#and casting delay blast fireball
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one-in-a-nillion · 1 year ago
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Not related to todays Revenant Inclusa session (might draw stuff from that later) but. mwehehe
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wardensantoineandevka · 7 months ago
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CALEB CASTING DELAYED BLAST FIREBALL + 7TH-LEVEL FIREBALL AT THE SAME TIME COMING OUT OF A TIME STOP
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guiltygearconfessions · 1 year ago
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dnd 5e builds for base strive cast (+ goldlewis!)
Sol: either an Artificer (Battlesmith) w a Barbarian (Totem) dip where his Steel Defender is his bike and Elk/Bear rage is dragon install OR a Wizard (Bladesinger) with a belt (headband) of giant strength and Tasha's Otherworldy Guise as his DI
Ky: Hexbalde Warlock w a Battlemaster Fighter dip since he seems charismatic and his patron cld be the Thunderseal. His manouevres: Trip (Stun Dipper), Lunge (Foudre Arc), Riposte (Vapor Thrust). Meanwhile, Eldritch Blast = Stun Edge, Booming Blade = Dire Eclat, can blow his limited spell slots on Lightning Bolt (Sacred Edge) or Hasted Booming Blades + Relentless Hex or just Thunder Step (RTL). Possibly take a sorc (Storm) dip or the Metamagic Adept feat to transmute spell and change his damage types to lightning + gain flying speed.
May: Ranger (Beastmaster) for sea animal shenanigans. Possible dips into Paladin (Devotion, to the Jellyfish Pirates) or Fighter (Cavalier) for mounted combat features and bonuses (e.g. Find Greater Steed)
Axl: Ranger (Horizon Walker) + Monk (Kensei)/Fighter (Battlemaster). The boring and "correct" answer here is pure bladesinger wiz using a flavoured whip for the Time Stop spell, but the teleportation offered by Horizon Walker and the idea of slipping between planes of existence seems flavourful. Ranger features also have a bit more trap laying flavour. Monk bonuses for movement speed + unarmoured defense to remain slippery while dressing casual.
Chipp: Monk (Shadow) with the Fey Touched and Shadow Touched feats for access to Shadow Teleport + Misty Step + Shadow Blade and maybe a small spellcaster dip into Sorcerer (Shadow) if only to get Quickened Spell for ninja flavour + Mirror Image (multiple Chipps!)
Potemkin: although a pure Fighter (Champion) is tempting, the 4 attacks per turn feels at odds w the slower, lumbering idea of Potemkin. Instead I propose DM fiat to allow smiting while Unarmed, then build Potemkin as a Variant Human (base feat used to learn Unarmed Fighting style) with full Paladin (Glory or Redemption). His devotion and larger than life presence give him moral power behind his blows which are weighty (big ass smites) but infrequent (2 per turn). The other athleticism, tanky abilities come from his Paladin subclass features. Spells like Command and Compelled Duel reflect his intimidating presence and ability to control the field. Spells like Thunderous Smite and Destructive Wave reflect his sheer terrain-altering strength. Feats could include Grappler, Tavern Brawler, Tough.
Faust: Pure Wild Magic Sorcerer or an even split btwn Wild Magic Sorc and Life Cleric. Dimension Door/Misty Step for teleports. Items could represent by: Meteors (Minute Meteors), Bomb (Delayed Blast Fireball), 100T Weight (Earth Tremor/Earthquake), Donut/Banana (Healing Word/Cure Wounds), Afro (reflavoured Web since its also a control debuff that turns into damage after fire exposure), Minifaust (so many summon spells but I like the idea of Guardian of Faith from Cleric), Trumpet (Insect Plague), Hammer (Catapult). And then Haste can be used with Quickened Spell to simulate item throw super. Tack on a couple fighter levels perhaps to Action Surge and emulate the 100 tension version + give some oomph to the occasional scalpel normal.
Millia: not base dnd but i think she fits a Blood Hunter (Lycan) pretty well. The flavour of undergoing a dangerous and forbidden procedure for power, the hair transformations... probably uses Rite of the Oracle (psychic) and Blood Curse of Binding (tandem top) to hold enemies in place for devastating up close "mixups" while still remaining highly mobile.
Zato: Fighter (Echo Knight) w a Monk (Long Death) dip (or, potentially, Undead Warlock). Fragile but frequently summonable puppet fighter w a Monk dip for the "unarmoured melee fighter" vibe + undying flavour or Warlock dip for more spell slinging vibe+ access to flight spells.
