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#Sentinels & Spellcasters
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Hello!
I am a new author who is working on my first book. I dont have alot of friends irl so id like to share and get feedback on my work.
Some stuff you should know about my story :p
♡ High fantasy with heavy romance elements.
♡ Multiple perspectives including those of an antagonist. 
♡ a fully (i hope) fleshed out magic system 
♡ A trans girl protagonist (because i've been able to find exactly 0 fantasy adventure books with a trans-fem as the love interest let alone the protagonist)
♡ Animal sidekick 
♡ Smut 0_o 
Basic Synopsis:
In a realm divided between those with magic and those without, a long-held grudge ignites. Seeking retribution for past wrongs, a powerful figure leads a magi uprising against non-magi society. Amidst the clash, loyalties are tested, alliances form, and a looming battle threatens to shatter the kingdom's fragile peace.
Ive always dreamed of being an author. I really enjoy fantasy books but most lack proper trans rep. I hope i can be the of the people. 
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goldenwaves · 1 year
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im playing holiday dnd oneshot tomorrow i am SO excited
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thydungeongal · 2 years
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I mean it's a fact that Bards in 5e kick ass (the 5e Bard is by far my favorite interpretation of the classes besides 4e) but even I was surprised to discover that they're potentially the best counterspellers in the game simply by virtue of counterspelling higher level spells being a straight up ability check and Bards getting to add half their proficiency bonus on any ability check that doesn't already have it
And if you're willing to multiclass around (Hexblade Warlock, of course) and add Sentinel and Mage Slayer into the mix you can make an inescapable nuisance that will make your GM hate you for shutting down all enemy spellcasters
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sarandipitywrites · 3 months
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last line tag
@ahordeofwasps tagged me for this (thank you!), and if you enjoy robots and prose that drop kicks you in the heart, you should really check out her lines here
i've got a line (paragraph. whatever) from my last editing session of Dead Roots, Dark Water, but first we have tags! @sentinels-and-spellcasters, @indecentpause, @bluberimufim, @elbritch-kit, and you are tagged (if you feel like it) to share one of your last lines :)
now, here's DRDW:
The last metal head fell. An oil spill of dark blood painted the beach. Jak's scarf lay in the sand, a red slash across dingy white.
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coolseabird · 3 months
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DS9 Characters as their DnD Equivalents
Sisko: Sisko imo would be a human Abberant Mind Sorcerer.
Abberant Mind Sorcerer: An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Kira: I think Kira would be a Tiefling or Deep Gnome Oath of the Watcher Paladin (Cardassians are technically alien invaders on her planet), maybe multiclassed with a Light Cleric. (Not the most optimal but this is just for fun)
Oath of the Watcher: The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
Light Domain Cleric: Gods of light – including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty – promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
Jadzia Dax: I think she would be a Fey Wanderer Ranger or a Hexblade Warlock. (If the weapon fully possessed her lol) I think her being a Githzerai could be cool (Mostly because spots XD) but Aasimar or any type of elf would make sense too!
Fey Wanderer Ranger: A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Hexblade Warlock:
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
O'Brien: O'Brien would be a human artificer, Artillerist subclass.
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
Bashir: I think Bashir would be a human Celestial Warlock. It's healing focused and his power not being original to him (but from a pact) kind of echoes his genetic modification in my opinion. (If this were a real campaign, his patron could be something he doesn't like telling people about)
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. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Worf: I think he screams paladin. I would make him either a Githyanki (for obvious reasons) or a Half Orc (I think it'd be similar to his being torn between the human and Klingon worlds due to his uprbinging) His devotion to honor and idealistic Klingon values is very important to him, even when compared to other Klingons. I think Oath of Glory would make a lot of sense. I don't think he'd be a perfect paladin by any means but I think he'd strive to be. (Also possibly a multiclass with war cleric?)
Oath of Glory: Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
Odo: 100% a changeling also 100% an Order Domain Cleric
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
Quark: Kobold I think would make a ton of sense (loving shiny things XD) I also think he'd be a Rogue Inquisitive/ Lore Bard multiclass.
Rogue Inquisitive: As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Lore Bard: Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
Garak: I think Garak would be a Drow 100%, I also think he'd be a Mastermind Rogue.
Mastermind Rogue: Your 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.
Inspired by this post by @bijoumikhawal
Go read it!
I'm new to DnD so if you have any other ideas please comment/ reblog with them! I'd love to hear it :)
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feotakahari · 3 months
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Trying to explain why I think Arknights has to be gacha.
Normally, you have a story, and then you have fanfiction of that story. Fans watch a movie about Luke Skywalker, and one of them makes up a story about his secret edgy brother Shadow Skywalker, and another one makes a self-insert called Jack Skywalker, and you can take or leave any of these stories. They’re irrelevant to the movie.
If your story gets very popular, sometimes you pay fans to write official fanfiction for you. For Star Wars, this is Kyle Katarn and Jacen Skywalker and Admiral Thrawn and all that. But this is still “secondary canon,” ephemeral and skippable additions. Someone can read, say, a Darth Vader picture book without knowing what the Yuuzhan Vong are, because both of those things build off of the original in separate directions. They can readily contradict each other, and a new movie can contradict them all, sweeping them off the table and declaring them non-canon. Most people only care about the movies anyway.
Arknights can have underwater Bloodborne, which is barely related to mafia drama with wolf-girls, which is barely related to a hairdresser named Susie Glitter, and yet none of them are really “secondary.” They all fit together into a single coherent world. But how do you subsidize that sort of freewheeling expansion? When creating something that makes the minority of lore nerds like me happy, how do you get the majority of casuals to spend money? You give each new story desirable new gacha characters to whale for. People who wouldn’t give a shit about Susie are deeply invested in a global-range spellcaster, and people who aren’t interested in Texas still love to see her rain down stuns on surrounding enemies. The constant expansion of the roster permits the constant expansion of the world.
(You could argue that the Marvel Cinematic Universe also pulled off this sort of expansion, but do you really want to point to the MCU as a positive comparison?)
