spellcasting Ability (INT):
        Your ability to cast spells depends on your Intelligence. It affects how hard your spells are to resist (saving throw difficulty) and how accurate they are (attack rolls).
            Spell save DC: 8 + your proficiency bonus + your Intelligence mod = 13
            Spell attack rolls: your proficiency bonus + your Intelligence mod = +5
    Ritual Casting:
        Some spells can be cast as rituals, meaning they take a little longer but don’t use up a spell slot. If you have a ritual spell prepared, you can cast it this way without using up a spell slot.
Infuse Item:
At level 2, Artificers can create temporary magical items by imbuing ordinary objects with magic. Think of these as "prototypes" of real magic items—temporary, but very useful. You can only make a few magical items at a time, and the magic fades if you stop knowing how to make that specific item.
Artificer Infusions:
Infusions are magical upgrades you can add to regular objects, temporarily transforming them into magic items. Each infusion specifies the type of item it works on (like a weapon or tool) and whether it needs to be "attuned" (a special bond with the user).
Some infusions can only be learned at higher levels. You can't learn these until you meet the minimum level required. Unless stated otherwise, you can only learn an infusion once.
    Infusions Chosen:
        Enhanced Arcane Focus:
            This item gives a +1 bonus to spell attack rolls and allows the wielder to ignore half cover when casting spells. At level 10, the bonus increases to +2.
        Mind Sharper:
            If a creature fails a Constitution saving throw to keep concentration on a spell, it can use its reaction to succeed instead, but this uses one of the item's charges.
        Enhanced Weapon:
            This weapon gives a +1 bonus to attack and damage rolls. The bonus increases to +2 at level 10.
        Enhanced Defense:
            While using this armor or shield, the wearer gains a +1 bonus to Armor Class. At level 10, the bonus increases to +2.
The Right Tool for the Job:
At 3rd level, you gain a handy ability to make whatever tools you need:
What You Can Do:
    Using your thieves' tools or artisan's tools, you can magically create a set of artisan's tools of your choice (like smith's tools or alchemist's supplies). The tools appear in an empty spot near you (within 5 feet).
How Long It Takes:
    It takes 1 hour of focused work to make the tools. You can do this while resting (like during a short rest).
Important Notes:
    The tools are nonmagical, meaning they work just like regular tools. They disappear if you use this ability again to create a new set of tools.
Tool Proficiency: Mason’s tools
Battle Smith Spells:
3rd Spells: heroism, shield
Battle Ready:
Your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender:
At 3rd level, your tinkering has borne you a companion, called a steel defender. It’s friendly to you and your companions, and it obeys your commands.
You decide how it looks (e.g., a robotic dog, bird, or humanoid), and you can choose whether it has two or four legs.
    In Combat:
        Initiative: It acts right after your turn in combat.
        Default Action: It defends itself by taking the Dodge action unless you use a bonus action to command it to attack or do something else.
        Reaction: It can impose disadvantage on an enemy attacking someone else nearby, making it harder for them to hit.
    Healing and Repair:
        You can heal it using the mending spell (heals 2d6 hit points).
        If it’s destroyed, you can revive it within 1 hour by using your smith’s tools and spending a spell slot.
    Durability:
        Armor Class: 15
        Hit Points: 2 + your Intelligence modifier + five times your artificer level
        Immunities: poison damage, can’t be charmed or exhausted
        Darkvision: 60ft
    Attacks and Abilities:
        Force-Empowered Rend: It can attack with a magical melee strike.
        Protect your team: It’s great for soaking up damage or protecting allies with its reaction ability.
        Combat help: Use your bonus action to command it to attack enemies or assist in battle.
        Utility: Use its repair ability to fix items or heal constructs during downtime.
        Repair (3/Day): It can heal itself or other objects/constructs nearby.