Ramlethal: taking a bit more from her Xrd incarnation, a mixed Cleric (Twilight) for access to Spiritual Weapon for the "remote/hovering sword" + a hover/fly movement rather than regular walking and a Warlock (Hexblade) with the Eldritch Smite invocation to burn spell slots for chunky damage that knocks enemies flat on their asses (Mortobato).
Leo: Rogue (Swashbuckler ) + Barbarian (Totem). Probably a Tiger/Elk Barb for the movement speed and the animalistic vibe, while the Rogue levels and Swashbuckler features give the idea of a speedy duelist who occasionally snipes out big damage hits from "converting" movement speed based mixups. (also Swashbucklers benefit from Charisma, which leo definitely has since hes led so many soldiers to their deaths 🥰)
Nago: Fighter (Samurai). I think a majority of Nago's features and design are reflected in this subclass- the idea of a fighter who takes a slow and measured approach while occasionally bursting into a flurry of sudden violence. The high level Samurai feature of taking another turn upon getting dropped also kind of feels like Nago blood rage- a last second gambit at the verge of defeat type of deal.
Gio: Monk (Astral Self). Gio's features as an unarmed, unarmoured, mobile fighter w a not-quite animal spirit are perfectly encapsulated in this subclass, down to her appearance transformations at high tension
Anji: Bard (Swords) with Fighter (Battlemaster) dip and the Dual Wielder feat. Swords Bard explains his armoured twirl (Defensive Flourish) and other more magical effects like the butterfly, koi, and his cinematic super. Battlemaster Trip (rekka low), Push (corner carry off fuujin), Sweep (spinny spins), Parry/Riposte (dedicated counters).
I-No: Oddly enough i dont think she's a pure bard. If anything, I think her style seems more offense oriented than support, so she probably has way more Sorcerer (storm) levels for flying and her other magic shit. For her Bard dip, probably a Whispers bard to play into her role as a mysterious and menacing antagonist figure.
Goldlewis: Paladin (Watchers) with a Warlock (GoO) dip. Watchers paladins already deal w abberations and aliens, and his smites could be flavoured as his big behemoth typhoons/down with the system. Warlock spells and blast reflect the gadgets stored by his alien.
Wow! Points for being so thorough! This is cool
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utilitycaster · 1 year ago
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Level-up post: Bells Hells L13
girl help usually I draft these well in advance but I forgot about this one so it's going to be a little shorter and probably less pithy. Anyway as always: corrections on errors appreciated, but if I didn't list every single possible spell or feat someone could take then that's because I don't care. And, because we do the level-ups like this rather than at the end of a session, this will include L14 speculation. Without further ado:
Everyone's proficiency bonus goes up to +5, and the non-multiclassed full spellcasters (Imogen and FCG) get access to 7th level spells.
Chetney: Chetney took another level in Blood Hunter, granting him an ASI/Feat. On the one hand, his wisdom score is odd and so an ASI to that makes sense. On the other hand fuck WIS forever and ever amen; CON, STR, and INT are all way more important for him and for this party. Orym can perceive enough for everyone. L13 Blood Hunter is a nice one that grants him an additional use of blood maledict, as well as the Brand of Tethering which is both thematically appropriate for the campaign and could REALLY ruin Ludinus's day.
Laudna: Another sorcerer level, which grants her more metamagic, and Marisha said in the video she'd be taking Empowered Spell. She also learns another spell up to 5th level, and another cantrip. Frankly I have no idea for cantrips since between two casting classes with cantrips, her subclasses, and spell sniper, she is Cantrips Georg, but Seeming and Teleportation Circle are both pragmatic options that would help the party; Creation and Insect Plague are both aesthetically apt; and Dominate Person, while coming from her sorcery, does have that touch of Delilah. Looking forward I must admit that warlock is infinitely more useful and interesting but it's probably wiser to get 6th level spells.
FCG: FCG's main improvement here is access to 7th level spells; these are pretty great for clerics. I am personally a fan of Divine Word, and Plane Shift seems likely quite useful, but Regenerate and Resurrection are good to have available. L14 for clerics is quiet and simply improves their ability to destroy undead, as is 15, which grants them 8th level spells.