P.S. I just realized this is what I was talking about when I said Sentinels of the Multiverse is a beautiful impossibility. It imagines a decades-long comic book franchise that somehow maintained this single coherent world.
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utilitycaster · 1 year
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Bells Hells Level 8
Disclaimers as per usual: If I said something incorrect, corrections are welcome and encouraged. If I simply did not expound upon every single possible choice open to a character; if my opinions on mechanics differ from yours; or if you have wild speculation, please make your own post.
Blood hunter info is taken from the D&D Beyond content, which is subject to change, so don't @ me if it does.
Non-multiclassed characters (and Laudna if she keeps leveling in warlock) get an ASI or feat this level! Thoughts on that below. Non-multiclassed full spellcasters (FCG and Imogen, assuming neither multiclass) get an additional fourth level spell slot.
Chetney: Currently Blood Hunter 6/Rogue 1. Blood hunter 7th level is a big level: he gets an additional crimson rite (lightning or cold damage), he gains 10 feet to his speed per round at all times plus improved jump height/distance (making him faster than anyone but Ashton) and his unarmed strikes gain a +1 to attacks and damage and, when crimson rite is active on his claws, his attacks are considered magical. A second level of rogue grants Chetney cunning action (dash, disengage, or hide). Based on his build and Travis's style of play, I suspect he won't use hide much and disengage only rarely. Narratively, particularly given this episode, and mechanically, I would go for the blood hunter level.
Laudna: A fourth level in warlock grants her an ASI or feat and another cantrip. A fifth level in sorcerer grants her access to third level sorcerer spells, another spell known, and another sorcery point. I'd take the ASI to max out charisma, personally; while she is ten cantrips in a trenchcoat, eldritch blast is the only one that really matters (though I am a chill touch fan). It also makes a lot of sense for her to begin embracing her new warlock powers more now that Delilah is seemingly gone.
FCG: FCG should take the ASI to wisdom since theirs is particularly low; I would not consider feats. They also get Destroy Undead for undead of challenge rating 1 or lower; as previously stated, an additional fourth level spell slot; and a subclass feature. The L8 cleric features are typically either Potent Spellcasting (add WIS mod to cantrip damage rolls) or Divine Strike (weapon attacks deal an extra 1d8 of some form of damage). Based on the weapon use I think Divine Strike is better, but either would be fitting.
Fearne: If she takes a second level of rogue, then again, it's dash, disengage, or hide (which to be fair she will benefit from more than Chetney). If she takes a 7th level in druid, she gets a fourth level spell slot and access to fourth level spells, which for druids is a pretty good list. She will specifically get access to aura of life and fire shield, both excellent spells. Aura of life in particular could be a game changer against Otohan, as it grants automatic healing to 0 HP creatures and resistance to necrotic damage within its radius. I would recommend she progress in druid rather than rogue.
Imogen: Imogen gets another sorcery point, another spell, another 4th level spell slot, and an ASI or feat. I'm inclined to go with an ASI to Charisma and intelligence; charisma for obvious mechanical optimization, and intelligence for narrative and skill-based benefit. If she decides to take a feat that grants a +1 to Charisma, actor is fun though not necessarily super in-character; skill expert is also useful.
Orym: Orym gets another ASI/feat. Fighters get a trillion ASI opportunities and his stats are quite good, so I'm looking at feats. Feats skew towards martial classes anyway so there's a lot for him, but I'm inclined towards either Sentinel (Beau and Yasha both had it, and it is very good for melee fighters) or Mage Slayer (Cerrit had it, and it is also very good for melee fighters). Alternately, Liam has put in the RP for me to think that Healer would be an interesting and fitting choice.
Ashton: Ashton also gets an ASI or feat. I think the smart thing is to max out strength or take an ASI to both strength and con, positioning them to take a +1 to strength feat at L12. However, 18 isn't bad, so some feat options include Sentinel; Tavern Brawler, which I'd use to max out CON at this stage; and Crusher, though I'd personally take the ASI to strength and con now and take Crusher as a L12 feat.
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dungeonmastertyrant · 3 months
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Cleric (Grave Domain)
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Grave Domain Spells
Cleric Level 1: Bane and False Life
Cleric Level 3: Gentle Repose and Ray of Enfeeblement
Cleric Level 5: Revivify and Vampiric Touch
Cleric Level 7: Blight and Death Ward
Cleric Level 9: Antilife Shell and Raise Dead
Circle of Mortality: At level 1, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the cantrip Spare the Dying, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave: At level 1, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave: Starting at level 2, you can use Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability (Double Damage) to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door: At level 6, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting: Starting at level 8, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls: At level 17, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hp equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Souce: Xanathar's Guide to Everything
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magicthepathfindering · 6 months
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Journal Entry 1 - Myr
Originally created as one-minded servants of Memnarch to serve without question. For a long time there method of creation was lost as both Myr Sentinels and other dangerous constructs, guarded the Myr Creation sites.
However, thanks to the newly opened Omenpaths, and more than a little stealth focused magic, I have successfully infiltrated several of those facilities, and today I shall share the creation of the five basic myr constructs.
Through an advanced creation process, including but not limited too a turbine and an incubator, the metal that Myr are crafted from, allows them to manipulate different types of Mana. Iron myr wield red mana, silver wields blue, and so on and so forth.
This mana manipulation makes them incredible useful as familiars to spellcasters, as they allow additional spellcasting versatility, albeit very limited.
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Under the cut are the thoughts behind, and the stat blocks for the five mana myr: Copper, Gold, Iron, Lead, and Silver. This is for the Pathfinder 1st Edition rule system.
There were two things I wanted to highlight, in the design of the basic Myr creatures.
The attributes of their different metals
Their connection to a specific-coloured mana.
For the first one, Materials, I used pathfinders Ultimate Equipment section “Special Materials” It looked at Bronze which is says also works for Copper, I used Gold, I looked to Bestiary 1’s Animated Object for creatures made of a “common metal” for iron, I used UE’s Alchemical silver for the silver myr, and lead armor, lead blades, and other things for Lead – including Lead’s Wikipedia article.
And After all of that, I found Green Ronin Publishings “metal clad creature” page on d20pfsrd, which makes special rules for creatures clad in all of the specific materials for myr.