Proficiencies:
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves' tools, tinker's tools, Smith’s tools
    Saving Throws: CON, INT
    Skills: Arcana, History
Stats:
STR: 15 (+2)
DEX: 11 (+0)
CON: 14 (+2)
INT: 17 (+3)
WIS: 9 (-1)
CHA: 13 (+1)
Hit Points: 24
Armor Class: 14
Initiative: +0
Passives:
Perception: 9
Investigation: 13
Insight: 11
Base Info: Jayce
7 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Caitlyn
S1 Act 1
Level: 3
Class: Ranger
Subclass: Hunter
Hunter rangers are skilled warriors and trackers who specialize in protecting civilization from dangerous creatures like dragons, orcs, and giants. They use their knowledge of the wilderness and fighting techniques to stay one step ahead of their enemies.
Hunter’s Prey:
Colossus Slayer: You hit harder against enemies that are already injured. Once per turn, if an enemy isn’t at full health, your attack deals extra damage (a bit like landing a hit on a weak spot).
Favored Enemy (Specialized Expertise in Fighting Specific Creatures):
You can pick certain types of creatures that you’re especially good at hunting and tracking. For example, you might focus on dragons, undead, or orcs.
    Humans
Against your chosen enemies, you’re better at tracking them and remembering information about them.
You also get to learn their language (if they have one), which can help in negotiating or understanding their plans.
    Draconic
Natural Explore (Master of Surviving in Certain Environments):
You’re an expert at navigating and surviving in one specific type of environment, such as forests, mountains, or swamps.
    Swamp
While traveling in your favored terrain, you gain special benefits, like:
Not getting slowed down by rough terrain (like thick mud or dense bushes).
Knowing your way around easily (you can’t get lost unless magic is involved).
Staying alert to dangers even while doing other tasks like foraging.
Finding twice as much food when hunting or gathering.
Learning details about creatures you’re tracking, such as their numbers, size, and how long ago they passed by.
You can choose additional terrains to specialize in as you grow stronger.
Fighting Style:
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness (Sense Nearby Monsters):
Starting at level 3, you can focus your senses to detect if specific types of monsters are nearby, like dragons, undead, or demons.
This doesn’t tell you exactly where they are or how many there are, but it lets you know they’re in the area (like a monster radar).
You need to spend a spell slot to use this ability, and it lasts for a short time.
Spellcasting:
By 2nd level, Rangers gain the ability to cast spells that draw on the magic of nature, similar to druids.
Spell Slots
    You have a limited number of spell slots to cast your spells. The Ranger table shows how many slots you have at each level. To cast a spell, use a slot of the same level or higher. After a long rest, all your spell slots are restored.
Spells You Know
    At 2nd level, you know two 1st-level spells of your choice from the ranger spell list. As you level up, you learn more spells, as shown in the Spells Known column of the Ranger table.
    When you level up, you can swap out one of your known spells for another spell from the ranger spell list, as long as it matches your available spell slot levels.
    Spellcasting Ability (WIS):
        Wisdom is your key stat for casting ranger spells. Your spells depend on your connection to nature.
            Spell save DC: 8 + proficiency bonus + Wisdom modifier= 11
            Spell attack bonus: proficiency bonus + Wisdom modifier= 3
Spells: +0 Modifier, +3 Spell Attack, 11 Save DC
1st LV: Detect Magic, Entangle, & Hunter's Mark
Proficiencies:
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: NA
    Saving Throws: STR, DEX
    Skills: Investigation, Perception, Insight
Stats:
STR: 9 (-1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 13 (+1)
Hit Points: 28
Armor Class: 14
Initiative: +3
Passives:
Perception: 12
Investigation: 14
Insight: 12
Base Info: Caitlyn
3 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Jinx
S1 Act 1
Level: 3
Class: Artificer
Subclass: Artilleriest
An Artillerist is someone who specializes in using magic to create explosions, shoot energy, and cause chaos on a battlefield. They’re like magical engineers, using their skills for destruction during war but sometimes turning their talents to help create peace afterward.