Fearne: Fearne took a 10th level in Druid, granting her another cantrip and another 5th level spell. She gets Cauterizing Flames, which is a little like Wither and Bloom or some of the Circle of the Shepherd features: when a small or larger creature dies within 30 feet of her or Little Mister, she can use a reaction to either heal a creature within 30 feet of the dead creature, or deal fire damage to it. This may become immediately useful if we're fighting Liliana or Otohan. I am hoping she levels up to 11 in Druid at the next level up, which would give her Transport via Plants and Wind Walk access, making the party a little less reliant on Keyleth. As for her cantrip, I'm thinking Druidcraft would be fun since she doesn't have it and it's been so useful on Ruidus.
Imogen: Imogen gets 7th level spells, of which Teleport is a clear winner, particularly since FCG can take Plane Shift, but there are some of my favorite damage/fuckery spells in there (Prismatic Spray, Reverse Gravity, and Delayed Blast Fireball). Level 14 gives her Revelation in Flesh. I must admit I'd be more psyched about this if she'd leaned into the slime aspects of the subclass, but I am interested in seeing how it gets modified because I don't think she should get the swim speed if she won't grow weird cilia and gills; the other features can stay though.
Orym: In addition to having the stupidest passive perception score on the moon, he also gains another use of indomitable. Level 14 gives him an ASI/Feat and really he can't go wrong here; because he got feats from his pact I'm thinking an ASI to CON to make him even more of a tank would be fun, but fighters get so many feats that he can really go nuts.
Ashton: Base barbarian ability of Brutal Critical goes up to 2 dice from 1, giving them the ability to do more damage when they crit. Eyes peeled for his next level-up, when he gets his final Path of Fundamental Chaos feature!
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revvethasmythh · 7 months ago
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HI SORRY HOW DO YOU DELAY FIREBALL???? I WANT TO DO THAT!!!!!
You cast Delayed Blast Fireball! it's a 7th-level spell. Caleb cast it while inside a Time Stop spell, and then concluded the Time Stop by casting a normal 7th-level Fireball, thereby setting them both of simultaneously. to conclude: what's sexier than wizards? NOTHING
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nailsofvecna · 2 years ago
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I feel like you'd have some interesting oppinions on this.
What do you think of spells having "prerequisites" to learn, and I mean besides being of the appropriate spell level and class. Like maybe you need to know "spell a" before you can learn "spell b", or something like that?
It's a good question. Narratively it makes sense, right - it'd be like real life where you have to know about certain concepts before you can understand ones that are built on top of them. And we already have rules to say you can't craft certain magic items unless you know the spells contained in them.
I think it's an idea that could work well, but the system would have to be designed to accomodate it. Assuming we're talking about 5th edition D&D, I think it runs into a couple of issues, which I'll explore below the cut.
Not to mention that it wouldn't work at all for clerics, druids or paladins.
I feel like there's a pretty high risk that this would act as a tax where you have to take spells you don't want in order to take ones that you do, which doesn't really serve any gameplay purpose and wouldn't be fun for players. Espeically considering that wizards can know basically as many spells as they want, while all other known-spell casters are already hard pressed for making their choices count. So it's not even a fair tax.
A key issue for me is that 5e lets you boost spells by casting from a higher level slot. That means there aren't any spells that are just direct upgrades of lower-level ones any more. The core rules only have a handful of 'spell Bs' that would warrant a prerequisite. Granted, quite a few of my own homebrew spells are just modified versions of canonical spells, but I don't think it adds much to them to say "you can't learn this unless you already know the vanilla version".
And again, most of the obvious candidates for needing a prerequisite are cleric spells (lesser restoration -> greater restoration, revivify -> raise dead -> resurrection -> true resurrection, cure wounds -> mass cure wounds).
The flavour we've been given about how spells are learned somewhat alleviates the lack of realism, too (i.e. "how can you know delayed blast fireball if you don't know how to cast a regular fireball?"). Wizards learn spells by rote by studying books and scrolls, with each spell's mechanics being essentially sui generis. Bards pick up secret tricks here and there on their travels and don't really know how their spells 'work'. Warlocks are directly gifted their spells by their patrons and also don't usually know how their spells work. In all of those cases, there's a built-in explanation for why you know the spells you know, which doesn't depend on knowing simpler versions. Meanwhile I don't think the ranger list has a single spell that would logically need a prerequisite.
That does leave sorcerers. It's harder to wave away the above delayed blast fireball question for a sorcerer. Plus you could say that any spell cast with metamagic is actually a different spell, so they're already kind of doing the whole 'know spell A in order to be able to cast other spells' thing. Unfortunately, sorcerer is the class that's hurting the most for spells known, so it'd be unfair to tell a player they can't learn a spell because they don't have it's prerequisite. I guess you could imagine that they did know how to cast the prerequisite spell, but just forgot it because they weren't using it any more? They can replace spells on level up, after all.