So that was a real Brian David Gilbert on Fire Emblem Archtypes, wasted time moment (its a reference, if you know you know).
Regarding to the price of creating a Myr, I compared it to a small creature from players handbook (gnomes) and after that 50 lbs of raw material felt appropriate, using the prices for the different trade goods. Unfortunately Lead doesn’t have a canon price under the different tables for Trade Goods. However, Bestiary 5’s Lead Golem says 10.000 pounds of lead costs 7500 gp. Meaning that the price of 1 pound of lead is 7 sp and 5 cp.
So, I changed my way of thinking and did this instead. I created a “Default Myr” which the different metal clads templates from Green Ronin could then be put onto.
This “Default Myr” is created based on the rules for new types of Constructs in Ultimate Magic, stating that Dex is low to average, it has no Con or int core, average wisdom and charisma 1. I also decided that they are Small creatures, and the used the bestiary 1 rules for base stats according to size, stating that Strength is 6 and Dexterity 12.
Ultimate Magic also states that they should stick fairly close to the Monsters Statistics by CR table in Bestiary 1 (table 1-1).
Default Myr – Cr 1/2
XP 200 N Small Construct (Myr) Init +1; Senses darkvision 60 ft., Low-light vision; Perception +1 AC 13, touch 12, flat-footed 12 (+1 dex, +1 natural, +1 size) Hp 15 (1d10+10) Fort +0, Refl +1, Will +1 Defensive Abilities Hardness 5; Immune Construct trait Speed 30 ft. Melee Slam +0 (1d3-2) Str 6, Dex 12, Con -, Int -, Wis 13, Cha 1 Base Atk +1, CMB -2, CMD 9 Skills: Each myr receives 2 skill ranks per HD, limited to skills that use Strength or Dexterity, and it cannot have more skill ranks in skills that use int, wis, or cha, than the highest among the ones who create it (meaning one can be the main creator with 2 ranks in Craft Weapons, and use an assistant with 6 ranks, to allow the Myr to have up to 6 ranks in that skill) Note that a Myr cannot have more skill ranks in a skill than it has HD (as all creatures) and it has no class skills. SQ Metal-Clad, Mana Aspect
Copper-Clad Myr
Challenge Rating: +2 Armor Class: increase its Natural Armor bonus with 3. Defensive Abilities: Light Fortification (25%) Damage Resistance: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Copper-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on one Craft skill of the creators choice. Ability Scores: +2 wisdom, -2 Charisma (can’t be reduced below 1)
Gold-Clad Myr
Challenge Rating: +1 Armor Class: increase its Natural Armor Bonus by 2. Defensive Abilities: Light Fortification (25%) Damage Resistances: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on any one Profession skill of the creator’s choice. Ability Scores: -6 Dexterity, +2 Intelligence (if it has an intelligence score), -2 Wisdom (minimum 1), +6 Charisma
Iron-Clad Myr
Challenge Rating +3 Armor Class: Increase its Natural Armor Bonus by 6 Defensive Abilities: Heavy Fortification (75%) Damage Resistances: Fire 15 Weaknesses Vulnerability to Electricity, Rust Vulnerability Rust Vulnerability (Ex): Creature counts as ferrous for the purpose of rusting attacks such as Rusting Grasp. Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Iron Limbs (Ex): An iron-clad creature’s natural attacks and grapple deal damage as Cold Iron weapons, overcoming damage reduction just as a Cold iron weapon would. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. Ability Scores: +2 Strength, -4 Dexterity (minimum 1), +2 Constitution (if it has a constitution score), and -2 Wisdom (minimum 1).
Lead-Clad Myr
Challenge Rating: +1 Armor Class: increase its natural armor bonus with 3 Defensive Abilities: Fortification (25%), Divination Immunity Divination Immunity (Ex): A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect Magic, Detect Poison, Detect thoughts, and Detect Alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry. Damage Resistances Electricity 5 Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Virulent Poison (Ex): If the metal-clad creature possesses a natural poison attack, its DC increases by 1. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on Survival Checks made to avoid getting lost. Ability Scores: -6 dexterity (minimum 1), +4 constitution (if it has a constitution score), -2 intelligence (if it has an intelligence score, minimum 1), -2 wisdom (if it has an wisdom score, minimum 1), -2 charisma (if it has an charisma score, minimum 1).
That’s the Myr Material part out of the way, but what about the spell part? Instead of looking through hundreds of spells to find which ones exemplify the colours that the Myr use, I opted to go an easier route and effectively give them all a fitting cleric domain or sorcerer bloodline. This grants them a limited amount of spells per day, as well as a spell-like ability.
Each Coloured Mana Aspect has three sub-Aspects, depending on things the colour embodies.
Colour aspects grant the Myr the following: A spell-like ability that can be used 3 times per day modified by its Wisdom Modifier (minimum of 3 times per day). Additionally, it grants a spell that it can use once per day as a spell-like ability. Additionally, for any spells that mimic spells, and uses Caster Level, the Myr uses its HD as such.
White Mana Aspect
Requirements Gold-clad creature with the Myr subtype.
White mana embodies Community, Order, and Protection.
Aspect of Community
Healing Touch (Sp): The Myr can touch a creature as a standard action, and heal it for 1d4+1 hit points. This ability can restore HP to both living creatures and constructs, but not undead.
Bless (Sp): Once per day, as a spell-like ability, the Myr can cast Bless using its Wisdom as its spellcasting ability.
Aspect of Order
Prohibition (Su): As a standard action, the Myr can command a creature within 30 ft. of it to refrain from committing a particular action (including any referenced in the spell Forbid Action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage, and the effect ends
Protection from Chaos (Sp): Once per day, as a spell-like ability, the Myr can cast Protection From Chaos using its Wisdom as its spellcasting ability.
Aspect of Protection
Protective Touch (Su): As a standard action, the Myr can touch a creature and grant it a +2 bonus to AC and CMD for 1 minute. If it uses this ability again, any current previous uses immediately ends. It cannot use this ability on itself.