Magical Tinkering:
At 1st LV you can use tools (like lockpicking or crafting tools) to give ordinary objects magical properties. For example:
    Light: The object can glow like a flashlight.
    Message: If someone touches the object, it plays a short 6-second message you recorded.
    Smell or Sound: The object can constantly give off a smell (like flowers or smoke) or a sound (like birds or waves).
    Picture or Text: You can put an image or up to 25 words on it, like a magical sticky note.
The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to make more, the oldest magical property disappears.
Spell casting:
As an Artificer, you’re a type of magical inventor. Instead of casting spells in a traditional way (like waving your hands or reciting a spell), you channel magic through tools or gadgets. To outsiders, it might look like you’re using clever inventions or simple objects to create magical effects.
    Tools Required
        To use your magic, you need tools like lockpicking gear or crafting tools. These act as your "spell focus," meaning you need them in hand to cast your spells. You have to be skilled with these tools to use them for magic. Later, you can even use magical items you've created as a focus for your spells.
    Cantrips (Basic Magic):
        At the start, you know two simple magical tricks, called cantrips, from the Artificer spell list. As you level up, you learn more cantrips.
    Prepared Spells:
        You have a set number of spell slots (basically, a limited number of times you can cast stronger spells). At the start of each day, you decide which spells you’re going to prepare by spending a little time tinkering with your tools. You can prepare a number of spells based on your Intelligence and your level.
    Artificer Magic:
        When you prepare or cast spells, it’s as if you’re building or activating cool magical gadgets. These details don’t affect the spells themselves—they’re just a fun way to make magic feel unique to the character.
    Spellcasting Ability (INT):
        Your ability to cast spells depends on your Intelligence. It affects how hard your spells are to resist (saving throw difficulty) and how accurate they are (attack rolls).
            Spell save DC: 8 + your proficiency bonus + your Intelligence mod = 13
            Spell attack rolls: your proficiency bonus + your Intelligence mod = +5
    Ritual Casting:
        Some spells can be cast as rituals, meaning they take a little longer but don’t use up a spell slot. If you have a ritual spell prepared, you can cast it this way without using up a spell slot.
Infuse Item:
At level 2, Artificers can create temporary magical items by imbuing ordinary objects with magic. Think of these as "prototypes" of real magic items—temporary, but very useful. You can only make a few magical items at a time, and the magic fades if you stop knowing how to make that specific item.
Artificer Infusions:
Infusions are magical upgrades you can add to regular objects, temporarily transforming them into magic items. Each infusion specifies the type of item it works on (like a weapon or tool) and whether it needs to be "attuned" (a special bond with the user).
Some infusions can only be learned at higher levels. You can't learn these until you meet the minimum level required. Unless stated otherwise, you can only learn an infusion once.
    Infusions Chosen:
        Homunculus Servant:
            This infusion lets you create a tiny magical helper called a homunculus. You choose what it looks like—maybe a tiny mechanical bird, a living vial with wings, or a moving cauldron.
The homunculus is loyal to you and your allies and follows your orders. It acts right after your turn in combat. On its own, it will only dodge attacks, but if you use a bonus action to command it, it can take other actions, like attacking or helping. You can "heal" it by casting the mending spell, and if it "dies," its heart (the item you infused) remains behind.
        Replicate Magic Item:
            This infusion lets you copy specific magic items, turning an ordinary object into something special. You pick the item you want to replicate from a table of choices (based on your level) or from a list of common magic items.
            Each replicated item has its own rules, including whether it needs attunement and what kind of object you need to start with. Examples of items you can replicate include useful tools and weapons, but you can’t replicate consumable items like potions or scrolls.
        Enhanced Weapon:
            This infusion improves a weapon, making it better in combat. The weapon gets a +1 bonus to attack rolls (how well it hits) and damage rolls (how much damage it does). The bonus increases once you reach certain level does.
        Returning Weapon:
            The weapon gets a +1 bonus to attack and damage rolls. After you throw it, the weapon immediately comes back to your hand, so you don’t have to go pick it up.