One thing I have done in the past as a DM is require a character to know a spell A in order to create their own custom spells (which I've then let them have without it taking up a 'spells known' slot). For example, I required Astra's player to learn haste before she was able to forumlate Astra's instant antique. I'd say something like that is reasonable and can lead to fun interactions, without running into the problems I've discussed above.
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mornyavie · 6 months ago
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Big fan of forum advice-dispensers who have clearly obtained their expertise based entirely on vibes. I just read a thread on good spells to attach to contingency and one of the first commentators said that they like to prepare a time stop followed by delayed blast fireball.
Contingency: Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you.
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fandom-panda · 1 year ago
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RWD S3 EP 5 SPOILERS
OH MY GOD DANI
THAT IS SO SMART I NEVER WOULD HAVE THOUGHT ABOUT CASTING CATAPULT ON A BOMB
AND ITS A DELAYED BLAST FIREBALL OH MY GOD
GOOD JOB SOPHIA
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sageoffablesardowin · 1 year ago
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What spell do you think has done the most change in Ardowin?
This is a question that truly has many answers, as there are many types of change that are difficult to quantify.
However, if I were forced to pick one singular spell, it may very well be the spell known colloquially as "charm person" (in High Sylvan, we call it "lustertongue"). Few other effects have warped the ways in which deals are brokered in both private and public forums. Most societies have defenses in place for such spells, but there was a time where nobody who displayed even the slightest proficiency with magic could be trusted. Some people distrust anyone with access to such charms to this day.
Other notable candidates include "alter self" for its role in allowing the development of magic that allows people to feel more comfortable in their forms, as well as "delayed blast fireball" and similar glyphs that represented the ability to cast devastating magic from afar.
And, of course, wishes are undeniably world-warping. There are many other supremely powerful magics typically beyond mortal ability to wield that have affected Ardowin's history, but only in the sense that they accomplished one major event and were abstained from ever since.
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ask-gale · 2 years ago
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As a Warlock, we get very aesthetically congruent spells, what is your favorite WIZARD spell? I’m partial to Delayed Blast Fireball, which adds stakes to the surfacer game Hot Potato.
-Feri-Anon
"You know, the longer we've been on the road, the more I wished I could cast Mordekainen's Magnificent Mansion. It would be nice if we all had a cozy place to stay for once, rather than cold and danger and... Having to sleep right next to a puddle. So right now I'd definitely consider that my favourite spell."
Gale sighs. He's not used to being in such a harsh environment for so long. He'd give anything for a cozy place to stay.
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jadeandquartzes · 4 months ago
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[id: art of caleb widogast facing the camera as he casts timestop. he is in motion in the midst of a darkened hallway. he wears a dark coat and blue scarf over a blue vest and white pants with two belts. wind/energy whip around him, sending his clothing and hair flowing out into the space. a circle of purple energy surrounds his lower body, and fire swirls between his hands, centralized on a single mote that is likely a delayed-blast fireball. his expression is intense and serious. end id.]
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T I M E S T O P
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cagemasterfantasy · 8 months ago
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Dnd Spells: Delayed Blast Fireball
Delayed Blast Fireball is a level 7 Evocation spell for Sorcerer and Wizard. Casting Time is 1 action Range is 150 feet Requires a Verbal and Somatic Component spell ingredient is a ball of bat guano and sulfur Duration is Concentration up to 1 minute.
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot: The base damage increases by 1d6 for each spell slot level above 7.
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aumphloushemintyme · 10 months ago
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i think all transfems should get to cast delayed blast fireball once per day. as a treat
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niuttuc · 2 years ago
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Since yesterday’s was a bonus, today’s recent budget commander sleeper is a double feature... Mostly using the latter being recent to be able to talk about the former. Some underrated red board wipes!
Red has plenty of damaging board wipes, but the vast majority of them hit everyone equally. These two break the symmetry somewhat, and the cascade on them adds a lot of value.
I tend to prefer Volcanic Torrent, as it’s fully one-sided, letting your board through unscathed. Five mana, the floor on it is to draw a card, cast it for free, and then deal 2 damage to everything you don’t control, cleaning out tokens and utilty creatures. Since Cascade happens before the spell resolve, and it counts itself, it’ll never see you having cast less than two spells. If you can just cast a single spell before casting it, it gets into the really useful category. Before combat, it’ll also make blocks with larger creatures inconvenient and after combat it can clean off bigger creatures. And you get a free spell attached to it!