Shield (Sp): Once per day, as a spell-like ability, the Myr can cast Shield using its Wisdom as its spellcasting ability.
Blue Mana Aspect
Requirements Silver-clad creature with the Myr subtype.
Blue mana embodies Knowledge, Artifice, and Illusions
Aspect of Artifice
Artificers Touch (Sp): The Myr can cast Mending, not at-will but a limited number of times per day. Unlike the normal use of this spell, it can be used to repair other constructs for 1d6 hit points.
Crafter’s Fortune (Sp): Once per day, as a spell-like ability, the Myr can cast Crafter’s Fortune using its Wisdom as its spellcasting ability.
Aspect of Illusion
Blinding Ray (Sp): As a standard action, the myr can make a ranged touch attack against a foe within 30 ft. Creatures with HD 1 are blinded for 1 round, creatures with more HD are dazzled for 1 round instead.
Color Spray (Sp): Once per day, as a spell-like ability, the Myr can cast Color Spray using its Wisdom as its spellcasting ability.
Aspect of Knowledge
Recall (Su): With a touch the Myr can cause a creature to recall a bit of forgotten information, allowing it to retry any Knowledge skill check it has made within the past minute, gaining an insight bonus equal to the Myr’s Wisdom modifier (minimum +0).
Know the Enemy (Sp): Once per day, as a spell-like ability, the Myr can cast Know the Enemy using its Wisdom as its spellcasting ability.
Black Mana Aspect
Requirements Lead-clad creature with the Myr subtype.
Black mana embodies Ambition, Death, and Power
Aspect of Ambition
Self-Realization (Su): The Myr gains a +1 bonus on saving throws against Polymorph, petrification, and transmutation effects. Additionally, the first time each day the Myr succeeds its saving throw against such an effect, it gains 1d6 temporary hit points and a +2 bonus on attack rolls and saving throws for 1 minute.
Bane (Sp): Once per day, as a spell-like ability, the Myr can cast Bane using its Wisdom as its spellcasting ability.
Aspect of Death
Decaying Touch (Sp): When the Myr hits a creature with a touch attack or natural weapon attack, it can spend a use of this power to deal 1d6 necrotic damage to that creature.
Cause Fear (Sp): Once per day, as a spell-like ability, the Myr can cast Cause Fear using its Wisdom as its spellcasting ability.
Aspect of Power
Power Surge (Su): As a standard action the Myr can grant itself a +2 insight bonus on attack rolls, AC, CMD, and Saving Throws until the end of its next turn.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Red Mana Aspect
Requirements Iron-clad creature with the Myr subtype.
Red mana embodies Fire, Lightning, and Freedom
Aspect of Fire
Fire Bolt (Sp): As a standard action, the Myr can unleash a bolt of fire against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 fire damage.
Burning Hands (Sp): Once per day, as a spell-like ability, the Myr can cast Burning Hands using its Wisdom as its spellcasting ability.
Aspect of Freedom
Liberation (Su): As a free action, the Myr can ignore all impediments to movement and mobility, as if affected by Freedom of Movement.
Sanctuary (Sp): Once per day, as a spell-like ability, the Myr can cast Sanctuary using its Wisdom as its spellcasting ability.
Aspect of Lightning
Lightning Arc (Sp): As a standard action, the Myr can unleash an arc of lightning against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 electricity damage.
Shocking Grasp (Sp): Once per day, as a spell-like ability, the Myr can cast Shocking Grasp using its Wisdom as its spellcasting ability.
Green Mana Aspect
Requirements Copper-clad creature with the Myr subtype.
Green mana embodies Nature, Animals, and Growth
Aspect of Animals
Hawk’s Eyes (Su): Unlike other Aspect powers, this is not used per day but instead always active. The Myr gains a +2 bonus on initiative checks and Perception checks.
Magic Fang (Sp): Once per day, as a spell-like ability, the Myr can cast Magic Fang using its Wisdom as its spellcasting ability.
Aspect of Growth
Oversized Fists (Su): As a swift action, the Myr can the next natural attack it makes that hits, to deal damage as if the Myr was 1 size category larger.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Aspect of Nature
Thorn Thicket (Su): As a standard action, the Myr can cause the ground in a 5-foot radius burst centered on it to sprout twisting thorn vines. Any creature moving through it must travel half speed or take 1 bleed damage; if activated in an area with numerous plants (grass, weeds, trees, etc) the area also becomes difficult terrain. This lasts for 1 minute, after which the vines crumble to dust.
Thorn Javelin (Sp): Once per day, as a spell-like ability, the Myr can cast Thorn Javelin using its Wisdom as its spellcasting ability.
Final Note; I really hope that the tumblr post format didn't completely butcher this, hopefully it's readable. At some point I'll likely make a new post with the actual stat blocks for the five Myr.
And I hope you enjoy this.
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thetantiger · 7 months
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Mythodoran (Body Ref)
According to all known laws of Night Elven lore, there is no way a male Kaldorei should be able to be a Warden Captain. Lore-wise, Kaldorei men are typically spellcasters or druids while Kaldorei women are warriors, sentinels or wardens. Mythodoran, of course, is a Warden Captain anyway, because Mythodoran doesn't care what Kaldorei gender roles say is impossible.
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paperanddice · 1 year
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I've had a little fun with Atropus from the Elder Evil book, but I'm not going to go through that entire book for now. Partly because some of the Elder Evils in it really aren't that interesting to me, largely because my Patreon backers voted for me to do some Pathfinder monster stat blocks. While the celestial archons were a 3.5 creation, they haven't made their way to 5e the way they did Pathfinder, and when I saw them near the start of the Pathfinder Bestiary I figured they did deserve to make their appearance. While they're not likely to be an enemy for most parties, they could appear as allies for many others, or third parties that must be interacted with in complicated situations.
Or, for 5e, the lantern archon here could be a familiar to a good aligned wizard, or for a celestial pact of the chain warlock. Being limited to two minor fiends and a fey dragon makes pact of the chain horribly suited for celestial warlocks, so this is a good alternative.