The Right Tool for the Job:
At 3rd level, you gain a handy ability to make whatever tools you need:
What You Can Do:
    Using your thieves' tools or artisan's tools, you can magically create a set of artisan's tools of your choice (like smith's tools or alchemist's supplies). The tools appear in an empty spot near you (within 5 feet).
How Long It Takes:
    It takes 1 hour of focused work to make the tools. You can do this while resting (like during a short rest).
Important Notes:
    The tools are nonmagical, meaning they work just like regular tools. They disappear if you use this ability again to create a new set of tools.
Tool Proficiency: woodcarver’s tools
Artillerist Spells:
3rd spells: shield, thunderwave
Eldritch Cannon:
You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Appearance: 
    You decide what it looks like (e.g., mechanical, magical, or other).
Durability:
    It’s a magical object, not a creature.
    Armor Class (AC): 18.
    Hit Points: 5 × your artificer level.
    Immunities: Can’t be hurt by poison or psychic damage.
    If it gets damaged, you can use the mending spell to heal it for 2d6 hit points.
    It disappears if reduced to 0 hit points or after 1 hour. You can also dismiss it early as an action.
Control the Cannon:
    Each turn, you can use a bonus action to:
        Activate the cannon’s ability (choose one type when you create it—see below). Move it up to 15 feet (if it has legs).
Eldritch Cannon Options:
    When you make the cannon, you choose one of these abilities:
        Force Ballista:
            Shoots a forceful blast at a target within 120 feet.
            Deals 2d8 force damage and pushes the target 5 feet away.
        Flamethrower:
            Shoots fire in a 15-foot cone.
            Deals 2d8 fire damage to all creatures in the area (save for half damage).
        Protector:
            Creates a magical shield in a 10-foot radius.
            Grants temporary hit points equal to 1d8 + your Intelligence modifier to you and allies in the area.
Proficiencies:
    Armor: Light armor, Medium armor, Shields
    Weapons: Simple Weapons
    Tools: Thieves' Tools, tinker's Tools, Smith’s Tools
    Saving Throws: CON, INT
    Skills: Arcane, Investigation
Stats:
STR: 9 (-1)
DEX: 15 (+2)
CON: 14 (+2)
INT: 17 (+3)
WIS: 13 (+1)
CHA: 11 (+0)
Hit Points: 24
Armor Class: 14
Initiative: +2
Passives:
Perception: 11
Investigation: 15
Insight: 11
Base Info: Jinx
2 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane DnD: Vi
S1 Act 1
Level: 3
Class: Fighter
   Subclass: Battle Master:
The Battle Master is a type of fighter who approaches combat like an art form or a science. They don’t just swing weapons—they use clever techniques and strategies to outthink and outmaneuver their enemies. They’re skilled in more than just fighting; they might also know crafts like weaponsmithing or even calligraphy.
Fighting Style:
Unarmed Fighting: Unarmed strikes can deal bludgeoning damage equal to 1d6 + the Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack the damage increases to a 1d8
Also at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind (Healing Ability):
You can heal yourself during a fight. Once per short rest, you can regain some health, based on your fighter level. (d10 + CON mod)
Action Surge:
You can take an extra action during your turn to do something important, like take the attack action again.
Combat Superiority:
    At this level the superiority dice is a d8
Maneuvers: Battle Masters learn advanced combat tricks, called "maneuvers," to control the battlefield. You can use these maneuvers a combine total of four times before resting.
    Maneuvers save: 8 + Proficiency bonus + STR or DEX modifier.
        DC 13
Maneuvers Chosen:
    Goading Attack: Hit an enemy in a way that provokes them to focus on you instead of your allies. To not be provoked the enemy must make a DC 13 Wisdom save.
    Trip Attack: Knock an enemy off their feet, making them easier for everyone to attack. To not be knocked off their feet the enemy must make a DC 13 Strength save.