Let the Galaxy Burn is more expensive and will also hit your own board, but has the advantage that it’s more easily scalable without having to use more cards, since you can just pump more mana in. But otherwise it’ll do a fine job.
Being one-sided is kind of a huge deal for board wipes, just see how expensive and back breaking a In Garruk’s Wake or a Cyclonic Rift can be.There’s not many options for it that deal more than one measly damage, and if your deck is a typical casual deck, the cascade will often add an average of three mana worth of value onto them, making them much more appealing.
Of course, neither of them hold a candle to the most powerful of the recent one-sided red board wipes, Delayed Blast Fireball, but they’re a fraction of the monetary cost and good enough.
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I’d encourage you to try the fireball too though if you haven’t seen it yet and have the five bucks or so it’s currently worth. It’s pretty great in basically any deck, and if it isn’t reprinted, it might get very expensive in the coming years. Assuming they don’t print anything even stronger, of course. Surprise triple feature!
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not-av-ampire · 1 year ago
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whew, good thing i can still cast delayed blast fireball
D&D spells that aren't real
fireball
That's it you can cast any of the others
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raeynbowboi · 4 years ago
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Building Itachi Uchiha in DnD 5e (2021)
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I’ve built Itachi a few times, and I finally realized the reason why. The only realistic way to build Itachi in DnD would require more than the level 20 build cap. Itachi has the high level spells of a powerful Wizard, the slippery evasiveness of an experienced Rogue, and the composed discipline of a master Monk. There’s no way to perfectly fit all of his abilities within a measly 20 levels. So, with Itachi, we have to pick our battles. So, I’m going to offer two possible builds that stay within the level 20 cap, each of which sacrifices one thing in favor of another.
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Itachi is a Human, but he’s also an Anime Character. Anime characters are cooler and stronger than normal people, so we’ll say he’s a Variant Human. Variant Humans get +1 to two ability scores, and we’ll give Itachi +1 INT, +1 DEX. He also gets the Perception skill, as well as a free Feat. Alert adds +5 to Itachi’s initiative, making Itachi a quickdraw in combat, he can’t be surprised while he’s conscious, and enemies can’t hide from his eyes.
For his background, Itachi is a rogue ninja, and a wanted criminal. He’s part of the Akatsuki, which is a group of other, equally dangerous wanted criminals. It’s safe to say that Itachi would be a Criminal for proficiency in Deception and Stealth.
For his alignment, Itachi is willing to go to very extreme lengths of evil in pursuit of ultimate good, landing somewhere between Chaotic Good and Lawful Evil.
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WIZARD SCHOOL OF DIVINATION
As tempting as it would be to make Itachi an Illusion Wizard, Divination is better suited to Itachi’s all-seeing Sharingan eyes. With his Portents, high rolls can ensure successes, while low rolls can be used to avoid incoming attacks or spells. Illusion could work, as the Illusory Reality is a good stand-in for the Infinite Tsukuyomi, and Itachi is a master illusionist. But, Itachi himself never masters the Infinite Tsukuyomi while he’s alive. So, it wouldn’t be in-character to give him this ability in DnD.
You could take a 1 level dip into Rogue if you so choose for Itachi. He’d gain the Acrobatics skill from the Rogue skill list, along with Expertise in two skills, I’d go with Insight and Perception so that his senses can’t be fooled.