Lantern archons are friendly and curious, the light of good souls given corporeal form as a small floating lantern with a glowing orb in the center of it. They mostly exist to guide new souls arriving in the celestial realms, but minor spellcasters can summon these archons up to help guide them in the material world as well. Particularly divine cities may summon dozens of archons and arrange for them to remain long term as sentinels and literal light sources, hidden guardians ready to defend the righteous against any evil.
I've had a little fun with Atropus from the Elder Evil book, but I'm not going to go through that entire book for now. Partly because some of the Elder Evils in it really aren't that interesting to me, largely because my Patreon backers voted for me to do some Pathfinder monster stat blocks. While the celestial archons were a 3.5 creation, they haven't made their way to 5e the way they did Pathfinder, and when I saw them near the start of the Pathfinder Bestiary I figured they did deserve to make their appearance. While they're not likely to be an enemy for most parties, they could appear as allies for many others, or third parties that must be interacted with in complicated situations.
Or, for 5e, the lantern archon here could be a familiar to a good aligned wizard, or for a celestial pact of the chain warlock. Being limited to two minor fiends and a fey dragon makes pact of the chain horribly suited for celestial warlocks, so this is a good alternative. A lantern archon can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing pilgrim. While the two are bonded, the pilgrim can sense what the lantern archon senses as long as they are within 1 mile of each other. While the lantern archon is within 10 feet of its pilgrim, the pilgrim shares the lantern archon's Magic Resistance trait. If its pilgrim performs evil acts, the lantern archon can end its service as a familiar, ending the telepathic bond.
The Pathfinder version of the lantern archon has the ability to fuse with 8 other archons to become a higher level threat for a limited amount of time, which I decided to adapt to the 13th Age version of it. For 5e however, the balance of CR felt way too off, so I left that one be. The lantern archon gestalt is based off of the Pathfinder 2e legion archon.
Originally from the 3.5 Monster Manual, with Inspiration from the Pathfinder Bestiary and Pathfinder 2 Bestiary. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Lantern Archon Small celestial (archon), lawful good Armor Class 12 Hit Points 22 (5d6 + 5) Speed 0 ft., fly 60 ft. (hover) Str 1 (-5) Dex 15 (+2) Con 12 (+1) Int 6 (-2) Wis 11 (+0) Cha 10 (+0) Skills Insight +2, Persuasion +2 Damage Immunities lightning Damage Resistances poison, radiant Condition Immunities petrified Senses darkvision 60 ft. passive Perception 10 Languages all Challenge 1 (200 XP) Magic Resistance. The lantern archon has advantage on saves against spells and other magical effects. Variable Illumination. The lantern archon sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The lantern archon can alter the radius as a bonus action. Actions Multiattack. The lantern archon makes two Light Ray attacks. Light Ray. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6+2) radiant damage. This damage ignores resistances and immunities. Aura Of Menace. Each creature of the lantern archon's choice within 20 feet of the archon must make a DC 10 Wisdom saving throw. On a failure, whenever the target makes an attack roll or saving throw the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts for 1 minute, or until the target hits the archon with an attack. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the archon's Aura of Menace for the next 24 hours. Spellcasting. The lantern archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: detect evil and good, light 1/day: augury
13th Age
Lantern Archon  6th level mook caster [celestial]  Initiative: +12 R: Light Ray +11 vs. PD (one nearby enemy) - 8 holy damage. Pure Damage: This attack ignores all damage resistances. Aura of Menace: An enemy nearby 4 or more lantern archons who is below 30 hp takes a -2 penalty to attack rolls and all defenses. If an enemy suffering this penalty hits a lantern archon with an attack, it ignores all lantern archon’s aura of menace for the rest of the battle. Flight. Gestalt: Nine lantern archons can use their standard actions on the same turn to fuse together into a single Large entity, gaining the stats of the Lantern Archon Gestalt (below). The gestalt acts on the same initiative as the lantern archons, starting on the next round. Resist Holy 14+. AC 22 PD 18 MD 20 HP 20
Lantern Archon Gestalt  Large 6th level wrecker [celestial]  Initiative: - Flaming Blade of Justice +13 vs. AC (two attacks) - 15 damage plus 5 fire damage and 5 holy damage. Natural 16+: The target also takes 10 ongoing fire damage. Thrown Blade: 1/turn the gestalt can make a flaming blade of justice attack as a ranged attack. R: Light Ray +13 vs. AC (two attacks, each against a nearby enemy) - 20 holy damage. Pure Damage: This attack ignores all damage resistances. Aura of Menace: Nearby enemies below 48 hp take a -2 penalty to attack rolls and all defenses. If an enemy suffering this penalty hits the gestalt with an attack, it ignores the gestalt’s aura of menace for the rest of the battle. Flight. Temporary Warrior: At the start of each round where the escalation die is even, the gestalt must make a normal save; on a failure, the gestalt splits back into 9 lantern archons. Divide the gestalt’s remaining hp among the lantern archons. If the gestalt had less than 9 hp remaining, some of the lantern archons die. Resist Fire and Holy 14+. AC 21 PD 20 MD 16 HP 180
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Sense there's been beings to give it names this continent has had many. But for the last few milenia its name has been Äterra’Mūteer meaning Land of the Mother in the Old Human tongue. 
Many kingdoms and empires have risen and fallen, border lines drafted and redrawn over its long history. But as it proteins to our story however these are just a few of the kingdoms ive drafted so far
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Ardellia
Capital: Valoria
Adrellia is known for its vast grassland and soft rolling hills. This lends well to their exquisite wine and cheese industry, both of which are their largest export.  
The Aristocracy is the second most relaxed and liberal. The Monarchs both king and queen openley take lovers outside of their marriage.its so normal it's not even mentioned. Arranged marriage is most common here.
While in other kingdoms it's normal to have a ball or celebration on special occasion or even a spur of the moment thing once and a while. Ardellian cities are known for having lavish soirees almost year round.
Its said that if the night is quiet the nobility are just recovering and if its quite during the day the king or queen has passed away. 
While it seems to be the most hedonistic kingdom, Ardellia is actually the most pious. While they rarely attend chapel, and they don't abide by anti-adultery scripture, Ardellia has the strictest laws on those who are so-called “mother’s betrayers” elfs and those born with magic. 