    Commanding Presence: When you make a Charisma check (Intimidation, Performance, or Persuasion), you can use commanding presence to be more effective.
Proficiencies:
    Armor: All armor, Shields
    Weapons: Simple Weapons, Martial Weapons
    Tools: NA
    Saving Throws: STR, CON
    Skills: Athletics, Intimidation
Student of War:
    Brewer's Supplies
Stats:
STR: 16 (+3)
DEX: 15 (+2)
CON: 15 (+2)
INT: 13 (+1)
WIS: 11 (+0)
CHA: 9 (-1)
Hit Points: 28
Armor Class: 15
Initiative: +2
Passives:
Perception: 10
Investigation: 11
Insight: 10
Base Info: VI
1 note · View note
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Mel Medarda
Race/Species: Variant Human
Language: Celestial
Score Bonus: +1 INT & CHA
Skill: Performance
Feat: Skill Expert- You have honed your proficiency with particular skills, granting you the following benefits:
    Increase one ability score of your choice by 1, to a maximum of 20.
        Wisdom
    You gain proficiency in one skill of your choice.
        Religion
    Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
        Insight
Background: Noble
Language: Sylvan
Proficiencies: History, Perception, Playing Card Set
Automatic Feat: Observant-
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    Intelligence
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Stats:
STR: 8 -> 8 (-1)
DEX: 10 -> 10 (+0)
CON: 12 -> 12 (+1)
INT: 14 (+1 bonus & +1 Feat) -> 16 (+3)
WIS: 13 (+1 bonus) -> 14 (+2)
CHA: 15 (+1 bonus) -> 16 (+3)
2 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Ekko
Race/Species: Human
+1 bonus to all stats
Language: Deep Speech
Background: Urchin
Proficiencies: Stealth, Deception, Disguise Kit, Leatherworker’s Tools
Automatic Feat: Skill Expert-
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
    Intelligence
You gain proficiency in one skill of your choice.
    Acrobatics
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
    Perception
Stats:
STR: 8 (+1 bonus) -> 9 (-1)
DEX: 14 (+1 bonus) -> 15 (+2)
CON: 13 (+1 bonus) -> 14 (+2)
INT: 15 (+1 bonus & +1 Feat) -> 17 (+3)
WIS: 12 (+1 bonus) -> 13 (+1)
CHA: 10 (+1 bonus) -> 11 (+0)
2 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Viktor
Race/Species: Human
+1 bonus to all stats
Language: Deep Speech
Background: Urchin
Proficiencies: Sleight of Hand, Stealth, Disguise Kit, Herbalism Kit
Automatic Feat: Prodigy-
You have a knack for learning new things. You gain the following benefits:
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
    Elvish
    Arcana
    Forgery Kit
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
    Investigation
Stats:
STR: 10 (+1 bonus) -> 11 (+0)
DEX: 12 (+1 bonus) -> 13 (+1)
CON: 8 (+1 bonus) -> 9 (-1)
INT: 15 (+1 bonus) -> 16 (+3)
WIS: 14 (+1 bonus) -> 15 (+2)
CHA: 13 (+1 bonus) -> 14 (+2)
3 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Jayce Talis
Race/Species: Human
+1 bonus to all stats
Language: Dwarvish
Background: Guild Artisan/ Guild Merchant
Language: Elvish
Proficiencies: Insight, Persuasion, Woodcarver’s Tools
Automatic Feat: Skill Expert-
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
    Intelligence
You gain proficiency in one skill of your choice.