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BASIC INFORMATION
STATS STR 10 DEX 20 CON 14 INT 20 WIS 12 CHA 8
SAVING THROWS STR 0 DEX +5 CON +2 INT +11 WIS +7 CHA -1
COMBAT INFO HP: 122 AC: 15 Initiative: +10 Passive Perception: 17 or 23* Spell Attack Bonus: +11 Spell DC: 19
SKILLS Acrobatics* (+11) Deception (+5) Insight (+7) or (+13)* Investigation (+11) Perception (+7) or (+13)* Stealth (+11)
FEATS Alert
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Itachi’s Spell Book
C Fire Bolt, Mind Sliver, Minor Illusion, Prestidigitation Shape Water  1 Burning Hands, Disguise Self, Mage Armor, Shield, Silent Image 2 Arcanist’s Magic Aura, Blur, Crown of Madness, Flaming Sphere, Mind Spike, Mirror Image, Phantasmal Force, Scorching Ray, See Invisibility, Tasha’s Mind Whip 3 Counterspell, Dispel Magic, Enemies Abound, Fireball, Haste, Major Image, Slow, Tidal Wave 4 Confusion, Control Water, Hallucinatory Terrain, Phantasmal Killer, Raulothim’s Psychic Lance 5 Immolation, Mislead, Seeming, Skill Empowerment 6 Contingency, Disintegrate, Eyebite, Investiture of Flame, Mental Prison, True Seeing 7 Delayed Blast Fireball, Mirage Arcane, Project Image 8 Feeblemind 9 Foresight, Weird
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FEATURES
Arcane Recovery: Recover up to 10 spell slots of 5th level or lower on a short rest. Divination Savant: Halve the time and cost to copy Divination spells into your spell book. Expert Divination: Casting Divination spells restores weaker spell slots Greater Portent: Roll 3 d20s instead of 2 for your Potent feature. Portent: Roll 2 d20s, replace any roll with these numbers once per long rest. Signature Spell: Choose two 3rd level spells, these can be cast once without using a spell slot per long rest. Spell Mastery: Cast Shield and Mirror Image without requiring Spell Slots The Third Eye: As an action, gain either 60 feet darkvision, 60 feet Ethereal sight, read any language, or 10 feet invisible sight.
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ROGUE ARCANE TRICKSTER
The main reason this one isn’t a perfect fit is the low spell levels and slow grind to learn new spells. While it does let Itachi be a Rogue with some magic, it’s nowhere near as magically powerful as Itachi is as a pure Wizard. But the added evasiveness of the Rogue should hopefully make up for the loss of magical power. The Arcane Trickster can also steal the opponent’s spells for themselves, something the Sharingan is known to do.
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BASIC INFORMATION
STATS STR 10 DEX 20 CON 14 INT 20 WIS 14 CHA 8
SAVING THROWS STR 0 DEX +11 CON +2 INT +11 WIS +8 CHA -1
COMBAT INFO HP: 143 AC: 16 Initiative: +10 Passive Perception: 24 Sneak Attack: 10d6 Spell Attack Bonus: +11 Spell DC: 19
SKILLS
Acrobatics (+11) Athletics (+6) Deception (+11) Insight (+14) Investigation (+11) Perception (+14) Stealth (+17)
FEATS Alert
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Itachi’s Spells
C Firebolt, Mage Hand, Mind Sliver, Minor Illusion, 1 Disguise Self, Shield, Silent Image 2 Blur, Mirror Image, Scorching Ray, Tasha’s Mind Whip 3 Enemies Abound, Fireball, Major Image, Slow 4 Confusion, Phantasmal Killer
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FEATURES
Blindsense: You are aware of any hidden or invisible foe within 10 feet Cunning Action: As a bonus action, Aim, Dash, Disengage, or Hide. Elusive: Foes cannot attack you with advantage Evasion: Successful Dex Saves reduce damage to 0. Mage Hand Legermain: Pick pockets, open locks, and disarm traps from 30 feet away. Magical Ambush: While hidden, saving throws against your spells are made with disadvantage Reliable Talent: Proficient skills can’t roll lower than 10. Slippery Mind: Proficiency in Wisdom saving throws. Spell Thief: As a reaction, force a spellcasting modifier saving throw. On a failed save, negate the spell being cast on you, and for the next 8 hours, you can cast said spell with your own spell slots. The other creature can’t cast the stolen spell until the 8 hours has finished. Stroke of Luck: Turn a failed attack action or a failed ability check into a hit or a nat 20 respectively. Uncanny Dodge: As a reaction, reduce damage from a foe you can see by half. Versatile Trickster: You have advantage against a creature within 5 feet of your Mage Hand.
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Ultimately, which build you favor depends on what you see as more in-character for Itachi. The Wizard build makes Itachi a master of powerful ninjutsu and genjutsu, while the Rogue makes Itachi far more limited in his powers, but more slippery and elusive. One benefit Itachi has over most rogues is that with his Versatile Trickster ability, he can gain advantage even in a 1v1 encounter, something most rogues lack. So, even in a head-to-head fight, he can still get off his sneak attack damage. While Disintegrate doesn’t deal fire damage, the spell is a nice parallel to Amaterasu, as it can burn through most protective barrier spells. With his Spell Mastery, Itachi can always have mirror images on the field, giving him a little more breathing room despite his low health. 
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