Elves while in other kingdoms are allowed to work inside the cities. In Ardellia elves are not allowed to step foot near the city's walls. 
Its even worse for magi. In other kingdoms practicing  magic inside cities may be punished by a quick death. 
In Ardellia magi are not killed, no they're captured to be torched, Ardellia turns torturing magi into a performance. Ardellia also has the largest population of mage hunters. 
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Delmaría
Capital Ciudad de Delmaría
Delmaria is known for being covered in thick forests and rocky unfarmable terrain. 
 The kingdom is the largest importer of crops from other kingdoms. But that doesn't mean they are unable to grow their own crops. They can just on a smaller scale. 
The most common crops that grow in Delmaria are corn and barley, beans, and sugar and an assortment of chili peppers
While they are the smallest exporter of crops they are  a large exporter of comfort goods and lumber.
The Aristocracy in Delmaria is on the more pious side and adheres more to scripture than other kingdoms. The monarchs attend scripture more times than not. But while being heavily religious. Delmaria’s treatment of elves is quite good. While elves are not allowed to own property inside cities like in other kingdoms. Elves in dalmaria are allowed in cities after dark, they can bring a lawsuit against a human, among a myriad of other rights. (while they aren't a pillar of elven rights it seems like Delmaria is making progress lol) 
The treatment of magi is the standard. Magic is illegal and punished by the quick death 
Delmaría wildlands 
The Delmaría wildlands are a forest said to be enchanted. The forest is claimed by the kingdom of Delmaría. 
The rumor that they're enchanted came about when a large logging party went missing a time ago, the group that was sent to look for them went missing as well, and the group after them and so on 5 times until the king at the time gave up, after rumors began to spread that he was sending sacrifices to a succubus blood witch. 
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Fenholm
Capital- Wesdene
Fenhom is a rater isolated kingdom, known for its beautiful fjords and large mountain range with snow capped peaks. 
While being isolated due to the isthmus that connects them to the larger landmass being blocked by the beautiful but treacherous mountains that aren't easily traversed by a single person let alone a carriage full of ornate glass dolls. Thus travel and exports three Fenholm’s many port cities.
From those many ports most imports and exports are people. But a few non-anamite things are shipped,including glass, iron, copper, and ice. Really the only edible that fenholm exports is the famous fenholm cherries. 
In recent years, Little is known about the Aristocracy of fenholm aside from the names of the king and queen and the few nobles that travel to other kingdoms. Those that do, speak little of the politics of their home kingdoms. But a certain few with loose lips, spit such fanciful words its hard to know what's true and untrue. 
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Starkenholt 
Capital: Burcnmere
Starkenholt is known for having a majority of its land covered by fertile farmland. The kingdom is the largest exporter of wheat. Keeping most of the beats, potatoes, onions, strawberries, raspberries, legumes and carrots. 
Starkenholt’s has one of the largest hunting guilds of the continent. They're often hired by other kingdoms to hunt for feasts and such. 
The aristocracy of Starkenholt is very moderet when it comes to religion. Elves are allowed to work in the cities, the monarchy is the largest employer of elves. Magic is outlawed and punishable by the quick death.
the Harrington dynasty had ruled for 26 generations before Lenceslous Vonstrumhart took power and established the Vonstrumhart dynasty who are Starkenholt.
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OML This took longer than I thought it would lol. I'm real sorry yall I thought this would take like an hour or two, but I'm finishing this at 3:17 AM haha. Anyways, please give me feedback. I love when yall comment. I think my asks are open as well, so please send anything youd like to know or anything youd like me to expand on.
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mikkeneko · 2 years
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Vecna and the Terrible, Horrible, No Good Very Bad No-Fun Zone
The archlich Vecna is one of the most iconic villains of Dungeons & Dragons lore. Vecna is the most powerful lich to exist in the world of Dungeons & Dragons. He is an evil spellcaster that sought dark powers to achieve immortality. During his undying life, Vecna has become filled with malice, hatred, and an unquenchable thirst for power.  In a multiverse full of evil beings, Vecna is among the worst.
Vecna’s smorgasboard of lair traps, necrotic energy, and cruel tricks make a hearty appetizer before one even gets to the main course, his world-shaking ninth-level wizard spells. All together it makes up quite a heavy meal, but that’s no reason to shy away from trying it out! 
I have fond memories of delving into this particular cooking challenge alongside my husband and several of our friends. It’s a tale of greed and curiosity, righteousness and revenge, delving through the darkest impulses of human cruelty to attempt to bring justice to the greatest fugitive from death in history...
But of course you don’t read a cooking blog for the story, so let’s get to the actual recipe!
Ingredients:
1 cleric, War Domain
1 fighter, feat. Sentinel
1 Warforged wizard, Bladesinger*
1 sneaky stabby rogue
“No Fun” Zone
Preheat no-fun zone to 360 degrees. Take wizard, rogue and fighter and bait lightly until all of Vecna’s reactions are drawn out. Add your cleric into melee range with Vecna and place inside the No-Fun Zone.
At this stage Vecna is extremely resistant to non-magical damage, so we’ll need to soften him up a little bit. Add the wizard’s spell slot at 9th level in order to invoke Wish, which will cause a neat chemical reaction that will render Vecna vulnerable to non-magical damage. Just a little cooking tip!
Be sure to move up your Sentinel fighter into flanking range with the cleric, so he can keep Vecna from falling out of your no-fun zone! Once all your ingredients are correctly combined, set the melee fighters loose and shake Vecna until done. Enjoy.
*in case anyone was wondering, this particular Bladesinger wizard was actually an automaton formed from a magic sword. Literally a sword wizard.
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thetraumaking · 9 months
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“I Believe in You” Ch. 3
Since the day you first showed your affinity for magic at the tender age of five, your father has relentlessly pushed you to practice and study from sunrise to sunset. He was a stern and demanding figure, always overseeing your training and spellcasting. Despite his tough approach, you gave it your all, determined to prove your worth and make him proud. Little did you know that your magical journey would be intertwined with both the love and tragedy of your parents.