    Performance
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
    Persuasion
Stats:
STR: 14 (+1 bonus) -> 15 (+2)
DEX: 10 (+1 bonus) -> 11 (+0)
CON: 13 (+1 bonus) -> 14 (+2)
INT: 15 (+1 bonus & +1 Feat) -> 17 (+3)
WIS: 8 (+1 bonus) -> 9 (-1)
CHA: 12 (+1 bonus) -> 13 (+1)
7 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Caitlyn Kiramman
Race/Species: Human
+1 bonus to all stats
Language: Elvish
Background: Noble
Language: Celestial
Proficiencies: History, Persuasion, Dtagonchess Set
Automatic Feat: Sharpshooter-
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Stats:
STR: 8 (+1 bonus) -> 9 (-1)
DEX: 15 (+1 bonus) -> 16 (+3)
CON: 14 (+1 bonus) -> 15 (+2)
INT: 13 (+1 bonus) -> 14 (+2)
WIS: 10 (+1 bonus) -> 11 (+0)
CHA: 12 (+1 bonus)-> 13 (+1)
5 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Jinx
Race/Species: Human
+1 bonus to all stats
Language: Deep Speech
Background: Urchin-
Proficiencies: Sleight of Hand, Stealth, Disguise Kit, Alchemist’s Supplies
Automatic Feat: Keen Mind-
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
    Intelligence
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Stats:
STR: 8 (+1 bonus) -> 9 (-1)
DEX: 14 (+1 bonus) -> 15 (+2)
CON: 13 (+1 bonus) -> 14 (+2)
INT: 15 (+1 bonus & +1 Feat) -> 17 (+3)
WIS: 12 (+1 bonus) -> 13 (+1)
CHA: 10 (+1 bonus) -> 11 (+0)
7 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but DnD: Vi
Race/Species: Human 
+1 bonus to all stats
Language: Deep Speech
Background: Criminal/Spy
Proficiencies: Deception, Stealth, Thieves’ Tools
Automatic Feat: Athlete-
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
    Dexterity
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet
Stats: 
STR: 15 (+1 bonus) -> 16 (+3)
DEX: 13 (+1 bonus & +1 Feat) -> 15: (+2)
CON: 14 (+1 bonus) -> 15: (+2)
INT: 12 (+1 bonus) -> 13: (+1)
WIS: 10 (+1 bonus) -> 11: (+0)
CHA: 8 (+1 bonus) -> 9: (-1)
5 notes · View notes
i-have-ideas-they-go-here · 6 months ago
Text
Arcane but make it Dungeons and Dragons
This is how I would build them and play them.
If you have any ideas on how you would do it, I would love to hear them
Ground Rules:
I tried to make explaining the classes I chose for each character as easy to understand as possible. I know a lot of people play/know about DnD but I also know people that don’t. And I want anyone who is interested in looking/ reading this to be able to understand
Show universe not Game univeres
It is Show Universe but with DnD rules, classes, and ideas
Keep everyone as close as possible as they would be in the show
Going to start with the main crew of characters: Vi, Jinx, Caitlyn, Jayce, Viktor, Ekko, Mel
2014 Rules
I haven't read the 2024 rules or played with them so I am not comfortable using them
Standard Array for Stats
15, 14, 13, 12, 10, 8
Race/Species
Keeping everyone human or variant human
or start human and then become a variant human (Ex: Jinx when she is infused with shimmer)
Automatic Feat
I am giving everyone a 1st level Feat
I am doing this because everyone is getting the same stats
Giving them a Feat would give everyone a difference that would support their character
How I will be posting the build information:
Base Info- this will include Race, Background, Automatic Feat, & Stats
Season 1: broken up into Act 1, 2 & 3 each will include LV, Class + class information (ie: Subclass, Proficiencies, Class Features), HP, AC, INIT, and all of their passives
Season 2: broken up into Act 1, 2, & 3 each will include LV, Class + class information (ie: Subclass, Proficiencies, Class Features), HP, AC, INIT, and all of their passives
Levels:
S1 Act 1 lv are the lv they are durning Act 1.
S1 Act 2 lv are the lv they are going into Act 2.
S1 Act 3 lv are lvs going into Act 3
S2 Act 1 lv are lvs going into Act 1
S2 Act 2 lv are lvs going into Act 2
S2 Act 3 lv are lvs going into Act 3
Finial lvs are what they end with
17 notes · View notes