Your mother, on the other hand, was a beacon of love and support. While she never truly loved your father, she adored you, her precious baby girl. Together, you would delve into ancient texts, explore history, and learn various languages. Your favorite activity together included in you writing stories for your mother to read, you would snuggle up beside her as she brought the imaginary world on the paper to life with her voice.
Her unwavering faith in you became a source of strength, and her encouraging words, 'I believe in you,' echoed in your mind even during the darkest of times. Ironically, those words would become her last, forever etched in your heart.
Deep within the heart of the Forbidden Forest, where ancient trees loomed like sentinels and eerie whispers echoed through the shadows, lay an arena, shrouded in mystery and time-worn grandeur. Its towering stone walls are covered in intricate engravings depicting mythical creatures and long-forgotten battles. The arena floor is an expanse of weathered cobblestones, each bearing the weight of countless histories.
At the age of 10, you stood with your parents by your side. Your mother's gentle touch on your shoulder reassured you, her unwavering support evident in her eyes.
Your parents took a step back, leaving you to face the ominous darkness ahead. With a deep breath, you began the incantation, your voice steady and filled with determination. The very air seemed to pulse with anticipation as you called upon the shadow beast, Umbrasil, from the depths of night.
As the incantation continued, the forest grew eerily quiet, and the shadows seemed to coalesce into something tangible. Slowly, a dark and ethereal figure emerged from the gloom, its form twisted and elusive. This was Umbrasil, the creature of darkness you were meant to tame and forge a contract with.
Confidence surged through your veins as you believed in your training and your mother's belief in you. You chanted the incantation with conviction, holding your ground as the shadow beast circled you. Your eyes never wavered, locking onto Umbrasil's as you summoned all your strength and resolve.
But as the fight intensified, you began to feel the weight of the battle taking its toll. The relentless attacks from Umbrasil started to overwhelm you, and your stamina began to weaken. Your small frame struggled to keep up with the ferocity of the creature's strikes.
Your mother's voice pierced through the haze of battle, urging you to keep going, to believe in yourself. "You can do it, my dear! You have the strength within you!" she encouraged, her voice a beacon of hope amidst the darkness.
"I believe in you!"
As exhaustion threatened to engulf you, doubt started to creep in. Were you truly capable of defeating Umbrasil? The fear of failure gripped your heart, but you couldn't let your mother down. You had to prove that her belief in you was not misplaced.
Summoning every last ounce of strength, you pushed through the weariness, your eyes locking once more with Umbrasil. With a fierce determination, you mustered your remaining energy and unleashed a powerful spell, weaving shadows and light together in a dazzling display of magic.
In that moment, time seemed to slow as Umbrasil's attacks faltered, and you found an opening. Seizing the opportunity, you struck back with all your might, unleashing the full force of your magic on the shadow beast.
You had let your guard down.
Umbrasil wasn't some mindless beast, it was sentient, it can think and worst of all, strategies. The opening you saw was part of its plan, and you fell right into it.
In a moment of danger, your mother selflessly pushed you out of harm's way, taking the hit from a shadowy spear meant for you.
Grief and shock washed over you as you witnessed your mother's sacrifice. Before the monstrous creature could strike again, your father intervened, using his own magic to restrain and seal the beast beneath the mansion. You were left alone on the ground, under the watchful eye of the full moon, staring at the clear night sky, cradling your mother's lifeless body. Your father, without uttering a word, simply left, leaving you to grapple with the weight of loss and sorrow.
After that fateful night, the once cherished magic that had filled your heart with wonder became a source of bitterness and resentment. The constant pressure, the loss of your mother, and the burdens of your family's lineage left you with a profound hatred for magic. It felt like a cruel and relentless force that had stolen the most precious person from your life.
In the years that followed, your hatred towards magic grew. You became indifferent towards the people you share blood. You despised the so called "gift" you possessed.
Many moons later, after your dear mother's demise, you once again came back to the arena deep within the forest. The grounds where your mother's blood forever tainted.
By the whispers of shadows, I call your name,
Umbrasil, creature of darkness, come forth without shame.
From the depths of night, where secrets hide,
Answer my call, by our contract abide.
With words of power and incantations old,
I summon you, the shadow's stronghold.
Rise from the darkness, emerge from the gloom,
Umbrasil, heed my call, break the silent tomb
Through moonlit veil and starless sky,
Let your presence descend, drawing nigh.
With shadows as your cloak, and darkness as your guide,
Appear before me now, in shadows you reside.
Umbrasil, guardian of the hidden realm,
By our bond and contract, overwhelm.
With your strength and wisdom, by my side,
Together we stride, shadows as our guide.
When your father dispelled the seal, you immediately unleashed your powers. Spell after spell, you overwhelmed it, giving it no room to think or even breath.
You had learned your lesson the first time you fought it.
You had unleashed everything, every drop of mana, combined with years worth of pent up anger and frustration. The mighty beast of the shadows, had now turned into a punching bag.
You didn't stop till you were sure it was at ends meet, not till parts of it's body started to crumble away into dark particles.
...
Since the beginning of this school year, a couple of weeks had already passed. From day one, you had deliberately made a point of arriving late to every class you attended. Surprisingly, despite your tardiness, the old crones who served as your professors seemed to hold high expectations for you and refrained from writing you up for being late.
One particular student, Amanda O'Neil, couldn't help but question this blatant display of favoritism towards you. Yet, whenever she voiced her concerns to the professors, they simply waved her off or offered half-assed excuses in your defense. They cited your family business, Nyx Enterprise, and the numerous responsibilities you carried as its heiress, suggesting that you had important matters to attend to and oversee.
These recycled excuses never failed to elicit an eye roll from the fiery-haired teen. The special treatment you received rubbed her and others the wrong way, especially since you always seemed to comfortably secure the top spot on the scoreboard.
Despite the perks and expectations that seemed to surround you, Amanda couldn't shake the feeling that something wasn't entirely fair about the situation. Especially after crossing paths with you at a bar she had sneaked into.
Unlike Diana, you didn't appear to exert even half the effort she did in engaging in charity work and helping your peers with their spell casting. Nightly patrols to ensure students were adhering to curfew or sucking up to the professors to assist with class preparations were nowhere on your agenda.
While Diana wholeheartedly embraced students seeking extra help, you took a different approach, claiming that your way of helping was by not assisting them. Your somewhat aloof demeanor left many of your peers feeling discouraged from seeking your support. Diana, however, couldn't stand idly by and confronted you with her self-righteousness, lecturing you on the importance of being there for others.
Despite the majority of your peers giving up on reaching out to you for support, Akko remained undeterred. No matter how many times you pushed her away, she returned the next day with even more determination to connect with you. Her unwavering spirit and determination to understand you on a deeper level set her apart from the others, making you wonder what it was about her that kept drawing her back to you.
On the day prior to the broom relay, Akko's excitement was palpable as she approached you, eager to have you join her team for the race. Despite her enthusiastic pleas, you had to remind her that the teams had already been established, each with their colored sashes, and you could only participate with your designated group.
However, the spirited and unpredictable Sucy had other plans. In a twist of fate, she took it upon herself to tie Akko to her broom and lead her towards an intriguing contraption—a cannon. The peculiar sight left you intrigued and curious as to where this whimsical adventure would lead. Without hesitation, Sucy ignited the cannon, sending Akko soaring through the air like a whimsical projectile, her destination seemingly the fabled land of Oz.
As the broom relay unfolded, you found yourself listening in on conversations among passersby, eager to learn the results. The rumor mill churned, and you soon discovered that the blue team emerged as the triumphant victors, though you couldn't help but wonder if Akko's cannon-propelled escapade played a part in the race's outcome.
Since arriving at the school, you had formed a secret habit of breaking curfew to venture on midnight flights and peaceful walks in the enchanting garden. Under the veil of darkness, the thrill of soaring through the night sky on your broom brought you a sense of liberation and joy, allowing you to momentarily escape the perils of the mortal plane.
The mesmerizing plants and enchanting fauna of the school's garden reminded you of your own family garden—the sacred sanctuary you and your mother once shared.
In the past, the stroll through the garden during the day had been a cherished and intimate experience reserved solely for your mother. It was a place where you and her nurtured magical wonders and shared precious moments together. The garden held a unique and personal significance, a realm where the enchanting beauty of nature intertwined with the warmth of family bonds.
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sarandipitywrites · 4 months
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Heads up, seven up
@starlit-hopes-and-dreams tagged me for this - thank you! Join me in worrying over Darian's well-being here
i was redoing the outline for AES for a minute there, but now i'm editing the third draft of Dead Roots, Dark Water, which means i have lines! so here's seven of them.
but first, tags: i'll tag (with no pressure!) @rewritingrosie, @imaginationxlost, @mjjune, @elbritch-kit, @radios-podcast, @moonandris, and @sentinels-and-spellcasters, and an open tag for anyone else with some lines to share :)
now, on to the lines:
Keira's eyes hardened to malachite chips. She hopped down from the workbench and grabbed a fistful of the sheet she'd draped over it. In one smooth pull, she whipped the cloth away. Metal glinted in the mid-morning light — Haven steel and Precursan bronze, tools and weapons and zoomer parts and drones. "I have a demonstration today." Her voice, usually soft and gritty as beach sand, carried a scalpel of sterile sharpness. "Jak was helping me get ready."
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What is Rhys ideal “retired from adventuring”? How does/did Rhys feel about the title of Champion? And (because I’m currently watching the dnd movie) would you like to expand on his dnd build? I believe you said paladin/barb? ❤️
Retired from adventuring: Cyrus has a very hard time conceptualizing not adventuring for himself, but it's very important to ME that he gets to grow old and grey and happy. I dunno if this is where he'd actually end up, but he would love to be a hahren for an alienage. He wants to be able to continue looking after everyone & provide for the wellbeing of his community after he can't pick up his sword anymore.
Also, in the spirit of my other favorite fictional characters (Caleb Widogast, Elim Garak...), he has a garden he cares about and loves and tends to with Merrill's help.
Champion title: It fits like a glove, so snug it's easy to forget what's supposed to be beneath.
Among Cyrus' most irrational fears is that one day he's going to take off his armor and there's not going to be anything underneath.
D&D Build: Y E A H. My level 20 build for him is 12 Paladin (base class)/8 Barbarian. His pally subclass is Oath of Devotion because he IS the quintessential knight. His barb subclass is Ancestral Guardians, and his guardian spirits are Kirkwall itself :)
The one thing I'm meh about with his build is I gave him too many reactions between Spirit Shield, Protection fighting style, and the Sentinel feat, but his whole deal is defense, so...
Things I LOVE about his build include:
+3 to all saving throws, advantage on strength & dexterity saving throws + proficiency in wisdom & charisma saving throws. just try to fuck with him.
his feats are: Inspiring Leader (Everyone Loves Him And Will Do Whatever He Asks Of Them), Sentinel (Don't Fuck With My Friends), Skill Expert (to grab the perception skill and expertise in persuasion), and Martial Adept (bait & switch and goading attack as his two maneuvers for more Don't Fuck With My Friends vibes)
He's a sword and shield fighter, obviously, with rage & sacred weapon to boost attack & damage (yknow it's not relevant for this build but sacred weapon + the great weapon master feat would really minimize the -5 penalty)
He has spells but mostly uses them for divine smites because, y'know, he's not actually a spellcaster & he can't use spells while raging, but I love all the Devotion auto prepares so much (protection from evil/good, sanctuary, lesser restoration, zone of truth, beacon of hope, dispel magic). They feel very appropriate for him having the templar specialization.
You know what doesn't get a lot of love for its flavor potential? Unarmored defense. I have. So many thoughts about Cyrus' physicality and body bc Trans Projection, and I think gaining unarmored defense when he first multiclasses into barbarian is really narratively meaningful. It's the culmination of his body breaking down & being healed back up so many times that arcane defenses permanently reside Within him. It also lets him shed the heavy armor (which has some strange dysphoria feelings wrapped up in it) in favor of looser fitting fancy boy clothes, which he LOVES. He looks like a sorcerer, he hits like a paladin.
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